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Demul 0.58
#311211 - 07/08/13 12:46 AM
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http://demul.emulation64.com/
[07 july 2013] DEmul 0.58 WIP
Changelist: - GAELCO: new system added with two games supported: Smashing Drive and ATV Track - HIKARU: new system support added, a lot more of work needed - AWAVE: Sega Bass Fishing Challenge romset added - AWAVE: use MAME's NGBC rom, enable BBA - CORE: FPU opcodes timing fix ("Dead Or Alive 2" slowdown fix) - CORE: MMU sh4 fix - CORE: addc, subc opcodes for SH2/SH3/SH4 fix - CORE: dreamcast various fixes - CORE: fcmpeq NAND case fix - CORE: ftrc NaNd round fix - CORE: ftrc int/rec opcode fix - CORE: heap corruption fix - CORE: internal DMAC support - CORE: invalidate code SH4 fix - CORE: trapa SH2 fix - DC: a lot of game-specific fixes, now more games are playable or glitch-free - DX11: bump mapping added - DX11: order independent transparency added - DX11: render to texture full rewrite - DX11: scaling added - DX11: shadow volume full refactor - DX11: translucent modifier inplemented - DX11: two volume modifier implemented - GDROM: gdrom threading disabled - GPU: DX10/DX11 support for Hardware and Software renders (can be played virtually on any GPU card, but obviously very slow) - GPU: much correct volumes support - GPU: workaround for ATI bugs - NAOMI2: new model cache system - NAOMI2: reflect fix - NAOMI2: render to texture fix - NAOMI2: various improvements - NAOMI: Crackin DJ controls fix - NAOMI: Gun Spike auto-coin fix - NAOMI: Ninja Assault Export (NJA4verA) added - NAOMI: Ninja Assault light gun fix - NAOMI: add 2 new USA bioses - NAOMI: new romsets added: initdv3j with key, Star Horse, Shakatto Tambourine 2001 Spring, Ninja Assault new rev, crackndj2, gunsur2 alt rev, marstv, Radirgy new rev, etc... - NET: BBA network support (TAP driver / OpenVPN needed, modem isn't supported yet) - NET: sync flash/eeprom/etc - PAD: dead zones, dc triggers fix - PAD: full xinput support - VMS: fixed parsing crash on some VMS files - VMS: various fixes
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CiroConsentino |
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Re: Demul 0.58
[Re: joey35car]
#311212 - 07/08/13 12:53 AM
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Re: Demul 0.58
[Re: joey35car]
#311228 - 07/08/13 11:08 AM
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its looking kick ass atm naomi 2 s healthy new romsets are a bugger to hunt and play im still working it all out but hey cheers demul nicely timed too in the summer with 30-40c heat in the summer of the uk :L looks like im staying in all the time now got 2months of solid playing before college
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i72600k 3.4-4ghz amd6450
http://www.youtube.com/user/santiago21b?feature=mhee
one game on my mind GUNMEN WARS plz mame ?
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Re: Demul 0.58
[Re: joey35car]
#311230 - 07/08/13 03:35 PM
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Cool beans. Just hope for working Hikaru board in the future, I wonder what NASCAR Arcade is like...
Edited by xXxMichael13xXx (07/08/13 03:35 PM)
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What? There's nothing here to say.
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Embryoice |
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Cool stuff, Xinput support and Ninja Assault is now playable! I better get my hands on a Topgun controller. I hope Hikaru emulation will be emulated soon! I want to see Sega's Nascar Arcade game it's way better than GlobalVR's own Nascar!
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Cable |
retro gamer
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Re: Demul 0.58
[Re: joey35car]
#311232 - 07/08/13 03:53 PM
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Cant wait to try this out. Thanks to the Demul Devs and those who have helped them.
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Nomax |
Ryo Hazuki
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> Cool beans. Just hope for working Hikaru board in the future, I wonder what NASCAR > Arcade is like...
Sega's NASCAR Arcade is shit, there's no sense of speed at all and no fun. Better stick to Daytona USA 2 or Global VR's NASCAR Team Racing.
