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Prokopis

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Everything posted by Prokopis

  1. Well think about it; if it was something that doesn't change at all, like the contents of a cmos chip, why not just fuse it in the emulator and be through with it? IMO a "flash" file just doesn't sound right, but I'll look into it anyway and tell ya when I find out what it is. Of course there are other ppl that are working on DC emus of their own and would possibly have a good clue of how to approach the emuing of its various components and other issues, but that wasn't my point. Posty himself told us that these guys managed with their first release alone to top everyone else's work by achieving a compatibility of roughly 30%. That should tell you they're treading on new grounds where no1 has so far gone and if they should run into any problems they can't solve, no1 else will be able to help them cause they simply wouldn't have reached that point yet. I think it's quite simple reasoning here. Of course they'd be able to get input from other teams on many issues, but on some especially unknown ones, they'd be on their own - kinda like these folks here are when they're fishing for extra actor anims, or other functions from the game's working memory lake (lol, didn't that sound a bit poetic ?). Well there may not be one @ the ripping stage for most cases (even if there was in some instances, dealing with it could be considered an issue kinda outside of the emu authors scope), but usually compatibility issues come up at subsequent levels of process, such as in the HLE core, or @ the GFX plugins, rendering games unplayable one way or another (unhandled/unknown opcodes stopping emuing, or terrible visual output for example). I even remember cases where enabling audio syncin would be reason enough for a game to freeze in place with PJ64. Anyway, it's those kinda probs that mostly count when assessing the playability of a certain game and estimating the total comp percentage for the emu after that. Heh, fun discussing emuing after so many years (for me at least) .
  2. Hey cool, CW's back! Hadn't seen that guy around for months.
  3. Once again I'll say wow. 30% compatibility for something so young seems quite an achievement, especially when there's no1 else from other projects and crews to get help from. One question you always gotta ask though, is where they get their info for the first and basic reverse engineering (if I remember correctly, it was kinda tricky for ppl to get started with the N64 some years ago). Unless of course it's the fact that modern gaming consoles have begun taking a form much more similar to PCs than ever before, thus making them easier to understand, model, figure out CPU repertoires, opcodes, general architecture, pipelinin' and the rest of the workings (video, audio, input). Which brings me to the next question I wanted to ask: what's the emu's architecture like? Is it like a collection of seperate components tied together, like core, graphics, sound, input (plugin oriented), or is it just one big bundle with a huge options panel controlling everything? Giving ppl the freedom to write their own parts under standard specs would work much better and benefit the DC-emuing scene a lot more too I believe, but it doesn't happen with every emu out there. That way you can avoid huge time intervals between newer versions as well (), since those are mostly due to tedious core development, while during that time, different coders would produce their plugins, giving the community something new to try out every so often. Anyway ranting off a bit here... BTW is the main author(s) the one doing the GFX work as well, or not? Uncool thing I suppose is the size of the DC games images, which would mean you'd need a few good gigs to store your lil collection after a while. Oh well, with added quality comes added size as usual (UT2k4 = 6CDs, mumble, mumble... :@). Also, Games images and bios files I can understand, but what the hell do you mean by "flash"? If you're referring to anything created by the emu from the running of games (controller saves, save states, other configs, or whatever), those are perfectly legal to discuss, exchange or distribute, I can assure you. If you meant something else, plz elaborate. Anyway, thx again for the info Posty. Much appreciated . PS: On a more odd note, Chanka reminds me of Sanka and we all know where that leads to, don't we? Yatta!!!
  4. Okay, WTF are you on about with this "don't fix Y-Axis aiming" shit 2 days now?
  5. LMFAO!! Almost hit the floor when I read that 1 after our brilliant omni-posters were done with their first pass on this thread. I mean I was giggling already from the other 2 before yours, but that was... damn! Anyways, back on topic, since I'm too bored to go dig in the DC emu scene, can you plz just gimme an overview, like who and who's behind Chanka, how long they've been workin @ it, what other versions of it have come before (if any), what kinda compatibility are we lookin (or estimating) @, how ahead it is as a breakthrough compared to other DC emus up to now (dunno any others, but I've never actively searched for some ), etc. Oh and tell me if that prob with the scope's a constant GFX issue f00. I wanna get into snipin heads again (was SS2 released for the DC too?). PS: By the way, MTA doesn't require winXP's. I've been running it on win2kz for 8 months now, so I hope I'm right on this one...
  6. GTA:LC Section - GTA Forums
  7. Definitely bolt action; toy-sized too . Guess a WTF would be in order sometime around now...
  8. Is that a constant GFX issue with the scope in your 7th pic from Silent Scope? If so, very disappointing . I absolutely pwned @ that game back when the coin-op vers first came here and I'd just love to try it out again. Seems I'll hafta go through the DC games list after all, see if there are enough cool games in it for me to start workin this DC-emuing business. I remember most games weren't that awesome, but maybe those weren't all of em. Wonder if Silent Scope 2 came out for the DC as well. Hmmm...
  9. ...asked the hypocrite. (All snippets of this little anthology were taken from another popular thread, found here.)
  10. On a new comp, it gives you an advantage that others with their limiters enabled can't have, thus being unethical. I'll let you decide yourself how close that is to cheating...
  11. The stubby's overpowered and that's why everyone uses it, plain and simple. No point denying it anyway...
  12. Hmm you know, I've heard ppl say that a few times (yourself included) and I don't know how many of them have actually seen that on a slower comp. I think I've grown curious enough by now that I may just put it to the test later this summer, when I get hooked up with my old P3 800MHz & 32meg Riva TNT2 PC again that is (yay, I can hardly wait ...). Anyway if it's true that it doesn't do pretty much anything to older rigs and since it's not of much use to those that have brand new ones either, I've come to believe it was just a wrong call on R*'s part to put it in. BTW Utopia, like Bump said, turning the limiter off does speed up the game; sometimes not just by a factor of 2. Saying "whether your game is at 1 fps or 90 fps, the game still goes the same speed " is flat out untrue. The game's clock and it's various rendering processes are tied to the output FPS and you can easily tell by a dozen things that go quirky when you take the cap off (actors' animations, bubble traffic and planes' speed, other ambient animations like the sea or the traffic lights, etc). Just to give you an idea, I was running FRAPS cause I wanted an indicator and I'd see it reach values up to 150fps at times during normal ingame play when there'd be very few stuff to render (say for example @ the airport). The speeds @ those times would be way faster, not to mention it tends to throw the whole game off balance to a half-frozen state (sometimes it can't recover and you have to kill the process). I mean FFS I usually turn it off when I'm bored and want to get from A to B faster and to Fast Forward my SP replays. With replays being so fast that it can cover the 20secs leading to a stunt in 5 or 6 secs, I definitely think the lack of a framerate cap can rox0rz j00 box0rz. Bottom line is it does speed the game up seriously and in MP it's an unfair advantage over every1 else in the same server. Frankly I can't understand why you won't accept that and just play normally Edit: Lol case and point a Descent 1 demo I found laying around a few years ago in some backup CD I'd made and I tried to run on my 800Mhz PC. You should see that lil spaceship floatin up and down so fast when I wasn't movin it, it was like hyper-spaz mode or something . Hilarious to see, impossible to play.
  13. In short, nope. You'll need to d/l a codec pack.
  14. More than a minute? Lol wtf are you compressing anyway dude? 1 minute clips? I'm talking about movies here...
  15. Encoding/decoding is a bit more precise than compression/decompression when talking about video downsizing and compacting I believe. ...and what framerate you are converting it to and what resolution its frames are gonna be in and to what its keyframes to normal frames ratio has been set and what kind of extra processes like interpolations calculations will have to run before each frame can be further analyzed if the vid's being resized, plus dozen other things without even going into your PC's other limitations. STILL all that tells me nothing about how good the DivX encoding method really is, especially when I don't know what your source vid's stats were.
  16. Elecard MPEG2 Video Decoder. I'm guessing other such demuxers/decoders won't have much of a prob displayin it either (Ligos, MainConcept etc...).
  17. Then that makes two of us sunshine. Now for the second time I ask, what challenge?
  18. Master's right, assuming all players are on fast new comps where taking off the cap will send the fps skyrocketing to the +60's and double the game's average speed. That is by all means cheating and BTW Utopia, your point's hollow, since I believe the frame limiter is on by default when you install Vice. Going by the strictest "leaving VC alove" mentality would dictate not disabling the limiter (although changin the ingame options IMO has nothing to do with that mentality anyway). However, for ppl with slow PCs, like 1 gen behind @ <1.5GHz CPU speed, fewer RAM and a 64MB max GFX card running a heavy OS like the XPs, having the limiter turned off would probly be the only way for them to keep the game playable at an acceptable speed. So overall the conclusion to this lil convo is you can't just wave your Damoclean sword above every1's head and decide regardless that "FPS limiting should or should not be allowed, period". For all we know the draw distance might be contributing to this the same way. Should we say reducing to min draw distance is cheating as well?
  19. In some future version you could just type /show playerID (or /locate, or /find, or something) and their blip on your radar would blink for a couple o' secs. If the player would be out of the game, just chattin or idlin, it simply wouldn't do anything.
  20. Hmmmm, name one online MP game that is lag-free (except of course for Pong Online). Anyone?
  21. Prokopis

