Search found 47 matches

by Iconoclast
Sat May 02, 2015 8:39 pm
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 35206

Re: Where did MarathonMan go? Project dead?

No performance optimizations or anything whatsoever; literally minimal changes. ok. Well that's all fine. Wasn't exactly asking, just telling. In fact, I like to relax. Being lazy is more fun than working on the same type of project usually. In the meantime kind of nice to see some people working o...
by Iconoclast
Tue Apr 28, 2015 3:42 pm
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 35206

Re: Where did MarathonMan go? Project dead?

Ah, so that was it then. By "fork it, port it," you meant angrylion RDP ala HatCat, not angrylion RDP itself. Normally that sort of suggestion really means, merge HatCat's changes, not fork HatCat's fork of what cen64 is forking, haha. Often we all use the process of elimination to draw conclusions ...
by Iconoclast
Mon Apr 27, 2015 11:42 am
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 35206

Re: Where did MarathonMan go? Project dead?

No mal-intent. :) Simply making sure OldGnashburg knew you weren't doing a RDP from scratch. Just figured I could hope this forum isn't EFnet style where people are presumed ill-will before the fact. Port it, make it cycle-accurate, multi-thread it, optimize it, add whatever features you want and yo...
by Iconoclast
Mon Apr 27, 2015 11:19 am
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 35206

Re: Where did MarathonMan go? Project dead?

Oh, my bad. You edited. :) Some of these same people, i.e. i wasaperson, have already made comments in the past that suggest they know the difference: http://forums.cen64.com/viewtopic.php?f=6&t=147&p=1561&hilit=angrylion#p1561 Well wouldn't that mean what I said was true? If he knows angrylion's pl...
by Iconoclast
Mon Apr 27, 2015 10:47 am
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 35206

Re: Where did MarathonMan go? Project dead?

Now I know why you decided to fork Angrylion's RDP, thanks for the explanation! So actually these ifdef aren't that important, if not make the plugin working properly on Windows? I'm relieved. It's to cycle between three things. X11 context creation on Unix, via GLX GDI context creation on Windows,...
by Iconoclast
Sun Apr 26, 2015 9:44 pm
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 35206

Re: Where did MarathonMan go? Project dead?

Win32 beauty in that plugin is not my responsibility. That, and also some DirectDraw stuff. This is the reason why people who use exclusively or mainly Linux/OS X cannot appreciate original Angrylion's RDP, because other platforms can't get the same functionality (namely, VI filters) that Windows g...
by Iconoclast
Sun Apr 26, 2015 1:32 pm
Forum: Open Discussion
Topic: Where did MarathonMan go? Project dead?
Replies: 36
Views: 35206

Re: Where did MarathonMan go? Project dead?

Win32 beauty in that plugin is not my responsibility. AIO/RPGMaster/LegendOfDragoon contributed all that stuff. Never was a GUIs/framework person personally, so he decided to add that himself. Currently I just focused on filter quality and lower-level control over the pixel transfers, since I've bee...
by Iconoclast
Wed Jul 30, 2014 8:41 pm
Forum: RCP
Topic: A place for a HLE RDP backend in Cen64?
Replies: 18
Views: 10355

Re: A place for a HLE RDP backend in Cen64?

z64 lets you choose whether VI emulation is being done from frame buffer read-back or not being done with hardware-accelerated geometry scaling simply, so regardless of being a LLE plugin it would let you use native or high resolutions based on your settings in the plugin. CEN64 uses the a (fork?) o...
by Iconoclast
Wed Jun 25, 2014 11:47 pm
Forum: Other
Topic: Got a mislabelled cart, is it possible to put in actual ROM?
Replies: 5
Views: 2762

Re: Got a mislabelled cart, is it possible to put in actual

You can also check *(ROMHEADER + 0x3F). 64th byte into the ROM image should be 0x00 for a "v1.0" label, 0x01 for "v1.1", and etc.
by Iconoclast
Thu Mar 06, 2014 5:43 pm
Forum: Open Discussion
Topic: PIFROM
Replies: 6
Views: 3230

Re: PIFROM

OldGnashburg wrote:What, when did this happen? Why not use the legitimate files?
Since angrylion's external fork of MAME changes to a zilmar-spec plugin.