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--------------------
NPlayers.ini - The multiplayer description file for MAME. (Linux user #448789)
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Re: Demul 0.58
[Re: joey35car]
#311234 - 07/08/13 04:24 PM
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Embryoice |
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Re: Demul 0.58
[Re: Nomax]
#311235 - 07/08/13 04:56 PM
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> > Cool beans. Just hope for working Hikaru board in the future, I wonder what NASCAR > > Arcade is like... > > Sega's NASCAR Arcade is shit, there's no sense of speed at all and no fun. Better > stick to Daytona USA 2 or Global VR's NASCAR Team Racing.
Sega's NASCAR is similar to Le Man's 24 from Model 3 where you rank higher, you get time extention and plus drafting works on this game.
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Re: Demul 0.58
[Re: Embryoice]
#311236 - 07/08/13 05:22 PM
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Like to hear back from some people using this version compared to earlier releases. I tried a few games and seems ok. Do you think this is the best version out so far overall? .56 was better then .57 which was buggy but added more support for games.
Thanks
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Re: Demul 0.58
[Re: joey35car]
#311244 - 07/08/13 08:38 PM
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Finally got to try Metal Slug 6 out. White blood only!!??? What is up with that??
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Re: Demul 0.58
[Re: uVSthem]
#311245 - 07/08/13 08:39 PM
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Sounds like a dip or service switch option. Pretty common.
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Re: Demul 0.58
[Re: Smitdogg]
#311246 - 07/08/13 08:43 PM
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No, nothing in there. I googled it and everyone seems to be saying the same thing. I even tried setting the Region to Japan.
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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Re: Demul 0.58
[Re: uVSthem]
#311247 - 07/08/13 08:51 PM
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> Finally got to try Metal Slug 6 out. White blood only!!??? What is up with that??
It did that in 0.57 as well ;/
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Re: Demul 0.58
[Re: B2K24]
#311250 - 07/08/13 09:05 PM
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From what I found online the original arcade is like that so is there nothing you can do except play one of the home ports.
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Embryoice |
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Re: Demul 0.58
[Re: uVSthem]
#311262 - 07/08/13 11:22 PM
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> Finally got to try Metal Slug 6 out. White blood only!!??? What is up with that??
Try Japanese BIOS, it'll have Red Blood on it just like Neo Geo.
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Nomax |
Ryo Hazuki
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Re: Demul 0.58
[Re: uVSthem]
#311263 - 07/08/13 11:24 PM
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> From what I found online the original arcade is like that so is there nothing you can > do except play one of the home ports.
Indeed, the Arcade version has no blood as most Atomiswave releases (Hokuto no Ken, Samurai Spirits Sen). Maybe due to Sammy politics...
I'm not into hacks and bootlegs at all but for once, I would love to see someone make a bloody Metal Slug 6 Atomiswave cartridge. I'm sure this feature is lying somewhere in the source code...
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NPlayers.ini - The multiplayer description file for MAME. (Linux user #448789)
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I gave Demul a new try after a long time. Tested my Sonic Adventure ISO and it gets stuck right at the very beginning (music loop, game running but not advancing any further).
I just hope I get better luck with the other games. If not I'll patiently wait for another release. Demul is one of the best DC emulators out there.
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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Re: Demul 0.58
[Re: Embryoice]
#311266 - 07/09/13 01:33 AM
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> Try Japanese BIOS, it'll have Red Blood on it just like Neo Geo.
There doesn't seem to be any settings or choices regarding the Atomiswave bioses. Changing Dip regions also had no effect as well.
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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Re: Demul 0.58
[Re: BIOS-D]
#311267 - 07/09/13 01:45 AM
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> I gave Demul a new try after a long time. Tested my Sonic Adventure ISO and it gets > stuck right at the very beginning (music loop, game running but not advancing any > further).
You might be working with a bad dump. My audio is disabled at the moment but doesn't get stuck here at all.
http://i.imgur.com/ILu3pB0.jpg
running image Sonic Adventure v1.005 (1999)(Sega)(NTSC)(US)(M5).chd
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Re: Demul 0.58
[Re: Nomax]
#311275 - 07/09/13 05:33 AM
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> Indeed, the Arcade version has no blood as most Atomiswave releases (Hokuto no Ken, > Samurai Spirits Sen). Maybe due to Sammy politics... > > I'm not into hacks and bootlegs at all but for once, I would love to see someone make > a bloody Metal Slug 6 Atomiswave cartridge. I'm sure this feature is lying somewhere > in the source code...
