PDA

View Full Version : NeoPop v.61


Nesagwa
08-10-2002, 08:29 AM
Its looking really good.  Sound is really great.

The voice in Metal Slug 2nd Mission works and should probably be taken off the bugs list.

neopop_uk
08-10-2002, 08:36 AM
Really! I'll look at that imediately - must be bad flash data i've accumulated while testing...

Thanks,
neopop_uk

jadaramiro
08-10-2002, 12:21 PM
i have 2 say this is by far the best compatible neo geo pocket emu ever it play evry game perfect except i still ain't check KOF games but metal slug, etc works. but please neopop_uk try 2 put a auto detection mode 4 frameskip it will help a lot in every game

Kontrast
08-10-2002, 03:59 PM
Well yet another good update from the man that deserves a party~ :P

Well since I didn't get a formal answer from neopop_uk or anybody else's input... do the user set control's actually save? After testing this new version the one key that wants to save for me is the Option key. Anybody else having this problem or does my cpu just wanna cause trouble for me? :P

The sound's quality seems about perfect so I give you tons of props http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif Well back to testing games...  http://www.emuxhaven.net/iB_html/non-cgi/emoticons/cheeburga.gif

mfm005
08-10-2002, 08:07 PM
cool neopop is updated again (so often so i don't what to say about it http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif) but what have you done with your website??? http://www.emuxhaven.net/iB_html/non-cgi/emoticons/wow.gif  it's ugly!

neopop_uk
08-11-2002, 11:44 AM
mfm005: Sorry man, I never was the artist! - maybe if someone drew a nice logo for the top?

jadaramiro: Auto-frameskip is harder than it sounds (for me anyway) Besides, frameskip isn't needed on my machine anymore. It's probably be a little faster without it even.

Kontrast: Sorry, must have missed that one. I'm not sure about config saving, probably a subtle registry issue... nothing I can see that should be wrong. If a linux port gets made then the config will have to be re-written to use a text file, i'm too lazy to do this now - but it's probably a better idea.

Kontrast
08-11-2002, 02:52 PM
Damn, .62 already http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif

It's fine if you're too lazy to do that now cuz you sure haven't been lazy since you started this emu. :P
I'll just have to dl the source code and compile it with the control's set up my way~ If I notice what's causing it I'll let you know and maybe if I get off my lazy ass I can try my hand at writing the .ini config. coding for you http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif

Have fun playing all those neo geo pocket games but watch out, alot of them are addicting  http://www.emuxhaven.net/iB_html/non-cgi/emoticons/tounge.gif

Timepaladin
08-14-2002, 10:48 PM
Just in case anyone wants to know, you have to "click on the key" that you want to set. e.g. you want the 'w' key to be set as 'up'. Click in the box to highlight and press the 'w' key so that it jumps down to that key. Then use the mouse and click on the 'w' in the drop down box to set it. Once you set your keys click 'OK'. Everything should then be working.

Just wana say thanx and congrats to neopop_uk for a great emulator and for replying to all my emails. Take Care

Kontrast
08-15-2002, 12:54 AM
Wow... thank you timepaladin! Of all things that's just odd :P
Woo, party! ;)

Timepaladin
08-15-2002, 04:54 AM
No probs Kontrast! I had the same problem until i found out by luck =)

neopop_uk
08-15-2002, 12:49 PM
Hi, because I designed the controls dialog, I obviously use it in the way it was intended. But I'd like to know what you were doing to give you the problem -  that way I could possibly make it easier to use.

Regards,
neopop_uk

Kontrast
08-15-2002, 04:23 PM
I clicked on the box to set the control for each one, pressed the key corresponding to the one I wanted and just pressed Enter to save them each time instead of clicking them with the mouse.

And just out of curiosity... when i compile neopop's source, it gives me a good 149 errors/warnings in VC++ about mismatched values in it. Would that have anything to do with the code not being fully efficient? ;P  http://www.emuxhaven.net/iB_html/non-cgi/emoticons/baaa.gif  http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif

What games you been playing on the emu anyways neopop_uk?

Jay
08-15-2002, 09:29 PM
http://www.emuxhaven.net/iB_html/non-cgi/emoticons/wink.gif My guess is Bust-A-Move.

neopop_uk
08-17-2002, 08:05 AM
I get "0 error(s), 0 warning(s)", I wouldn't release it otherwise.

