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 bsnes v060 released 
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Joined: 2009-11-20 at 04:58 PM

Posts: 22
Post Re: bsnes v060 released
cool debugger additions, tried it out but I get crashes when I try to export (as I do with the previous release) memory.

Attempting to export anything in memory editor leads to a crash, but the new property additions seem to work fine.


2010-02-09 at 05:06 AM
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Joined: 2009-12-09 at 01:13 PM

Posts: 6
Post Re: bsnes v060 released
Oops nvm, i found out how to solo map ctrl, alt, keys.

I had to put input.modifierEnable = false in the config file.

Excellent release as always, 1000x thumbs up for you mate, you freaking rock!

Edit: I don't know if this question has been asked already but would it be possible to add toggle for "fast forward" and "slowdown"? so you only have to press the key once and it start "fast forwarding" without letting the finger in the keys.

Thanks.


2010-02-09 at 10:16 AM
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Joined: 2009-04-10 at 03:00 PM

Posts: 3094
Post Re: bsnes v060 released
> I get crashes when I try to export (as I do with the previous release) memory.

Make sure your export path is read-write. It defaults to "same as loaded game", but you can override it in the paths section.

> I had to put input.modifierEnable = false in the config file.

Yep. Be sure to remap all the GUI shortcuts as well after doing that. Alt+Enter for fullscreen will now work by only pressing enter.

> would it be possible to add toggle for "fast forward" and "slowdown"?

It's already there. User Interface -> Emulation Speed -> Increase and Decrease. It's set to ctrl+multiply and ctrl+divide (on the numpad) by default. Press to permanently increase and decrease speed. Doesn't work so great with Vsync enabled for obvious reasons.

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2010-02-09 at 05:06 PM
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Joined: 2009-09-29 at 05:54 PM

Posts: 24
Post Re: bsnes v060 released
i keep bsnes & all its dirs/files in a folder in ~/.
i have now discovered that when putting libs (such as snesreader) in the same folder (as the bsnes binary) they are not recognized.
could you make bsnes also search in the same dir as the binary for libs?


2010-02-09 at 07:29 PM
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Joined: 2009-04-10 at 09:43 PM

Posts: 16
Location: DABTropolis
Post Re: bsnes v060 released
byuu wrote:
Experiment T wrote:
i cannot even start up this release. i run it and it crashes immediately on windows vista sp2 32bit.


Try deleting the folder at: %APPDATA% named .bsnes; or make a new, blank file called bsnes.cfg inside the bsnes executable directory. If it still crashes, no idea; sorry. Would need you to run gdb on a version built with -g and without -s.


clearing the appdata and making a bsnes.cfg file fixed it thank you very much. :D


2010-02-09 at 07:54 PM
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Joined: 2009-04-10 at 11:51 PM

Posts: 229
Post Re: bsnes v060 released
I've been away for a while from the bsnes development forums. I've downloaded this latest version and was a little concerned about the way fullscreen works now...

Edit: My apologies. I've found what I was looking for. You pretty much have to toggle everything for fullscreen like you do in window mode. I was not aware of this.

I also noticed the controller graphic is gone again (unless I'm missing a secret checkbox). I recall the general consensus was to keep it, so what happened?


2010-02-09 at 10:16 PM
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Joined: 2009-04-11 at 04:21 AM

Posts: 390
Post Re: bsnes v060 released
echoes wrote:
i keep bsnes & all its dirs/files in a folder in ~/.
i have now discovered that when putting libs (such as snesreader) in the same folder (as the bsnes binary) they are not recognized.
could you make bsnes also search in the same dir as the binary for libs?

Given that you mention "~/" I assume you're using Linux. If so, you can make bsnes (or any other program) search for libraries wherever you want:
Code:
export LD_LIBRARY_PATH=/path/to/my/libraries

If you don't want to type that out each time, you can put it in your ~/.bash_profile, or just make a "startbsnes" shell-script that does that export before running bsnes.


2010-02-09 at 10:58 PM
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Joined: 2009-04-13 at 09:29 PM

Posts: 8
Post Re: bsnes v060 released
byuu wrote:
You may be missing the 9.0c version of d3dx_24.dll. It seems to have issues on _40 and above, possibly on some older ones, too. Most likely because Microsoft keeps modifying the DX9 structures on us. Once I find out which ones are safe, I'll limit the range of acceptable D3DX DLL versions.

Try downloading this, and place it in c:\windows\system32:
http://rapidshare.com/files/347798034/d3dx9_24.dll.html

I already have the d3dx_24.dll file, and otherwise have directx fully updated anyway.

Anything else that may be causing it?
Any way for me to help troubleshoot?

Thanks!

Edit:
I tried doing the same on a different computer -- my laptop, running Win7 x64. I'm getting the same crash...
Something is incredibly strange here. How can I be the only one experiencing the same crash, on two completely different configurations? :?