That's nuts. Why the hell would they do that in an arcade? Guess it's time to start looking for console ports. Hopefully they have an English option
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Re: Demul 0.58
[Re: uVSthem]
#311279 - 07/09/13 06:08 AM
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It's part of the Metal Slug Complete PC collection. I don't remember the blood color but it's gotta have the red option. I guess.
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Re: Demul 0.58
[Re: joey35car]
#311285 - 07/09/13 09:28 AM
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- GPU: DX10/DX11 support for Hardware and Software renders
Anybody know how to switch to the Software renderer? There is nothing in the settings/ini files
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Re: Demul 0.58
[Re: joey35car]
#311289 - 07/09/13 11:39 AM
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Sorry if this has been covered elsewhere but I am clearly thick - I can't get the trigger to work in Ninja Assault so just get killed by the first two guys and that's as far as I can get.
I figured out how to calibrate the guns etc in the other light gun games and they're perfectly playable but was wondering if there was an issue with this game or something? There's an entry in the changelist which says "NAOMI: Ninja Assault light gun fix" which makes me wonder if it works differently from the other light gun games... and if there's something obvious I've missed or I'm not doing right here?!?
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Re: Demul 0.58
[Re: Rich75]
#311294 - 07/09/13 12:51 PM
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yea you need to assign that key JVS TEST to your controlls, assign it next to your test mode keys, press it down once and scroll through using left and right (up,down ,left ,right keys pad). till you get to i/o/test mode hold the mouse/lightgun trigger to start. hold it on the calibration targets, -shoot twice -shoot center BAM!!!! configured saved done only problem with that game is you can get a highscore (which is great but the high score ranking board has all missing text so you cant see your own highscores so in my books its not really worth playing at all atm unless you want missing highscores shame shame really same with many of the arc games text and info all missing bits n bobs for me
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i72600k 3.4-4ghz amd6450
http://www.youtube.com/user/santiago21b?feature=mhee
one game on my mind GUNMEN WARS plz mame ?
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Cable |
retro gamer
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Re: Demul 0.58
[Re: joey35car]
#311295 - 07/09/13 01:08 PM
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When I start a game while using DX11 plugin, I get "Create Device and Swap Chain Failed" error, Any advice?
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Re: Demul 0.58
[Re: i7corejonny/]
#311296 - 07/09/13 01:14 PM
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Thanks for that! I'd assigned a key for JVS TEST but was pressing it *before* the game started and just kept getting the same SYSTEM MENU. I'm sure the other games I did calibration in had the I/O menu in there but hey... it works now so all is good! Thanks!
No wonder the trigger wasn't doing anything, the default aim is top left, possibly even off the side of the screen!
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Re: Demul 0.58
[Re: Rich75]
#311298 - 07/09/13 02:10 PM
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Re: Demul 0.58
[Re: Cable]
#311299 - 07/09/13 02:20 PM
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Re: Demul 0.58
[Re: i7corejonny/]
#311304 - 07/09/13 06:29 PM
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yeah, forgot to mention about Namco's games like this one or Gunsurvivor/Resident Evil, almost all of them is a bit custom Namco's Naomi, and need to press JVS_TEST to get into game test-mode.
Gunsurvivor also have interesting feature (or forgotten code from home version ?) - you can use Dreamcast controller plugged into port B to play the game.
> only problem with that game is you can get a highscore (which is great but the high > score ranking board has all missing text so you cant see your own highscores
works fine here, uncheck "Disable AutoSort" in config-video if it checked
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NASCAR arcade has error 7 for me sob.... in fact all the hikaru games dont work or are too unplayable to bother playing.... shame not ready yet planet harriers 30-40fps could be played ableit slowdown n sound stuttering and constant resting nvram so settings get wiped >:( the rest i cant be bothered to type the state there in ........ galeco games work brilliantly i oddly dont have sound for smashing drive.. atv works flawlessly great game atomiswave games work as usual brilliant the new naomi games are ok still wip so ya know keep it up demul devs great work
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Re: Demul 0.58
[Re: i7corejonny/]
#311316 - 07/10/13 12:05 AM
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> NASCAR arcade has error 7 for me sob.... looks like strange release bug, NASCAR works for me earlier, and works now, but gives this error in public release build, need to investigate why. > in fact all the hikaru games dont work or > are too unplayable to bother playing.... shame not ready yet > planet harriers 30-40fps could be played ableit slowdown n sound stuttering and > constant resting nvram so settings get wiped > the rest i cant be bothered to type yep, Hikaru (and Naomi 2 too) is just demonstration how it emulated/works now, no polishing or optimise was done, its just released as is.
in general, current release was done primary for our exUSSR users, who totally f%^*ed our brains, because they want to have almost perfect Dreamcast emulator, aaand we as much as possible increase DC compatiblity (and as result Naomi/Atomisvawe too) and did this release.
so, for example Naomi2, cant show much progress, except no more slowdons in VF4 and corectly textured models in Virtua Striker3 and Beach Spikers.