I'm using VC++6 Enterprise+SP5 and the DirectX 8.1 SDK.

In what files do you get the errors???

As for games, Bust-a-Move has fallen out of favour because I'm sick of the music (I used it test the sound break-ups - and now I can't stand it!).

I like the instant ones like Puyo-Pop and SNK-vs-Capcom. I do like "Faselei!" and "Dive Alert", but I don't have the time to play them properly. I also quite like PacMan - especially as I've fixed the annoying high-pitched sound it used to make which gave me a headache !

Cheers,
neopop_uk

Kontrast
08-17-2002, 07:56 PM
I'm using VC++ Standard edition to compile it. Most of the errors it gives come from the z80 and TLCS-900h cores having mismatched values to other parts of the code. I'm going to try to compile .64 right now to see what goes on.

I agree on that bust-a-move music... played it way too much on Neo*Geo~
I haven't even played puyo-pop yet but since you brought it up I'm gonna have to go try it :P

Ok.. just finished with the compile.. 0 Errors, 156 Warnings.
This is the warning I get "warning C4761: integral size mismatch in argument; conversion supplied".
It gives me the warning in BiosHLE.c, dma.c, gfx_scanline_colour.c, gfx_scanline_mono.c, interupt.c, TLCS900h_interpret_dst.c, TLCS900h_interpret_src.c, TLCS900h_interpret_single.c,  z80\codes.h, z80\z80.c, and z80\codesXX.h.
Not too keen on how bad the warning would be (doesn't seem to bad) but I figure since it's showing up something might be off in there.  http://www.emuxhaven.net/iB_html/non-cgi/emoticons/RotCol.gif

neopop_uk
08-18-2002, 08:40 AM
Can you try with 0.65, if you get a warning like this again can you note the line number of the file so I can get a better hint...

I don't think the STD edition inlines things very well, so performance will be a lot worse. The BeOS port uses GCC so hopefully that will lead the way to a Windows port of some kind, using a free compiler - with free inlining!

Regards,
neopop_uk

Kontrast
08-19-2002, 01:57 AM
Well when I typed in those up there, I was going to include the lines but that's a good 156 of them :P

I'm gonna try .65 in the morning when I wake up and I'll let you know what happens afterwards. Btw, I had predicted earlier that you were gonna update today  http://www.emuxhaven.net/iB_html/non-cgi/emoticons/tounge.gif  You sir, are a coding madman http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif

Meridian
08-19-2002, 10:52 PM
</span><table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Quote (Kontrast @ Aug. 17 2002,17:56)</td></tr><tr><td id="QUOTE">I'm using VC++ Standard edition to compile it. Most of the errors it gives come from the z80 and TLCS-900h cores having mismatched values to other parts of the code. I'm going to try to compile .64 right now to see what goes on.

I agree on that bust-a-move music... played it way too much on Neo*Geo~
I haven't even played puyo-pop yet but since you brought it up I'm gonna have to go try it :P

Ok.. just finished with the compile.. 0 Errors, 156 Warnings.
This is the warning I get "warning C4761: integral size mismatch in argument; conversion supplied".
It gives me the warning in BiosHLE.c, dma.c, gfx_scanline_colour.c, gfx_scanline_mono.c, interupt.c, TLCS900h_interpret_dst.c, TLCS900h_interpret_src.c, TLCS900h_interpret_single.c, *z80\codes.h, z80\z80.c, and z80\codesXX.h.
Not too keen on how bad the warning would be (doesn't seem to bad) but I figure since it's showing up something might be off in there. *http://www.emuxhaven.net/iB_html/non-cgi/emoticons/RotCol.gif[/b][/quote]
Oh, you can ignore those warning for the most part. &nbsp;That generally means something like a 16bit integer is getting turned into an 8bit integer and the top 8bits are getting cut off. &nbsp;This is only a problem if you need those top 8 bits, which in this case you dont. &nbsp;This also happens when a 32 becomes a 16 or an 8, and other conversions like that.

Kontrast
08-20-2002, 04:57 PM
Well thanks for informing me Meridian http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif
Makes sense based on the warning and the values... so now I gotta remember that :P

Tried compiling .65 anyways a few days ago and it did the same things at the same lines anyways.