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Post by Ultima on Jul 11, 2006 14:34:32 GMT -5
I was talking about what zero wrote, not you...
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Post by Gamesoul Master on Jul 11, 2006 18:34:36 GMT -5
::Sigh:: ... Sorry. I thought your reply had a more general target. ::Shutting up now::
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Post by Ultima on Jul 11, 2006 21:18:22 GMT -5
lol don't worry too much about it
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Post by xaust on Jul 15, 2006 17:53:07 GMT -5
It's been posted before under a different thread, but I would like to expand.
Save/Load states:
Expand the state capacity to 10, and store a pointer to the state (current state) for a quick save/load option.
I would like to see -more specifically- more configurable input options, particularly for game save/load states. A key to pick a particular state (one each) and two keys for saving and loading too/from that state.
I suggest this because I find it easier (from my experience with the ZSNES emulator) to use. With the current pSX configuration, I find it rather easy to press the wrong button.
The rest of pSX is great.
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Post by Gamesoul Master on Jul 15, 2006 18:31:49 GMT -5
ARGH! Too many times have I hit the wrong button... two of those times I hit F5 instead of F6 (you can imagine my anger on those incidents).
Custom key-mapping really does need to be implemented at some point. I would guess it can't be too hard (a few more GetKey() functions and variables to match, instead of (most likely) constants used for the actions).
What is pSX coded in, anyway?
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Post by unforgiven on Jul 16, 2006 1:56:06 GMT -5
I'll second the network play (I've been wanting to play Armored Core linked on 2 Playstation for a while now. ) Add the option for modifying the default CD drive letter. But yeah, maybe change the pictures of the D-Pad buttons. It can be confusing at first.
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Post by Ultima on Jul 16, 2006 7:43:20 GMT -5
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Post by Gamesoul Master on Jul 16, 2006 11:40:53 GMT -5
Very interesting. C++ I know quite well, and I'm beginning to learn ASM because it seems very useful to know if I wanna full-featured, efficient programs. Anyway... I reiterate my statement above then. A few calls to getkey() and the variables to store those values. And of course, adding those actions to the GUI (which is the hardest part... GUI-work is not fun in C++).
Thanks a bunch Ultima! Now I better understand the work put into this emulator.
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Post by xaust on Jul 16, 2006 13:58:35 GMT -5
I wonder, what is used to display the graphics? If it's not GDI then would an actual Full-Screen display be too much to ask ? Yesterday pSX crashed on me while playing "Romance of the Three Kingdoms VI". While a crash-dump is important, I find a non-human readable 310MB crash dump rather useless. It's be near impossible to email and I can't do anything with it myself. A reader or a human-readable output would be wonderful. I was going to request some focus on the screen flicker during fast-forward, but that is where the crash occurred. I was going to justify the request with "it makes the program feel unstable"... No real complaints though. I was about to throw the game out the window, esp. how slow older PSX games are, loading and such. The other emulators were horrid, but this program saved a disk the Dreaded Scratch of Death.
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Post by Ultima on Jul 16, 2006 14:29:51 GMT -5
DirectX is used to draw the game to screen, IINM.
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Post by pSX Author on Jul 16, 2006 17:53:34 GMT -5
I wonder, what is used to display the graphics? If it's not GDI then would an actual Full-Screen display be too much to ask ? Direct3D. Press Alt+Enter for fullscreen (this is in the readme) - this is also the standard windows key sequence for fullscreen. Crash dumps are in fact minidumps - if you give them to me I can load them into the debugger and see exactly where the crash is (and what variables were set to, etc..). If a full dump is too large say "No" when it asks if you want to save a full dump - it will then save a smaller one (this is still useful, although less so - it does not allow me to see the state of variables/memory in the program). So.. they are human readable - you just have to give them to the right human (ie. me!) They are only useful if you have the source code and matching .pdb though. Even if you had this there would be nothing you could do - if the program crashes thats a bug that needs to be fixed by me! Not sure what you mean here, but maybe you are talking about the fact that it disables vsync during fast-forward... it needs to do this otherwise it would not get any faster! (it would still be locked to the refresh rate).
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Post by xaust on Jul 16, 2006 20:35:10 GMT -5
Not sure what you mean here, but maybe you are talking about the fact that it disables vsync during fast-forward... it needs to do this otherwise it would not get any faster! (it would still be locked to the refresh rate). Ah, I did uncheck VSync and it does not flicker. Also, thanks for the info about the crash dump. If you have a place I could upload it to, I would be happy to.
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Post by Truth Unknown on Jul 16, 2006 21:23:36 GMT -5
You can try here if its about 20 MB. (If it doesn't fit, try compressing it to a ZIP, RAR, or 7-zip format) It has a very simple registration, litterally, and fairly easy to use.
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ZeXr0
Junior Member
Posts: 77
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Post by ZeXr0 on Jul 17, 2006 19:28:17 GMT -5
An autoupdater would be nice.
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Post by Ultima on Jul 17, 2006 22:20:53 GMT -5
O.o Somehow, I don't see an emulator as a program that would require autoupdating...
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