My website:
http://rocknes.web.fc2.com/Code:
What's new for version 5.142 (06/02/2014)
-----------------------------------------
- Fixed graphics modes, switching to fullscreen always use the desktop resolution.
- Fixed bitmap blitters 2x stretched to 640x480.
- Fixed toggling fullscreen and windowed modes.
- In windowed mode, changing the blitter adjusts the window size.
- Fixed a problem with palette startup.
News for 5.14 (05/31/2014):
- Fixed -disable_ppu_clipping flag in the config.
- Fixed a few GUI items, plus minor changes.
- Frame timing is reset if the video resolution changes, no more crashing.
- Added bitmap blitters 3x and 4x, no filtering yet.
- Minor code optimizations and cleanups.
News for 5.141:
- Fixed "Other options" menu, complete mess.
- Cleanups.
I don't understand why you don't include the Allegro DLL in the emulator ZIP package. It's not that big. And on top of that the link is down.
Looks a tad buggy, I see it flickering between a correct image and an incorrect image.
Illustration of flickering (not the actual flicker rate)
Attachment:
chuchu.gif [ 5.47 KiB | Viewed 5371 times ]
Incorrect image (detail)
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chuchu.png [ 1.8 KiB | Viewed 5372 times ]
thefox wrote:
I don't understand why you don't include the Allegro DLL in the emulator ZIP package. It's not that big. And on top of that the link is down.
Just to avoid the redownload of the same library.
What's down anyway? The site is up, at last OK here.
@Dwedit: what game is that? Chinese? I suppose it's a MMC3.
It's Dwedit's homebrew clone of ChuChu Rocket.
Ah yes, now I got it.
Heh, it's flickering a lot!
Zepper wrote:
thefox wrote:
I don't understand why you don't include the Allegro DLL in the emulator ZIP package. It's not that big. And on top of that the link is down.
Just to avoid the redownload of the same library.
I don't think it's worth it from usability point of view. OK the users save a couple of seconds in download time, but people who don't notice the DLL download may end up trying the emulator and getting annoyed/deleting it because it doesn't start out of the box.
Quote:
What's down anyway? The site is up, at last OK here.
The Allegro DLL download link.
OK, fixed the Allegro zip file. Thanks
EDIT: fixed the flickering in Chuchu Rocket. Well, Kick Master still have a waving title screen.
Glitches in The Incredible Crash Dummies
Huge Insect is not playable
Indeed. Thanks for the feedback. I'm working on it.
Rockman 5 - Blues no Wana! (J)
Version 5.10 is a bug fix update. MMC3 still has problems, even if OK in test suites.
Code:
What's new for version 5.10 (06/09/2013)
----------------------------------------
- Fixed savestate, return value was wrong, working ok now.
- Fixed a few GUI items, palette ram viewer is enabled again.
- Tweaked MMC3 code, still have problems.
- Allegro library is packaged with the ZIP again.
Updated the first post with the new release.
Send me feedback, since my forum is gone forever.
Watch out for the hotlink protection, you need to copy-paste the URL to download.
I'm sure it's a problem in the Allegro.
Quote:
Fixed $4016/17 reads, value must be ORed with $40.
ORing with $40 is a hack. Did you read what I and blargg wrote on
that other thread? Instead of ORing with $40 you should emulate open bus.
Well, you see... PPU open bus is emulated and it has a test ROM. Now, the other CPU region hasn't open bus emulated properly. So, (address >> 8) & 0xE0 was a fix for a few NSFs not playing properly, for example. The Oring $40 is another case. Yup, I read the post.
Code:
What's new for version 5.13 (01/15/2014)
----------------------------------------
- New menu item "View CPU state", replacing the "Dump->CPU context".
- New blitter, 256x240 interpolated. Press key 1, then 3.
- Fixed Famicom Disk System support, a few games are playable now.
- Fixed Refresh button in the disassembler dialogs.
- Fixed a bug loading mapper 20 (Famicom Disk System).
- The disassembler shows the full bank again (size of $1000).
- Fixed a configuration problem of input devices.
- Fixed flag for patched ROMs (it was always zero).
- Added detection of dirty NES headers (DiskDude).
- Internal optimizations, minor changes and fixes in the GUI.
For some bizarre reason, files are being erased from the server. I'm reuploading them when gone, but this is becoming boring.
I'll probably look for a new host.
Bug#2
The "EXIT" and "GOT IT" buttons (misc -> screen resolution -> setup) need to be swapped
Updated. Thanks for the report!
I knew that my savestate had a problem. After testing VS SMB, I've found the problem. Data at $6000-$7FFF (PRG RAM) wasn't being saved/loaded correctly! A major fix.
Zepper,
The new blitter (256x240 interpolated) look like soft scanlines with flickering. It's interesting.
Can you add "Doubled size 512x384 interpolated" in future?
Bug#3:
The "-disable_ppu_clipping" option in RockNES.ini and the "disable ppu left clipping" GUI checkbox are mixed up.
When "-disable_ppu_clipping 1" checkbox is unchecked, and when "-disable_ppu_clipping 0" checkbox is checked
Eugene.S wrote:
Zepper,
The new blitter (256x240 interpolated) look like soft scanlines with flickering. It's interesting.
Can you add "Doubled size 512x384 interpolated" in future?
Use triple buffering to remove flickering. I don't know about bigger screens in interpolated mode..
