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| Symbian emulator?
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jr msx addict Posts: 310 | Posted: June 11 2004, 14:11   |
Haven't been doing much for the emu -- maybe that's not what you wanted to hear but it's the truth =) Anyways, I never paid much attention to that... so are you saying it's a bug in the emulator or what?
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Latok msx master Posts: 1734 | Posted: June 11 2004, 14:16   |
No jr, I don't dare to say that. You rule jr, you do  |
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jr msx addict Posts: 310 | Posted: June 14 2004, 07:40   |
Thank you for your unconditional support  Any suggestions as to what you might want to see improved? Something in the UI perhaps? I personally dislike the media menu with too many options on the same "page", perhaps I should divide that into separate cart/disk/tape pages. |
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Latok msx master Posts: 1734 | Posted: June 14 2004, 10:18   |
I am the great ' submenu hater'  , so don't ask me this, I like the UI as it is now, but perhaps there are more like you who think there are too many options in the Media Setup?
Seriously, I think the emu is great as it is. Only those white bars at the startup, I rather see some text there, but further? No complaining at all
Is that also the reason you're relatively relaxed with the developing right now? Not much to improve anymore? |
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snout
 msx legend Posts: 4992 | Posted: June 14 2004, 10:36   |
Could loading/saving states be sped-up slomehow? the animation when loading/saving states is cool, but slows down gameplay quite a lot when you want to cheat a bit  |
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jr msx addict Posts: 310 | Posted: June 14 2004, 13:49   |
Well, I could take the confirmation note away. I added it because I wanted to give some confirmation that the action was done. Another possibility might be to add a configurable quick load & save state keys to the emulator that would load/save state from RAM instead of disk... and without the need to pause the emulator to do it.
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jr msx addict Posts: 310 | Posted: June 14 2004, 13:52   |
Latok, true, I've been happy with the emulator as-is, it lets me play most of the games ok so I haven't felt any pressure to improve it. About those white bars, do you have an idea why that's happening? I still don't know much about MSX internals but I ran the emulator in a debugger and I could see that the MSX VRAM was being filled with just 0xFF's, so plain white bars, which would indicate that there is no problem in the rendering routines of the emulator at least...
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Latok msx master Posts: 1734 | Posted: June 14 2004, 15:19   |
No, don't have a f*cking clue. It's the only emu I've seen where it happens, those white bars. sorry  |
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Sousuke online msx freak Posts: 154 | Posted: June 14 2004, 16:02   |
I also think the emu's running fine. It's really great to have a portable MSX everywhere 
And it works so smooth  Have I already mentioned that you rock?
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| Another possibility might be to add a configurable quick load & save state keys to the emulator that would load/save state from RAM instead of disk... and without the need to pause the emulator to do it.
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A quick-load/save function would be great!
Btw, would it be difficult implementing a compression routine for save states? I'm sure that 7650-users with our limited storage RAM will be very glad with this addon  )~
Of course only if you got enough time to do it
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| No, don't have a f*cking clue. It's the only emu I've seen where it happens, those white bars. sorry
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Never noticed that before, cuz I only have 2+ ROMs on my phone. But I think having seen that strange effect before on fMSX/S60 when I was playing Imanoks "Cat'n'Mouse"... :/ |
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jr msx addict Posts: 310 | Posted: June 15 2004, 14:29   |
Zipped save states is very much possible to do, I have to see how much code that creates, though... that is if the size of the binary increases too much I suppose the feature would make itself useless =)
And about the bars, well, I guess I'm down to debugging the ROM then... I suppose those texts are printed from the MSX2 sub ROM...
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jr msx addict Posts: 310 | Posted: June 15 2004, 19:00   |
...found and disassembled the routine in MSX2 ROM that displays the user & video ram texts and asks for password, I'll see why it does not work properly with fMSX/S60 when I have some time...
I was left wondering a bit reading the routine, though... does anyone know why it's using I/O port 0x7F? I read from the MSX Assembly page that this is reserved for MSX2 key cartridge and MoonSound, so if I would have to guess I would say it has something to do with the first =) I don't think MSX2 ROM has MoonSound support built-in =) I don't have the disassembly in front of me right now but if I remember correctly the ROM routine will cause an infinite loop (jr -2) if it does not like what it gets from that I/O port... That of course has nothing to do with the drawing problem, but just a funny observation...
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jr msx addict Posts: 310 | Posted: June 17 2004, 13:37   |
Found the bug =) It was in the VDP emulation - the texts are copied to VRAM using LMMC mode and that code had a bug in it. Now it works like a charm =)
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snout
 msx legend Posts: 4992 | Posted: June 17 2004, 20:00   |
Great! About save-states: How about keeping the confirmation at save-states, but returning to the loaded state instantly after loading a save-state? (get it?)
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Latok msx master Posts: 1734 | Posted: June 17 2004, 20:45   |
Great, jr! Great!
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Sousuke online msx freak Posts: 154 | Posted: June 18 2004, 10:57   |
Cool jr, many thanks for your effort!
About compression: You could also code a smaller compression algo (also meaning less work?  ).
IMO doesn't have to be that complex, for example a RLE-like compression should also be efficient enough. Most of us only play ROMs and the RAM will only be filled w/ some variables, etc... (right?), the rest will mostly be not used (i.e. zeros). These unimportant things just wastes (too) much space. |
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