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xxOToTOxx

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  1. For anyone who has attempted, or is looking to attempt, running Hypseus with a CRT there was some discussion here: http://www.emuline.org/topic/2363-emu-hypseus-singe-sdl2-64bit-4k-daphne-emulator-windows-mac-linux/?do=findComment&comment=117946 I have put a CRT Windows build (removing VSYNC) on the repo: https://github.com/DirtBagXon/hypseus-singe/releases/tag/v2.6.20 Would be interested in others experience with CRT's and hypseus. Here is an interesting discussion about the SDL1 to SDL2 shift on a 15k CRT in the SCUMMVM forum: https://forums.scummvm.org/viewtopic.php?t=16330
  2. Many thanks for all the help here, it's pretty hard when you don't have the hardware you need to test on I will put that version as an experimental CRT edition on the main repo downloads. As I said future SDL2 may improve this (PRESENTVSYNC for CRT improvements for instance), but unless someone wants to donate a CRT not sure I can go much further.....
  3. OK, cool And final question, so 4K ESH (talking Daphne not Singe now) is now playable at an acceptable frame rate, with audio in sync, on the CRT ?
  4. Can you just confirm if there was any difference between the two MEGA link versions I posted, I still suspect PRESENTVSYNC was the main problem, but did the second version improve anything ?
  5. But that's comparing Apples and Oranges. The Singe 2 conversion it not a ROM game, it's a LUA simulation and video may have been encoded at a different FPS (MP4 vs M2V).
  6. So, just a little clear up here, when you state "SInge 1.0" - you are talking about original Daphne here (not Singe), running the Daphne ROM game, not a Singe conversion ?
  7. Ok, out of options now. I am allowing the video to be dictated by the refresh rate of the CRT, not sure what else I can do. What discrepancy are we talking about? Is there any difference between the last two ?
  8. Ok, I am ripping out all the accelerated enhancements now, another version here to try.... Grab CRT release from: https://github.com/DirtBagXon/hypseus-singe/releases/tag/v2.6.20
  9. Ok, give this a try: Grab CRT release from: https://github.com/DirtBagXon/hypseus-singe/releases/tag/v2.6.20
  10. Ok, it's building, if it runs better with the software renderer that might be a good indication it's the PRESENTVSYNC option that's doing it... Fingers crossed.....
  11. I will compile a custom Windows binary that drops SDL `SDL_RENDERER_PRESENTVSYNC` from the build - again unknown territory - but something to try. Will paste MEGA link here when it's ready.
  12. I have no faith in this working, but just try using `-nohwaccel` on the CRT......
  13. Ok, so SDL2 and CRT's, at this point, don't work well - interesting...... Would be interesting to know if this is Windows specific (I am guessing it isn't), but if anyone running Linux with a CRT has any updates.....
  14. Ok, without access to a CRT I don't really know how to test this further... Windows SDL2 is still pretty new and has known issues, so this may improve as SDL2 matures. Google shows nothing to help us here. But just to be clear, if you connect the same rig to an LCD monitor it all works fine with standard and 4k resolution video ?
  15. There is also a new version of SDL2 for Windows (2.0.18): https://www.libsdl.org/download-2.0.php You will need the "Runtime Binaries" zip for your Windows 32/64 version and again just overwrite the existing `SDL2.dll` I haven't tested this version, but it may have improvements....... 2.0.16 had some major improvements over 2.0.14 in the Renderers.
  16. What version of hypseus are you running? Run in the command prompt with `hypseus -v` In version `2.6.20` there are a couple of new options to force the renderer to `-opengl` or `-vulkan` also new SDL libraries. Just overwrite the .exe and .dll file from the zip at https://github.com/DirtBagXon/hypseus-singe/releases/tag/v2.6.20 `-ignore_aspect_ratio` is deprecated. But you can try the new argument: `-force_aspect_ratio` which will force 4:3 Also you can specify the resolution with `-x` and -y` as always.
  17. OK, then that seems to be pretty much pointing the finger to the CRT display rendering speed. They were never really designed to be pushed a 4k signal, so I guess it's no surprise. I assume if you swap the esh.m2v out with the standard Daphne m2v it works full speed ? I have no experience with running SDL2 renderers on CRT displays, there appears to be little documentation in Google except on 'emulating' CRT display artefacts on LCD (i.e. the reverse). So I guess you may have answered your own question from a little while ago, when I said you were the first......
  18. My guess would be you don't have enough CPU grunt to decode these high bitrate 4K MPEG-2's What is your CPU percentage doing when the game is running ?
  19. They are different applications, using different game data formats. I see no reason to have them in the same folder(s).
  20. WOW - I can't believe how well `cobra` has cleaned up - Masterful. Thank you so much for sharing
  21. Cool thank for the feedback.
  22. Chantze's/Triad Stone for Singe 2 is already here ?
  23. @Rex2573 Ignoring my really bad shots at the beginning, look at the second scene more. This is running Hypseus with the new forced overlay argument in 16:9, which will stretch to whatever the underlying video is, therefore keeping the hitbox locations correct: This was run with the following arguments to hypseus: hypseus.exe singe vldp -framefile Maddog2_HD\Video\maddog2.txt -script Maddog2_HD\Script\maddog2.singe -oversize_overlay -blank_searches -blank_skips -min_seek_delay 200 -x 1920 -y 1080 -fullscreen -oversize_overlay being the important one - Video is stretched of course, but at least that way you will see all the targets at the top and bottom of the screen... Or is the stretched (and therefore distorted) screen just a no go..... ?
  24. Request for feedback: Ninja Hayate I had a request from a forum user to look at the Original Singe 1 Ninja Hayate game bytecode to fix the looping death scenes which you could only fix by quitting the game and starting again. New version of 'hayate': v1.15.... https://mega.nz/file/x4MWiJgS#8N9PEJVQJZaNzW-lABIcrRZJ13KvThJyWSCdroU0UxE This will allow you to continue when the bug is triggered, lives will decrease as per normal and a generic death/respawn scene will be used after the work-a-round is applied. The game is now completable. If the bug work-a-round is triggered it will log: "Death loop bug triggered - death scenes will be disabled" If you don't die, you will not hit the bug. If you die (and hit the bug in specific scenes), then the fixed version will allow you to continue (without death scenes). If the bug is not triggered, the game will play as per original v1.1
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