> galeco games work brilliantly i oddly dont have sound for smashing drive.. use up/down buttons to change volume, its zero by default in this game. > still wip so ya know keep it up demul devs great work thanks
Edited by MetalliC (07/10/13 12:29 AM)
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Re: Demul 0.58
[Re: Cable]
#311334 - 07/10/13 11:46 AM
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> When I start a game while using DX11 plugin, I get "Create Device and Swap Chain > Failed" error, Any advice?
your specs isn't enough for creating the dx11 context... the one ay or another... I can say it's even can't create the WARP software render then.
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Re: Demul 0.58
[Re: shocktrooper]
#311335 - 07/10/13 11:52 AM
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> - GPU: DX10/DX11 support for Hardware and Software renders > > Anybody know how to switch to the Software renderer? > There is nothing in the settings/ini files
it will switch to software if hardware couldn't be used automatically...you can see it if "DX11hw" in the window title or "DX11sw"
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Re: Demul 0.58
[Re: MetalliC]
#311336 - 07/10/13 12:13 PM
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ah cheers for the comments demula team its cool.:) im really impresed with the work thats going into the emulator i can understand the problems/bugs/etc etc... that goes into making these games run, but as you say this is still WIP.! so its not the real deal yet ty for the work brilliant job excellente
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Embryoice |
I am the Master Warrior!
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Re: Demul 0.58
[Re: uVSthem]
#311341 - 07/10/13 04:15 PM
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This is gotta be the biggest news ever next to Link Emulation on Supermodel! I gotta play Initial D Ver. 3 on my PC, anyway is the card thingy emulated on this game where it stores your name tags and car upgrades, etc.?
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Re: Demul 0.58
[Re: Embryoice]
#311342 - 07/10/13 04:32 PM
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yea i read the newest revision added to demul had key support >????< deose it really guys? i love to know ?
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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Re: Demul 0.58
[Re: CaH4e3]
#311349 - 07/10/13 05:31 PM
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Can Demul read V5 CHDs using 0.58?
I remember with previous versions and 0.57 it could not.
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Re: Demul 0.58
[Re: B2K24]
#311352 - 07/10/13 08:03 PM
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> Can Demul read V5 CHDs using 0.58? > > I remember with previous versions and 0.57 it could not.
no, not this time too, the v5 code still too buggy ;P
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Re: Demul 0.58
[Re: CaH4e3]
#311354 - 07/10/13 08:11 PM
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> > Can Demul read V5 CHDs using 0.58? > > > > I remember with previous versions and 0.57 it could not. > > no, not this time too, the v5 code still too buggy ;P
are you sure??
for gd-roms v5 chds are known to be completely stable
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R. Belmont |
Cuckoo for IGAvania
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Re: Demul 0.58
[Re: etabeta]
#311356 - 07/10/13 10:11 PM
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> > > Can Demul read V5 CHDs using 0.58? > > > > > > I remember with previous versions and 0.57 it could not. > > > > no, not this time too, the v5 code still too buggy ;P > > are you sure?? > > for gd-roms v5 chds are known to be completely stable
v5 everything is stable. And the reason I was told to drop everything and put in all the Naomi redumps for 0.149 was that supposedly demul needed them.
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Re: Demul 0.58
[Re: R. Belmont]
#311359 - 07/10/13 10:51 PM
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> > > > Can Demul read V5 CHDs using 0.58? > > > > > > > > I remember with previous versions and 0.57 it could not. > > > > > > no, not this time too, the v5 code still too buggy ;P > > > > are you sure?? > > > > for gd-roms v5 chds are known to be completely stable > > v5 everything is stable. And the reason I was told to drop everything and put in all > the Naomi redumps for 0.149 was that supposedly demul needed them.
actually, not so much... it's only an option to load MAME Naomi chd, but we have a custom ripped binary roms to avoid that..
