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MuNES Screenshots

11K views 70 replies 16 participants last post by  mudlord  
#1 ·
I started work on my NES emulator..

Here's a prelim shot for those interested.

Notice how I haven't finished the GUI, yet the backend is functional, ish....
DirectSound8 and DInput8 needs to be implemented yet.

All rendering is done in OpenGL via 3D textures, not surfaces.
 
#61 ·
Any new features in the new release (or the next release) beside then reducing the exe file rate with functions.
(I need my turbo buttons, ability of mapping any button from any device, fullscr...etc).

J/K, thanx for the release.
 
#63 ·
Yeap, but tryied to play GLAXIAN, it was a pain without Turbo Buttons (well it works flawlessly though :p) to shoot.
But I appreciate his work, no I respect what he did in no time, he's really talented.
 
#64 ·
(I need my turbo buttons, ability of mapping any button from any device, fullscr...etc).
I need my turbo buttons
Why? Is this emu meant to be a benchmark or something....:p
I COULD add benchmarking features, if you really want tho.....:D

Sounds fair. What reses do you want? Personally I rather 640x480,800x600, or 1024x768 (I only have a 15 inch CRT). Keep in mind to keep filesize down, I might have to vary how I do this, compared to applications that are not as strictly optimized to have zero bloat...
 
#65 ·
Sounds fair. What reses do you want? Personally I rather 640x480
640 X 480 will be the best choice, I presume.

(I only have a 15 inch CRT)
Same here.

I might have to vary how I do this, compared to applications that are not as strictly optimized to have zero bloat...
its not you have to :p; Its do you want to, and yes optimized logarithms(SRC) vary from a coder to another.
 
#66 ·
Any new features in the new release (or the next release) beside then reducing the exe file rate with functions.
* Optimized graphics rendering. Involved rendering pure RGB565 colour instead of converting to RGB888 and then blitting.
* Removed redundant features (demo, screenshots).
* Rewrote shader code to work fully on ATI cards
* Planning on adding support for Pete's OpenGL2 plugin shader format, so shaders from his plugin can be used.
* Planning to add DirectDraw support
* Work has been taken to completely replace SDL with a custom DirectSound implementation by byuu.
* Planning to multithread the emulator's renderer. Should help speed.

Of course, the actual release log might differ to this depending on size constraints. If I can get my hands on a PSP, then I might port it to PSP.
 
#68 ·
Okay, current changelog:

* Optimized graphics rendering. Involved rendering pure RGB565 colour instead of converting to RGB888 and then blitting.
* Removed redundant features (demo, screenshots).
* Rewrote shader code to work fully on ATI cards
* SDL no longer required (the extra sound support added 10KB of code)

Which means I have 16.8KB left to add stuff.....
 
#69 ·
Okay, current changelog:

* Optimized graphics rendering. Involved rendering pure RGB565 colour instead of converting to RGB888 and then blitting.
* Removed redundant features (demo, screenshots).
* Rewrote shader code to work fully on ATI cards
* SDL no longer required (the extra sound support added 10KB of code)

Which means I have 16.8KB left to add stuff.....
nice :D

Submitting the improved version into the compo Mudlord?