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by SmartOne at 2:52 AM EDT on May 31, 2009
Attempting to add GSF support via VBA-M, the GNU GCC Compiler doesn't seem to like Gb_Apu_State.cpp very much... 23 errors and 2 warnings, all from that file.

This is impossible. Everything is connected to everthing else. I've sat here for hours commenting out junk. About to give up.

edited 3:33 PM EDT May 31, 2009
by mudlord at 6:23 PM EDT on May 31, 2009
And this is why a rewrite of VBAM is needed.

Something more modular.
by SmartOne at 7:30 PM EDT on May 31, 2009
I can't compile the Highly Advanced plugin you provided that uses blargg's stuff for resampling. It's the stupid afxres.h in the resource file. Apparently Visual C++ doesn't support MFC, or something? What a mess. Maybe I'll try hand editing your MGME GUI into Highly Advanced...

Boy, I just love trial and ERROR.
by mudlord at 2:00 AM EDT on June 1, 2009
And this is why I am ashamed of the plugin.

I should have just handcoded the GUI, but noooo, i had to use a resource file which is prone to error.
by SmartOne at 9:23 PM EDT on June 1, 2009
I don't know anything about anything, so don't feel bad.

Hey, I got Highly Advanced (without libresample) to compile!!! I even went ahead and converted the resources to Ms Shell Dlg 2 format, I think...

Anyway, fully working GUI and no more stinky resource file including afxres.h and causing unhappiness. Yay!

About implementing blarrg's sound library and updating to his GB APU and latest VBA-M... I think I'll need some help. Assuming I can get that working, the plan is to stick it into MGME and burn Highly Advanced at the stake. Friggin' sweet, right?

edited 1:24 AM EDT June 2, 2009
by mudlord at 3:45 AM EDT on June 3, 2009
There is currently talk of redoing VBA entirely from scratch. Basically, we are thinking of something Gambatte like in terms of modularity, while being accurate enough but not accurate to the point where its absolutely stupid and insane (eg. bsnes and that other shit)

MGME and HA? Well, I released the source as BSD, so heck, if you wanna do that, go ahead! The updating to use blargg's stuff though will take time....
by SmartOne at 1:01 AM EDT on June 4, 2009
Would you mind explaining (I noticed similar code in MGME:)

while (mod.outMod->CanWrite() < ((ret*sndNumChannels*(sndBitsPerSample/8))<<(mod.dsp_isactive()?1:0)))
        Sleep(50);

Natural language so far: While the input module's out module's CanWrite() function returns an integer that is less than (sound buffer length) * (number of channels) * (sound bytes per sample) left bitshift (input module's dsp_isactive() function if true return 1 if false return 0),
Waste time for 50 milliseconds;

Quite the loaded statement.
by mudlord at 10:48 PM EDT on June 5, 2009
Oh what the fuck have I done now? >_>
by hcs at 12:09 AM EDT on June 6, 2009
While the output plugin can't accept how many samples we want to play, wait.

ret = samples
sndNumChannels = channel count, so ret*sndNumChannels = samples counting both channels
*sndBitsPersample/8 computes how many bytes (bits divided by 8) that many samples will take

The left shift is because the dsp is active you need potentially twice as much space in the output buffer (dsp plugins can do stuff like double each sample two slow down playback). Left shift by 0 (what you get when mod.dsp_isactive() is false) is multiplication by 1, left shift by 1 (when mod.dsp_isactive() is true) is multiplication by 2, for the doubling.
by SmartOne at 12:56 AM EDT on June 6, 2009
Thank you. Hopefully I'm not being too annoying.

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