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Author Topic: Xport - Answering Questions About My Emulator Port  (Read 271 times)

XPort

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Xport - Answering Questions About My Emulator Port
« Reply #15 on: April 02, 2003, 05:31:00 PM »

hatebreed - re: source code - I'm continuing to give it thought.
re: light gun - I couldn't ask anyone to buy one for me.  I'm also not comfortable with giving out my address.
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derf

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Xport - Answering Questions About My Emulator Port
« Reply #16 on: April 02, 2003, 11:56:00 PM »

biggrin.gif for what does work. What about porting a Spectrum Emulator, maybe I'm wrong but there isn't a fully working one available and I know I could do with a decent one.  

Thanks anyway
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craigncheri

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Xport - Answering Questions About My Emulator Port
« Reply #17 on: April 03, 2003, 06:54:00 AM »

I'm very gratefull for the emu's you have released, been in the scene since the early days and remember all these being released.
what I'm most wanting is someone to update mame, maybee using virtual memory.

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XPort

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Xport - Answering Questions About My Emulator Port
« Reply #18 on: April 03, 2003, 08:58:00 AM »

smile.gif  There's always the possibility that I find myself with lots of free time on my hands in the future and decide "what the heck" - but I would probably look at the more interesting systems first.

johnmiceter - Thanky. Well, I imagine a psx emu release is fairly imminent.  I thought they had said the end of March was when they wanted to get a first release out - so probably soon.

craig - Thanky.  I'm sure the current XMAME developers have things well in hand.

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alx5962

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Xport - Answering Questions About My Emulator Port
« Reply #19 on: April 03, 2003, 09:48:00 AM »

wink.gif

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XPort

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Xport - Answering Questions About My Emulator Port
« Reply #20 on: April 03, 2003, 10:20:00 AM »

alx - Thanky.  

re: difficulty - The difficulty for each porting task varied from project to project.  The source code to some emu's is very clean/understandable/portable and doesn't take long to make the necessary changes.  e.g. When the source code to NeoPop was released, I released my port of it in about 2 hours.  Other emulator source-bases are very messy/tough to understand/ or present unique porting challenges in the way they handle their audio and video buffers.  

re: source - read thread

re: plex86 - Bochs is much more compatible.  Plex86 was not at a point where it would run anything useful.  Even now, if I had to choose between the two, I'd go with Bochs.  It doesn't matter how fast something runs if all you can do is play Infocom text adventures on it.

re: tutorials - I'm sure there's plenty of existing, useful information in the forums of places like this,  xboxhacker and various other places on the web.  If someone has specific questions for me wrt programming for the XBox, I'll try and answer them.

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Sir_Vival

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Xport - Answering Questions About My Emulator Port
« Reply #21 on: April 03, 2003, 02:13:00 PM »

smile.gif...however, there really are two emulators that nearly everbody wants, and nobody has.  Unfortunately, these also seem to be very hard for lack of open source plugins.  I just think you would be an absolute god if you DID make a PSX (which is getting worked on by somone else, but competition IS good), or an N64 emu (which I haven't heard alot about as of late).  Just something to keep in mind if you get the itch back to code some more biggrin.gif
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mr jones

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Xport - Answering Questions About My Emulator Port
« Reply #22 on: April 03, 2003, 05:03:00 PM »

QUOTE
Do you perhaps not have the latest version of DGen? (version 4) All this stuff was in the NFO or is available if you press Y at the game selection screen.


Its interesting that you say that, because after lookin' it up, I DID NOT have the latest version, so after downloading it and trying it out, I have this to say:

While its easier to understand and accept now that I know your "function over form" mentality, I still think that the interface is pants.  I REALLY hope that you toss the source out so someone can put together a spanky nice GUI on an otherwise good emulator. tongue.gif

And speaking of good emulator....

The more I compare the two ports (GensX and DgenX), the more I start to appreciate DGenX.  The main reason is that your version is faithful to the original emulator that you ported it from.  I tried some of the games that didn't work so well on the Xbox version of Dgen, on the PC version.  Same outcome, just as you said.  If the game worked on PC version, it works on the Xbox, and I LIKE THAT.   GensX on the other hand, needs work with the sound emulation.  While Hikaru has fixed the graphical side of things (screen being shifted to the right) which is a BIG step in the right direction, the sound and fx in many games are way too fast.

Either way, thanks again for the port.  As it stands, your emu is the only way I'm able to play Shining Force on my Xbox. smile.gif

QUOTE
LumbraX -  I'll probably soon be completely forgotten... Time marches on...