Edited by CaH4e3 (07/10/13 11:02 PM)
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Re: Demul 0.58
[Re: R. Belmont]
#311360 - 07/11/13 12:09 AM
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> And the reason I was told to drop everything and put in all > the Naomi redumps for 0.149 was that supposedly demul needed them.
are you sure ? AFAIK the reason of redumps (in reality reconversion GDI to v5 CHD) was because CHD v4 was a bit dumb and buggy, and loss some data from disk images (at least one of admins from redump.org say so).
it is not necessary at all for emulation, but necessary for preservation, so all(maybe all, TBH I'm still not sure in V5) data from GDI (and not only GDI) images was stored into CHD format and nothing was lost.
Edited by MetalliC (07/11/13 12:15 AM)
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Re: Demul 0.58
[Re: joey35car]
#311361 - 07/11/13 03:52 AM
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This emulator is amazing, best Dreamcast and SH4 Arcade Emulator by far.
I just discovered an Arcade Masterpiece, Wild Riders, i spent hours on it.
I even made a video of it:
http://www.youtube.com/watch?v=vr4355d3uuw
The only thing that i've missed in the emulator is a crosshair for gun games.
Thanks Demul devs.
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Re: Demul 0.58
[Re: beatlep]
#311363 - 07/11/13 07:07 AM
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Care to share your game settings and pc specs?
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Re: Demul 0.58
[Re: joey35car]
#311365 - 07/11/13 08:32 AM
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> Care to share your game settings and pc specs?
i7 2600K 3.4 GHz Nvidia GTX 480 8 Gb RAM Windows 7 64 bits
And game settings:
Plugin Video: DX11 Windows Resolution: 1680x1050 Internal Resolution: 2x Vsync: Off Max Layers: 8 Aspect Ratio: Stretch Shader Effects: Off Disable Auto Sort: Off Disable Opaque Modifier: Off Disable Translucent Modifier: On
In Full Screen is faster than in Window
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Re: Demul 0.58
[Re: beatlep]
#311371 - 07/11/13 12:16 PM
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chrosshairs always been in since demul 0.5.6 its one of the f1-12 keys
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R. Belmont |
Cuckoo for IGAvania
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Re: Demul 0.58
[Re: MetalliC]
#311378 - 07/11/13 04:43 PM
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> > And the reason I was told to drop everything and put in all > > the Naomi redumps for 0.149 was that supposedly demul needed them. > > are you sure ? AFAIK the reason of redumps (in reality reconversion GDI to v5 CHD) > was because CHD v4 was a bit dumb and buggy, and loss some data from disk images (at > least one of admins from redump.org say so).
I am sure, that is exactly what I was told as the reason to expedite adding them.
And yes, v4 was missing data for GD-ROM and CD-ROM rips. v5 has correct information on gaps and the v5 support code in MAME supports important things like redbook playback of pregap sectors that didn't exist in the original file. Plus of course it compresses better.
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Re: Demul 0.58
[Re: R. Belmont]
#311397 - 07/11/13 09:47 PM
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Then why the full support only for directx 11 graphic cards and no full support for directx 10, 10.1 cards that much people still have? The directx 10 plugin doesn't work well with cards like mine, one Radeon HD 4870 1GB. Much slowdown and many audio and video bugs. In particular in Naomi 2 games. i think that a developement of a true and totally compatible directx 10 plugin would solve the majoriy of the problems.
My specs are: Intel Core i7 920 2.67GHz Radeon HD 4870 1GB 12GB DDR3 1866MHz triple-chanel
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Re: Demul 0.58
[Re: joey35car]
#311403 - 07/12/13 01:04 AM
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Was never terribly interested in Demul before, but this looks promising and may change all that (no source yet, but the intent seems to be there). So nice to see the Demul team finally looking to open things up for everyone's benefit - a serious and much appreciated goodwill gesture.
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Re: Demul 0.58
[Re: Shoegazr]
#311414 - 07/12/13 09:29 AM
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> Was never terribly interested in Demul before, but this looks promising and may > change all that (no source yet, but the intent seems to be there). So nice to see the > Demul team finally looking to open things up for everyone's benefit - a serious and > much appreciated goodwill gesture.
enjoy
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Re: Demul 0.58
[Re: Shoegazr]
#311417 - 07/12/13 11:08 AM
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> Demul team finally looking to open things up for everyone's benefit - a serious and > much appreciated goodwill gesture.