At that point it was no longer adhering to the MAME structure, so it was not relying on the point/slope files externally anymore.
by Iconoclast
Thu Jan 16, 2014 12:54 am
Forum: Suggestions
Topic: Force high-res 640x480 mode
Replies: 2
Views: 2358

Re: Force high-res 640x480 mode

640x480 is, on NTSC, the native VI resolution for the DAC of RGB pixels. The video interface manages the filtering of whatever is in the frame buffer, to your television screen. So 640x480 isn't exactly a "built-in high resolution". It's just what the RDP frame buffer resolution is up-scaled to in m...
by Iconoclast
Sun Jan 05, 2014 4:31 pm
Forum: FAQ/Guides
Topic: How to Compile CEN64
Replies: 30
Views: 30503

Re: How to Compile Cen64

Or append the statements in `release.cmd` with a PAUSE command so that it won't close automatically.
by Iconoclast
Fri Jan 03, 2014 12:41 am
Forum: Bugs/Issues
Topic: Can't even run on windows 7 32-bit
Replies: 16
Views: 7626

Re: Can't even run on windows 7 32-bit

Dunno. Could be. Somehow you sound pretty ticked off to me. :D Maybe it's just a false, sixth sense I have on things. Maybe you're right. Or maybe it would explain why you took over 20 minutes to write and submit just that post. ;) I guess it's somewhat amusing to contemplate, but, I'd say the topic...
by Iconoclast
Thu Jan 02, 2014 11:28 pm
Forum: Bugs/Issues
Topic: Can't even run on windows 7 32-bit
Replies: 16
Views: 7626

Re: BAPSACRSTRKCGTF

I just found your comment funny because you did advice that guy to upgrade while you're using prehistoric stuff That's cool and all, but, don't get mad at me if I'm not following where that makes sense. CEN64 already requires past SSE2, and this degree of hardware coincides with the guarantee that ...
by Iconoclast
Thu Jan 02, 2014 12:17 pm
Forum: Bugs/Issues
Topic: Can't even run on windows 7 32-bit
Replies: 16
Views: 7626

Re: WTF?

Near your monitor, there is a somewhat big box with nice stuff inside :D, I was talking about 'the guy with an up-to-SSE2 CPU', Wrong. :D Neither of my CPUs--the laptop nor the desktop--are "up to SSE2". In fact the AMD one which I'm currently using supports SSE3. Of course, this thread isn't even ...
by Iconoclast
Thu Jan 02, 2014 12:57 am
Forum: Bugs/Issues
Topic: Can't even run on windows 7 32-bit
Replies: 16
Views: 7626

Re: Can't even run on windows 7 32-bit

The misinformed guy wrote:(nothing of value, something about SSE2?)
Wrong. The only publicly released plugin by me uses SSSE3 and further beyond.

So it seems you were misinformed by all the smiley dudes about the "up to SSE2" part.
by Iconoclast
Tue Dec 31, 2013 1:30 pm
Forum: Bugs/Issues
Topic: Can't even run on windows 7 32-bit
Replies: 16
Views: 7626

Re: Can't even run on windows 7 32-bit

Yes, there is still a hope.


Upgrade to a 64-bit operating system.
by Iconoclast
Sun Dec 29, 2013 7:54 pm
Forum: Development
Topic: TLB
Replies: 28
Views: 13047

Re: TLB

I haven't specifically checked the RDP branch of MarathonMan's code network in a while, but last I remember from his words on the general status of things (and to my own general knowledge of them), there is no way that the RDP has been vectorized, by anybody (probably even MooglyGuy, though he allud...
by Iconoclast
Sun Dec 29, 2013 4:52 pm
Forum: Development
Topic: TLB
Replies: 28
Views: 13047

Re: TLB

There's some regressions in the cache code (as well as some bugged RDP stuff) that worked in prior versions. No use beginning to even fathom compromising the terrible originality of the MAME RDP code. It will take weeks--no, months--to not only vectorize everything, but make things more apt to work...
by Iconoclast
Mon Dec 23, 2013 1:53 pm
Forum: Development
Topic: TLB
Replies: 28
Views: 13047

Re: TLB

But, for several millions of instructions, couldn't you just add a check every cycle or whatever to compare the RSP's IMEM to check if a few bytes are set to 0xFF (not the whole 4K I guess since that's intensive) and then trace backwards from that point to see, by the stage of what VR4300 operation,...
by Iconoclast
Sun Dec 22, 2013 9:46 pm
Forum: Development
Topic: TLB
Replies: 28
Views: 13047

Re: TLB

Unfortunately, it doesn't seem to have impacted any ROMs. Perhaps I need to implement TLB-mapped instruction accesses, or perhaps there is a bug somewhere. Just figured I would make sure, but, you know how with Super Mario 64 on PJ64 the emulation is hung up if "Use TLB" was not checked--but only a...
by Iconoclast
Wed Nov 20, 2013 7:36 pm
Forum: Other
Topic: Netplay
Replies: 4
Views: 3036

Re: Netplay

I'd be more excited if any of it meant it was possible to use the program on my SSE2 machine. =P But that's besides the topic, anyway. I guess some fragmented re-compiler section would be needed to shuffle optimally in SSE2. It's about time we had a multi-OS emulator that can play N64 online, regard...
by Iconoclast
Mon Nov 18, 2013 9:36 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 42175

Re: Problems?

