QUOTE(madmab @ Nov 13 2008, 06:21 AM)
No particular order but most likely it would be AdamX, A7800x, then Atarixlbox (out of the ones I worked on). Once I add a few new things to those.
I still have a good ways to go for Z26. A few things for WinstonX, Kegs, Oddysey and BlissX. A minor thing for DosXbox. Have not decided what to do about Winuaex. I have something I wanna do but that puppy has memory constraints.
Outside of re-working the rewind system and possible new mappers for the NES (someone asked about that)? I don't have anything particular I wanted to do to the Medna stuff. So they should be easy to kick out the door.
As far as adapting other emu's. It only took me less than an hour to do Medna so it should not be too bad once the time comes. Although I have noticed I usually endup re-arranging things in init_console. Something I have not documented real well.
I see you're releasing a few first that I haven't touched in the Xtras department. Maybe I'll get around to looking at them when you get to that point. Glad it should be easy for you to carry over the new stuff you've done that isn't system specific.
Just let me know when something is just about ready for a release and I'll get you those text documents. I've probably got about 10 of them almost done. Just need to clean them up a bit.
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Well that's because I really don't know. The memory management of C is a complete mystery to me. I do not know where in memory these un-initialized variables are pointing at. So if I change them (to keep track of which ones are empty) I could be altering part of the program itself.
Memory allocation is not something I know a whole lot about in C. But I do know if your not careful it is very easy to overwrite other sections of memory which can cause weird things to happen, lock-ups, and general chaos.
I'm not asking for you to change anything like that internally in the code or anything. I realize that messing with that could cause a ton of other unforseeable problems. I'm just asking you to put a simple little code in the front end that will automatically scroll to the next folder. So if there is no 4_ through 9_, it will skip from 3_ to 10_ without making you scroll through 7 empty slots. The slots are still there, and you're not doing anything to change that, you've just put a simple mask in the front end that skips the numbers for empty folders when creating your skins.
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Although I do see the benefits of spacing things out. I'm not sure if it will be easily possible. I suspect this is why X-port was very specific in his instructions about keeping the folders and any animated sprites in a very strict numeric order.
Most of this would be done by hand by Gilles and I. If the mask was put in, it would be easy for us to set up the skins in a way where there are empty placeholders that would be utilized only when the folder was used. I've tried it myself and it doesn't seem to cause any problems. The only problem seems to be that when there is no folder for a specific number, you have to scroll through all of those empty sprites by hand until you get to the next number.
The end result is if we find out in the future this doesn't work, after you've put in that small bypass code, we just won't space out the folders and you wouldn't even have to change any code back since we wouldn't be spacing out the folders anymore.
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It ultimately depends on each emu. Some emu's consume more memory than others. As far as I know dosxbox and Winuaex are the two big memory monsters. Unfortunately like I said I barely understand how all the memory allocations stuff works. I slept thru that part of my C course...... Oh wait a minute. I never took a C course.
Guess we'll have to trial and error it then. I took a C class about 10 years ago at a Jr College.... not sure if that counts.
~Rx
EDIT: Here's the
Colecovision FAQWhen I use "View Text File" option in the "Utilities" menu, it does word-wrap the document, but quite a bit is cut off on the edges. I can move the end of the right border in or out, but all that does is black over more of the text (it doesn't re-word-wrap). I couldn't seem to find a way to fix the way that the text viewer displayed the files.
Any ideas madmab?
Gilles,
Any chance you can hook me up with the synopsis that you've done so far? I can't test out the new synopsis code without it.
EDIT 3: Wow.... I'm trying to make new skins now with the new names and it's really a bear. Now I'm more convinced than ever that we need to have this feature in the skins because re-organizing sprites after adding new ones is MUCH more work than simply renaming them and FTPing them over. You basically have to rebuild from scratch. I'm going to be working on a prototype, but it won't be quick. I'm not nearly as familiar with this stuff as Gilles is. I have a new appreciation for how much work he's put into this, besides just the photoshop stuff.
Later guys,
~Rx