Quote:
Bug#3:
The "-disable_ppu_clipping" option in RockNES.ini and the "disable ppu left clipping" GUI checkbox are mixed up.
When "-disable_ppu_clipping 1" checkbox is unchecked, and when "-disable_ppu_clipping 0" checkbox is checked
Checking it... thanks.
I think old "-blitter 4" was better than new.
RockNES 5.061 and earlier, "-video_resolution 640 480", "-blitter 4" on 1280x1024 display looks like:
RockNES 5.07 and above, "-video_resolution 640 480", "-blitter 4" on 1280x1024 display looks like:
Well, there's pixel interpolation in later versions. Not for early ones as you pointed out.
In other words, to stretch the image into 640 pixels, the 3rd pixel was being repeated (pattern AABBCCCAABBCCC..., A=1st, B=2nd, C=3rd pixel). Now, it's interpolated.
The interpolation in those screenshots has double-pixel mixed edges. It looks like you've expanded with interpolation some, then expanded
that with nearest-neighbor even more. Unless you're going for full-on linear interpolation that looks blurry, you probably should be sure your expansion algorithm doesn't put more than one pixel of interpolation between pixel edges. In the
fractional bilinear interpolation thread this is discussed more.
blargg wrote:
The interpolation in those screenshots has double-pixel mixed edges. It looks like you've expanded with interpolation some, then expanded that with nearest-neighbor even more.
Almost. Take ABCD as 4 pixels. Expanded into 640p, they'll be AAiBBCCiDD, where i = (A+B)/2 in each RGB component.
Before this method, I used an easy AABBBCCDDD.
In the screenshot you've got something like AAAiiBBBBiiCCCC. Note the double interpolation pixels. Before you were using nearest neighbor, so the second expansion (-blitter 4 I'm guessing does this) chained just fine with it; you still ended up with hard edges. But now since you're adding interpolated pixels, it looks bad when expanded. To solve this, you could do the extra expansion before the interpolation, add a single blitter that expands the NES 256x240 to the full output size, or add an option to use the old nearest-neighbor option so users like Eugene.S can get what they want.
1. Zepper, can you add simply linear interpolation (software or via directx) in future versions, or no hope?
(I've taken 0.561 old "-blitter4" 640x480 screenshot and double-sized it to 1280x960 using GIMP with linear int.)
2. The new "blitter-7" with triple buffering looks very cool on my laptop with 320x240 fullscreen mode. 16:9 display smoothly interpolates the picture so it looks like 4:3 TV
And the mesh objects (area around the door "2") have very nice CRT-like flickering (i assume at 30 FPS):
But my desktop machine cannot use 320x240 fullscreen, only 640x480 and above available (intel GMA4500, WinXPx64 and Win7x64).
So, "-blitter 7" looks like:
@blargg
These images were resized, so the pixel pattern you noticed is different.
@Eugene
I'll see what can be done, but basically, you don't want interpolation, but repeating the pixel on resizing into 640x480.
Zepper wrote:
I'll see what can be done, but basically, you don't want interpolation, but repeating the pixel on resizing into 640x480.
Yes, you are right.
But linear interpolation support would be nice too, especially on hi-res modes like 800x600 and higher:
Here is "-use_desktop_resolution 1" mode with "-blitter 4" 640x480 (max. available resolution for rocknes)
What is the point of this mode without stretch/interpolation?
New displays (Benq BL2411PT for example) interpolates low-res modes like 640x480 very smooth internally,
but old displays (like Samsung 713n) interpolates it much more sharp.
So linear interpolation support in RockNES would be useful too
Well, the stretched mode 640x480 is done "by hand". There's an Allegro blitter, but it lacks quality on image resizing. On other side, it's quite fast.
As I said, I'll see what can be done. Thanks for the feedback!
Thank you. Maybe customizable colorthemes will make the GUI more interesting:
Bugfixes, specially with video modes (fullscreen/windowed).
Check 1st message.
Hi, Zepper. I've found a new bug.
Try to repeat it.
1. Start up rocknes with this cfg:
Code:
-graphics_mode 4
-video_resolution 640 480
-blitter 2
-triple_buffer 1
-use_desktop_resolution 0
2. Try to switch between 3x and 4x blitters by pressing "4" ingame, then return back to blitter 2.
3. Exit rocknes and run it again. Here is error message appears ("triple buffering is not supported")
and cfg-file automatically refresh to:
Code:
-graphics_mode 2
-video_resolution 768 720 (if you tried switch to 3x blitter) or 1024 960 (if you tried 4x blitter)
-triple_buffer 0
my machine:
core i7-2600K with intel HD3000 built-in (video driver 9.17.10.3517 /20.march.2014/ WHQL), win7-x64, 1920x1200 (16:10) IPS display.
I've found new GUI bugs:
http://youtu.be/tOumccvqVJE1. options - triple buffering: the warning message appears even if you don't press OK but only press "close".
2. options - other options: GUI unfreezes if you press "close" or "cancel".
Eugene.S wrote:
I've found new GUI bugs:
http://youtu.be/tOumccvqVJE1. options - triple buffering: the warning message appears even if you don't press OK but only press "close".
2. options - other options: GUI unfreezes if you press "close" or "cancel".
Fixed.
Thanks.
Regarding your previous report, I've changed a few things - it's no more possible to manually set up the video resolution.