Since, in C programming source code, the vast majority of tab characters are at the beginning of each line of text, before any actual text occurs, usually it just suffices for me to use the "Find and Replace" feature in Microsoft Notepad, or even Notepad++, to replace all occurrences of "tab" with "...
by Iconoclast
Sun Nov 17, 2013 11:20 pm
Forum: Development
Topic: Socket API
Replies: 5
Views: 2488

Re: Socket API

Hm...what would be at least as readable, while as efficient, would be reading it as an unsigned long. So for your current long it looks like this: if (port < 1 || port > 65535) { If we used something like strtoul for an unsigned long, it would just be this: if (port > 65535/* || port == 0*/) { Which...
by Iconoclast
Sun Nov 17, 2013 10:05 pm
Forum: Development
Topic: Socket API
Replies: 5
Views: 2488

Re: Socket API

if (port < 1 || port > 65535) { printf("Port must in the range 1..65535.\n"); usage(argv[0]); return 1; } Heh. Since we are working with a minimum of the long data type, wouldn't it be cleaner and smaller to say: if (port & ~0x0000FFFF) { printf("Port must be in the range 1..65535.\n"); usage(argv[...
by Iconoclast
Sat Nov 16, 2013 1:10 am
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6131

Re: One question about GLFW

Not really anything Windows-specific in the angrylion plugin, just DirectX. Correct. Whenever I see TYPES THAT ARE IN ALL CAPITAL LETTERS AND OBNOXIOUSLY LONG, I just nope.avi my way out. :D Yeah, I know it appears as if there is something Windows-specific. (In fact you can see some WIN32 defines f...
by Iconoclast
Fri Nov 15, 2013 8:16 pm
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6131

Re: One question about GLFW

I've stripped them out for the time being as I was pulling from angrylion's code and they had Windows-specific things embedded into them that I didn't feel like reversing at the time.
Not really anything Windows-specific in the angrylion plugin, just DirectX.
by Iconoclast
Wed Nov 13, 2013 11:01 am
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6131

Re: One question about GLFW

Software rendering is more than possible in OpenGL.
by Iconoclast
Wed Nov 13, 2013 10:00 am
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6131

Re: One question about GLFW

Nah, that was a defect in the SDL port because I could never understand what angrylion was trying to convey in DirectDraw. It was a problem with the pitch scaling via pixels per line (and that SDL had no automatic stretching like DirectDraw did). Fortunately, however, by the time anyone decided to b...
by Iconoclast
Mon Nov 11, 2013 9:13 pm
Forum: Development
Topic: vr4300 Opcodes
Replies: 3
Views: 3149

Re: vr4300 Opcodes

That's pretty cool. Yeah, the more accurate, stable implementation side of things is currently in Hacktarux's perspective. It seems the adverse factor of speed has its share of contributions from your OpenGL knowledge. I thought one of the things that needed the most optimization in the current zilm...
by Iconoclast
Mon Nov 11, 2013 7:12 pm
Forum: Other
Topic: Docs
Replies: 12
Views: 8977

Re: Docs

As you've correctly determined, the documents provided through hcs' website are indeed part of a much larger, more thorough chain of documents and other code about the system. However, that is best left to an independent study, for several (including, legal) reasons. Suffice it to say that anything ...
by Iconoclast
Mon Nov 11, 2013 6:47 pm
Forum: Development
Topic: vr4300 Opcodes
Replies: 3
Views: 3149

Re: vr4300 Opcodes

Implementing missing instructions is one thing. Stabilizing the emulator to prevent hazardous futures has been another. They usually are implemented on the basis of finding games that use them, so that they can be checked immediately while testing their usage in a game to make sure it's both stable ...
by Iconoclast
Mon Nov 11, 2013 6:41 pm
Forum: Other
Topic: Docs
Replies: 12
Views: 8977

Re: Docs

The problem with most (usually, Google's) patent mirrors is that they are not authentic. Instead of containing the actual text in the PDFs, they rasterize all the vector information (including searchable text) into pixels. Thus, you can't find text quickly, and the downloads are a lot bigger since t...
by Iconoclast
Mon Nov 11, 2013 5:42 pm
Forum: Development
Topic: One question about GLFW
Replies: 14
Views: 6131

Re: One question about GLFW

I once attempted a SDL backport of angrylion's original DirectDraw, pixel-accurate plugin off which some of the RDP and VI rendering driver now in CEN64 is based. It was generally slower at blitting the pixels to the full screen in the surmounted result due to SDL abstraction layer calls being slowe...
by Iconoclast
Fri Nov 01, 2013 1:21 pm
Forum: Frontends
Topic: CEN64 Front-end for Windows v1.7
Replies: 113
Views: 53350

Re: CEN64 Front-end for Windows v1.7

Reminds me of Nemu64. :D

What with the gfx/audio/controller toolbar icons, the cartridge icon next to each ROM browser entry, the "Compatibility" list instead of "Comments" like in 1964....

