Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - zack

Pages: [1] 2
1
Other Support / Re: Removal from github repo please
« on: February 25, 2015, 08:00:21 AM »
Yeah it's so weird... I had this with another organisation I was part of, then when I left the company, I still get notifications for random repositories.

Going to have to email Github I guess.
Cheers :)

2
Other Support / Re: Removal from github repo please
« on: February 24, 2015, 12:52:53 PM »
Will do.  If you ever want to contribute again, just submit a PR.  :)

You will also have to "unwatch" the project see the upper right-hand side of the page
https://github.com/mupen64plus-ae/mupen64plus-ae

Thanks :)
I'm still getting the emails (not watching the repo anymore). Let me know when you pull the trigger.

Cheers for the quick response!

3
Other Support / Removal from github repo please
« on: February 24, 2015, 11:32:50 AM »
Hey guys, long time no see.

I'm still really busy, and at the present time, still unable to contribute... So would you do me a favour and remove me from the github team? I'm getting countless emails on a daily basis regarding issues (automated from github) and I need to cut these out :)

My github username is: DannyGlover
Thanks!

PS: Keep up the awesome work with the project!

4
General Discussion / Re: Work on speed
« on: December 05, 2013, 09:53:37 AM »
Well the plan is to eventually get someone with strong GLES experience to stop by and work on optimizing the video plugins.  That is the main speed bottleneck.  I typically use N64oid's video plugin and gles2rice for comparison-- since both are ports of Rice, but Yongzh's is quite a bit more optimized.

After the video plugins, the next potential area for optimization might be anywhere assembly language could be used for high-traffic functions anywhere in the program (the key here being that both x86 and ARM (and possibly ARMv7a -- and maybe even eventually AMD64 and MIPPS) versions would need to be written.  This would require a dedicated dev with strong assembly language skills.

Thanks for the input.
I wouldn't say my GLES experience was strong, but should be sufficient to improve the video plugins I hope :)

5
General Discussion / Work on speed
« on: December 04, 2013, 01:45:55 PM »
Is anyone working on trying to optimise the emulator currently?
My nexus 4 handles conkers bad fur day just as slowly as my samsung galaxy s2 does. So I believe we have a bottleneck somewhere (just talking out loud, haven't looked into this yet)

Just curious as to what our plans are to tackle this.

6
General Discussion / Re: Starting compatibility fixes
« on: December 04, 2013, 01:40:46 PM »
How much do you know about the glide plugin?  Adreno 320-based devices are exhibiting a bug where the screen is rotated 90-degrees ccw when the glide plugin is selected (other plugins are ok).  I don't have one of these devices so it's hard to track down the bug.  Do you happen to have a device that shows this bug?

I have seen that bug.
On my nexus 4, when I select the glide plugin and have my device locked to portrait mode, the graphics are shown in a skewed 90 degree view (ie it's like zoomed portrait orientation)

I haven't looked at the plugin yet, although I will certainly take a look at that bug. Especially seen as I have a device that exhibits the behaviour.

It's been a while so I have to install ndk, and set up the github repo again etc. (got a new iMac since)
I plan to get cracking on this at the weekend, so i'll take a gander.

7
General Discussion / Starting compatibility fixes
« on: December 01, 2013, 06:24:30 PM »
Hey all!

Has anyone been working on game compatibility?
If I get some free time, here are the ones I plan to work on:

1) Blast corps (crashes after rare logo)
2) Bomberman 64 (black screen)
3) Castlevania 64 (gfx glitches)

Those are my priorities, I will update this thread with any news/updates/questions I have along the way.
Feel free to list other non compatible games, I can test them against my changes

Cheers!

8
Your Projects / Re: Yabause AE - Continuation
« on: March 31, 2013, 09:40:01 PM »
Hey Paul.

I made some progress but decided to remove the app entirely from google play until it is at a level more comparable to mupen64 ae. When this will be is anyones guess, got longer working hours at my day job and the baby takes up a lot of time.

If anyone else wants to contribute or continue the project, that has more time than I... Please feel free to do so: https://bitbucket.org/infusedreams/yabauseae

9
Miscellaneous / Re: Baby on the way!
« on: January 31, 2013, 02:40:34 PM »
The baby (samantha) was born on the 25th of January and is now home with us at last :)

I will be resuming my plans to update mupen (rice) and yabause ae at the weekend.

10
Miscellaneous / Baby on the way!
« on: January 24, 2013, 11:51:55 AM »
Hey guys.

i just wanted to let you know that my baby girl is due tomorrow so my plans for working on mupen this weekend are no more.
wish us luck!

11
Your Projects / Re: Yabause AE - Continuation
« on: January 23, 2013, 05:18:52 AM »
@Trev, don't worry if you see your post removed from my forum. I stupidly forgot to disable guest posting.

I am going to be working on yabause and mupen64 this weekend. So I will keep everyone posted.

12
Your Projects / Re: Yabause AE - Continuation
« on: January 20, 2013, 02:06:16 PM »
thank you for the information trev!

13
Your Projects / Yabause AE - Continuation
« on: January 20, 2013, 12:05:34 PM »
Hey guys.

After speaking with Paul, It has been decided that I will continue the Yabause AE project.
I am still working on Mupen 64 also however.

My previous experience with emulation is on the deadalusx64 project and also snes9xeuphoria. Both on the PSP. My main experience was with the snes emulator and I managed to get that full speed. My initial aim is to get yabause ae up to a similar standard as Mupen64 AE.

I have submitted a first version to google play ( I go by "InfuseDreams" ) and will be updating regularly.
I have created a bitbucket repo for the project which you can follow, and of course get the latest code.

https://bitbucket.org/infusedreams/yabauseae

There is a lot of cleanup and stuff needed yet, and the code needs a lot of restructuring and the build process simplified. I wanted to get this out to see how interested folks are in the project and take it from there.

I am working on several things right now whilst I type this however.

You can follow development either here or on my site: http://www.infusedreams.com/forum/index.php?/forum/9-yabause-ae/

Thanks !


--Edited by Paul, Reason: Infusedreams Yabause AE forum link changed

14
General Discussion / Re: Version 2.0 Release Candidates
« on: January 13, 2013, 09:45:57 AM »
Just pushed in some Makefile CFlags optimisations.
From testing it seems to have resulted in a small speed improvement.

15
General Discussion / Re: Version 2.0 Release Candidates
« on: January 11, 2013, 06:46:01 AM »
The good news is that it works on my Samsung Galaxy S2 now. So I can test my rice changes at last :)


PS: I think we should consider moving the "Z" button from the top left corner to next to the B/A buttons.
Have any of you tried to play goldeneye? It's impossible with the "Z" button in that top left corner :p

Pages: [1] 2