2010-02-10 at 12:43 AM
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Joined: 2010-02-09 at 03:08 AM

Posts: 12
Post Re: bsnes v060 released
Quote:
* added scale max - normal, wide, and wide zoom modes to fullscreen mode


How do I access these modes please; I cannot find the fullscreen mode?

Thank you.

Windows 7 64 Bit
Pentium E8400


2010-02-10 at 02:49 AM
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Joined: 2009-04-10 at 03:00 PM

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Post Re: bsnes v060 released
Hit 'Alt+Enter' to go fullscreen, and now hit 'Tab' to bring up the menubar.

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2010-02-10 at 04:26 AM
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Joined: 2009-09-04 at 08:57 PM

Posts: 253
Post Re: bsnes v060 released
Quote:
Anything else that may be causing it?
Any way for me to help troubleshoot?

I've managed to get this to happen to by having an opengl shader selected then switching to d3d mode. After going into the config file and clearing out the shader paths, it will start normally again, as you've discovered. Based on this, my suggestion would be to make sure that, when in d3d mode, you select a valid HLSL shader (the opengl shaders use a different, though similar, language and will NOT work with d3d). HLSL shaders will typically have a .fx extension. There's some in the recent WIP thread you should be able to try.


2010-02-10 at 04:35 AM
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Joined: 2009-04-10 at 03:00 PM

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Post Re: bsnes v060 released
Given that there are already bsnes-specific uniforms, I am thinking it would be best to create a custom file format for bsnes pixel shaders and merge it all together so that only one file needs to be selected. Make it all text-based.

Something like:

Code:
header {
  type: HLSL;
  clamp: border;
}

uniform {
  intensity: 0.8;
  radius: 0.3;
}

texture {
  base64-encoded data, spaces ignored
}

vertex {
  vertex-shader source code
}

fragment {
  fragment-shader source code
}

fragment {
  fragment-shader #2 source code
}


Then the user only has to select one file, and can chain shaders together.

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2010-02-10 at 08:15 PM
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Joined: 2009-09-29 at 05:54 PM

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Post Re: bsnes v060 released
Screwtape wrote:
echoes wrote:
i keep bsnes & all its dirs/files in a folder in ~/.
i have now discovered that when putting libs (such as snesreader) in the same folder (as the bsnes binary) they are not recognized.
could you make bsnes also search in the same dir as the binary for libs?

Given that you mention "~/" I assume you're using Linux. If so, you can make bsnes (or any other program) search for libraries wherever you want:
Code:
export LD_LIBRARY_PATH=/path/to/my/libraries

If you don't want to type that out each time, you can put it in your ~/.bash_profile, or just make a "startbsnes" shell-script that does that export before running bsnes.

i don't know why this didn't occur to me. thanks Screwtape.


2010-02-10 at 08:38 PM
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Joined: 2009-09-04 at 08:57 PM

Posts: 253
Post Re: bsnes v060 released
byuu wrote:
Given that there are already bsnes-specific uniforms, I am thinking it would be best to create a custom file format for bsnes pixel shaders and merge it all together so that only one file needs to be selected. Make it all text-based.

The .fx file format already supports this, actually. You can have as many "technique" blocks as you want, and as many functions in the file as you want. The D3D patch for dosbox makes use of this by allowing you specify via semantics which techniques to apply in which order. Semantics are basically a way to add a flag to a variable that can be queried by the effect framework. So for instance, a uniform could be tagged with the SOURCETEXTURE semantic, instead of having to have a specific name. As an example, the dosbox version of my shader has:
Code:
string CombineTechnique    : COMBINETECHNIQUE    = "PointAA";
string PreprocessTechnique : PREPROCESSTECHNIQUE = "";

float2 TexelSize : TEXELSIZE;

texture SourceTexture : SOURCETEXTURE;

After the shader is compiled, dosbox looks for the technique semantics and uses them to determine what order to apply them. Since my shader is only 1 pass, I leave the PREPROCESSTECHNIQUE blank.

FX also supports attributes, which allow you to associated more detailed metadata with a variable, such as a description string and min/max values that can be used in UI generation. Programs like FX Composer go crazy with this kindof stuff.

The rub is, of course, that every program that consumes a shader will do it slightly differently. I think this is basically unavoidable though. As long as the necessary information is exposed somehow, it's not that hard to adapt a shader to whatever system.

I don't know enough about GLSL specifically to suggest the best approach in that case though.


2010-02-10 at 10:50 PM
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Joined: 2009-04-13 at 09:29 PM

Posts: 8
Post Re: bsnes v060 released
Fes wrote:
(the opengl shaders use a different, though similar, language and will NOT work with d3d). HLSL shaders will typically have a .fx extension. There's some in the recent WIP thread you should be able to try.

Ah. Feeling silly.

Couple of thoughts then:
1. This is not at all clear from the configuration dialog. Specifically having a folder called "pixelshaders" that only works for the OpenGL driver is extremely confusing to anyone not an expert on shaders.
2. bsnes should not crash when trying to load the wrong kind of shader file...

Thanks for the help and clarification.


2010-02-11 at 10:19 AM
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