Suits me just fine! I don't have a very good designer's opinion on things these days anymore.
by Iconoclast
Fri Nov 01, 2013 1:14 pm
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 31947

Re: The Legend of Zelda - Ocarina of Time

Yeah, really, 36 isn't even divisible by 8.

So if we're validating beannaich's expression of RDRAM being 9-bit, wouldn't you say 72 Mbit == 9 MiB/"MB", not 36 MBit/8 is 9? :roll:

Sorry, or was the explanation behind the ninth bit somewhere else in the RDP explanation you were giving?
by Iconoclast
Fri Nov 01, 2013 12:52 am
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 31947

Re: The Legend of Zelda - Ocarina of Time

I'm not completely following.

If we're converting megabits to "megabytes", of sorts, do you mean 32 Mb/8 = 4 MiB, or 64 Mb/8 = 8 MiB?
Because 32 Mbit/(8==2*2*2) = 8 [MiB] doesn't seem right.
by Iconoclast
Thu Oct 31, 2013 8:13 pm
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 31947

Re: The Legend of Zelda - Ocarina of Time

Don't know. There is a small history of prior FPU bugs MarathonMan has had to fix. I was never able to help with those. I am not familiar with the VR4300 FPU, just the elementary MIPS commands and the RSP vector commands which he also had very many bugs in before I helped isolate those out. Past tha...
by Iconoclast
Thu Oct 31, 2013 6:27 pm
Forum: Compatibility
Topic: The Legend of Zelda - Ocarina of Time
Replies: 39
Views: 31947

Re: The Legend of Zelda - Ocarina of Time

It could be a floating-point comparison bug under COP1 of the VR4300 somewhere, though my gut tells me that if it were anything else major of a CPU instruction bug then graphics glitches would be the least of your worries with that game. It's also possible MarathonMan might have overstepped some of ...
by Iconoclast
Wed Oct 30, 2013 5:55 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 42175

Re: Problems?

Different ways of laying it out. For flexibility I usually tend to standard HTML3 tables or something. Raw text is probably best for databases that don't contain a big array of informational fields. Maybe ShadowFX could be a certain type of moderator with announcement privileges to use HTML tables f...
by Iconoclast
Wed Oct 30, 2013 4:34 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 42175

Re: Problems?

That took waaay too long, but it's done. Thanks for the suggestions :) Notepad++ -> Edit -> Blank Operations -> Tab to Space. If you get the TextFX plugin for Notepad++, you have even more automation of simple tasks available. I suggest you familiarize yourself with: -everything under the Edit menu...
by Iconoclast
Sat Oct 26, 2013 2:21 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 42175

Re: Problems?

That is all because SRAM and FLASHRAM OS PI support are not implemented in CEN64. It basically is the same thing as creating a save file for Project64 (either *.fla for Majora's Mask or *.sra for Ocarina of Time) with all the data bits impertinent to the security checksum and file existence markers ...
by Iconoclast
Wed Oct 23, 2013 11:42 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 42175

Re: Problems?

Probably not comfortably playable, though that seems like an independent variable to whether the sound should still be internally accurate in accuracy-based projects. But I understand that the maintenance of full speed alongside cycle-accurate maintenance is a much more challenging concern to you at...
by Iconoclast
Wed Oct 23, 2013 10:32 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 42175

Re: Problems?

The degree to which it is taken care of varies directly with what there is to fear by implementing audio for slow games. Crackling should not be the result in an accurate implementation, like I suggested. But I can understand not taking an early interest in it. :P After all, I have not completely fi...
by Iconoclast
Wed Oct 23, 2013 3:15 pm
Forum: Compatibility
Topic: Problems?
Replies: 53
Views: 42175

Re: Problems?

Pokémon Snap was always playable using the proper CPU-RDP feedback provided in MAME. This was originally ported to a zilmar-spec plugin by angrylion, which supported all of the action effects in the game perfectly. Since the RDP is being re-done from the ground-up at some point, part of that code w...
by Iconoclast
Mon Oct 21, 2013 8:35 pm
Forum: Other
Topic: Docs
Replies: 12
Views: 8977

Re: Docs

Such types of data have filled in the matching gaps for CEN64 rather early.
The other document was more of a high-level game design console function reference.

So why would you like to find them?