I really doubt that...um...eh, whats yer name again?
You ported what? muhaha.gif

mr jones

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XPort

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Xport - Answering Questions About My Emulator Port
« Reply #23 on: April 03, 2003, 08:11:00 PM »

sir_vival : The main hardship concerning a port of an N64 emulator is the issue of plugins.  There is no publicly available source code to any decent plugin for the N64 emus.  This is a big sticking point.  There's not much point to porting an emu if it's not going to do much.  I've tried contacting Jabo to see if he would let me use his plugin source, but my attempts have yieded zero results.  (Not even a reply of any kind.)  As far as PSX is concerned - I don't like stepping on toes.  I know that people are currently working on a port so if anything I would just offer assistance (if it was desired) instead of starting from scratch and trying to "beat someone to the punch."  Same thing happened with Snes and Frodo (C64).  Those were 2 systems that I had thought about porting, but I knew there were people who were in the midst of porting them, so I did not bother.

Dante_ali - I'll try and get around to taking another look at my HuGo port then.  

mrjones - Thanks again for the kind thoughts - except for knocking my interface.  How about in the next version I cut the font size in half, make the text bright yellow against a bright green background, and recode it so that the only way to select a game is with the analog sticks set at insanely high sensitivity levels so that if you so much as touch the stick, the menubar will scroll ahead 10 lines?  Sounds good to me!

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mr jones

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Xport - Answering Questions About My Emulator Port
« Reply #24 on: April 03, 2003, 08:30:00 PM »

QUOTE
How about in the next version I cut the font size in half, make the text bright yellow against a bright green background, and recode it so that the only way to select a game is with the analog sticks set at insanely high sensitivity levels so that if you so much as touch the stick, the menubar will scroll ahead 10 lines? Sounds good to me!


Ykes...

Um... did I ever tell you how much I absolutely LOVE your GUI, Xport?  Hell, its the best thing about the emulator.  Simple, effective.  Nice light font on a dark background that's easy on the eyes.  A menu thats...um....easy to scroll through!  YEAH!  And....uh.... did I say that say yet how much I think the interface kicks ass?  love.gif

mr jones

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XPort

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Xport - Answering Questions About My Emulator Port
« Reply #25 on: April 04, 2003, 04:09:00 PM »

housefreax - are you using a PAL xbox?  If so, go to your dashboard (your *original* dashboard) and there should be some settings in there for various PAL features like 50/60 or something like that.  Fiddle around with those and everything should be OK.
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jizzlobber

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Xport - Answering Questions About My Emulator Port
« Reply #26 on: April 05, 2003, 02:19:00 AM »

smile.gif
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mr jones

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Xport - Answering Questions About My Emulator Port
« Reply #27 on: April 05, 2003, 10:01:00 AM »

QUOTE
My only question would be about a button configuration for Dgenx but it's been covered already.
I use an s-controller and Dgenx was made for the Duke.


I actually laughed from that.  From now on, the big Xbox controller will forever be known to me as "THE DUKE."

And as I said, I appreciate DGen more n' more.  Most of the games that I really want to work, work in Dgen.
And um....the interface isn't THAT bad, either.  jester.gif

QUOTE
Thanks again! But damn, it is the emu coders made me buy the xbox! You owe me 250 euros  wink.gif 


*laughing* More like you owe THEM money for all the emus you get to play on Xbox now!  laugh.gif

mr jones

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sith

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Xport - Answering Questions About My Emulator Port
« Reply #28 on: April 05, 2003, 01:26:00 PM »

smile.gif ) so i would like to say thanks as everyone else has, i'm sure u can see u've made many peeps happy. And also thanks for your effort in the n64 direction.. it is my #1 wish, i have no idea why this jabo must keep his plugins so secure..what does he have to lose?? so moving in that direction is my only request, as my experince with your other emus(DGen, FCEUltra and PCE-X) has been rather exellent.

.sith.

p.s. is there anyway to port an n64 emu with windows plugin support, so u can use the compiled plugins? (i'm sure its a no, as some pro would have though of this if it was possible not a forum lamer..heh)
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Mage

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Xport - Answering Questions About My Emulator Port
« Reply #29 on: April 06, 2003, 11:23:00 PM »

QUOTE (sith @ Apr 5 2003, 02:26 PM)
p.s. is there anyway to port an n64 emu with windows plugin support, so u can use the compiled plugins? (i'm sure its a no, as some pro would have though of this if it was possible not a forum lamer..heh)

If you know the plugin format, it's possible.
You're going to have to write a lot of PE hacking code. (IAT redirection could work...)
Also if it uses any function the xbox doesn't support, you'll have to wrap it...
Possible, but a shit load of work and I for one don't feel like doing it just for an n64 emulator. smile.gif
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