    Weapons

    Lol muffled and dragged into the shadows by Bump BTW have you guys ever looked into the driver shootin deal? I mean shootin ppl's heads and upper torsos behind windshields and inflictin damage. AFAIK pickin ppl off bikes works even now, this would seem a logical next step. Edit: Meh, just saw it being discussed on the other active thread here, so fux dat. Carry on peeps.
  22. Points: - The term for vids is encoding, not compressing. - Anything below 700kbps @640x480 will look shitty, anything above 1900kbps will bloat the filesize up without any noticeable gain in image clarity. - DivX encoding with 5.1 takes fuc,king hours for me even in single pass. Like 3hrs for a 700meg 90min AVI, when anything about 1hr is just not acceptable (at least on a new PC like mine), so "faster, better and more improved than 5.0.3" my ass. I dunno why this is happenin', but I'm beginning to hate it and I'm slowly switchin to XviD. Plus that fokn update screen is just superfluous. No1 cares what the vectors in each P Frame are compared to the previous one FFS. - Haven't seen the vids myself yet.
  23. That's the text parser for ya. Available practically everywhere and for almost every single msg board. To get >1 spaces through, I think you'd have to manually change that from the board's settings, or use the invisible text method. BTW I agree, most ppl still don't know the first thing about taking proper security precautions on the net and continue to be too gullible for their own good.
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