Completely agree. This is excellent news!
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Re: Demul 0.58
[Re: CaH4e3]
#311433 - 07/12/13 06:16 PM
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> > > > > Can Demul read V5 CHDs using 0.58? > > > > > > > > > > I remember with previous versions and 0.57 it could not. > > > > > > > > no, not this time too, the v5 code still too buggy ;P > > > > > > are you sure?? > > > > > > for gd-roms v5 chds are known to be completely stable > > > > v5 everything is stable. And the reason I was told to drop everything and put in > all > > the Naomi redumps for 0.149 was that supposedly demul needed them. > > actually, not so much... it's only an option to load MAME Naomi chd, but we have a > custom ripped binary roms to avoid that..
hmmm, that's strange. Whenever I try to run Naomi2 game via CHD, DEmul shows such error: "unable to find 'XXX.bin' in romset XXX". So, the emulator tries to load binary rom, even the plugin gdrCHD is selected... Any idea why?
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R. Belmont |
Cuckoo for IGAvania
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Re: Demul 0.58
[Re: Lacp75]
#311434 - 07/12/13 07:07 PM
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> Then why the full support only for directx 11 graphic cards and no full support for > directx 10, 10.1 cards that much people still have? The directx 10 plugin doesn't > work well with cards like mine, one Radeon HD 4870 1GB. Much slowdown and many audio > and video bugs. In particular in Naomi 2 games. i think that a developement of a true > and totally compatible directx 10 plugin would solve the majoriy of the problems.
A 4870 is bordering on 4 generations behind now, and this is in many ways cutting-edge emulation. My understanding is that fast and pixel-accurate emulation of DC/Naomi graphics requires DX11 hardware features.
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Re: Demul 0.58
[Re: rad_killer]
#311435 - 07/12/13 07:27 PM
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> hmmm, that's strange. Whenever I try to run Naomi2 game via CHD, DEmul shows such > error: "unable to find 'XXX.bin' in romset XXX". So, the emulator tries to load > binary rom, even the plugin gdrCHD is selected... Any idea why?
probably you tried to load v5 chd and it can't be readed, as result it will try to find the ripped romset instead and display a message about not finding it at all... which one you tried to load?
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Re: Demul 0.58
[Re: CaH4e3]
#311436 - 07/12/13 08:28 PM
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> > hmmm, that's strange. Whenever I try to run Naomi2 game via CHD, DEmul shows such > > error: "unable to find 'XXX.bin' in romset XXX". So, the emulator tries to load > > binary rom, even the plugin gdrCHD is selected... Any idea why? > > probably you tried to load v5 chd and it can't be readed, as result it will try to > find the ripped romset instead and display a message about not finding it at all... > which one you tried to load?
I have no idea which version it was... Probably I have corrupted/bad dumps CHD's or sth, beacuse CHDMAN shows a message: "unknown compression type" :] Sorry to bother you
Anyway, great emu! Any idea, why in VF4 the snow is grey instead of white? (maybe my ATI card?) Is transparency feature emulated in Naomi2? Best regards!
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Re: Demul 0.58
[Re: R. Belmont]
#311480 - 07/13/13 06:06 PM
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> > Then why the full support only for directx 11 graphic cards and no full support for > > directx 10, 10.1 cards that much people still have? The directx 10 plugin doesn't > > work well with cards like mine, one Radeon HD 4870 1GB. Much slowdown and many > audio > > and video bugs. In particular in Naomi 2 games. i think that a developement of a > true > > and totally compatible directx 10 plugin would solve the majoriy of the problems. > > A 4870 is bordering on 4 generations behind now, and this is in many ways > cutting-edge emulation. My understanding is that fast and pixel-accurate emulation of > DC/Naomi graphics requires DX11 hardware features. THe PS2/Namco System 246 appeared immediately after, more or less, and it is a more powerful system than Dreamcast and respective arcades based, and doesn't need Directx 11 hardware for its emulation. The same happens with Gamecube\Namco\Segs Triforce and Wii and its based arcade hardware.
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Re: Demul 0.58
[Re: Lacp75]
#311483 - 07/13/13 07:39 PM
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> THe PS2/Namco System 246 appeared immediately after, more or less, and it is a more > powerful system than Dreamcast and respective arcades based, and doesn't need Directx > 11 hardware for its emulation.
I can't agree with that in the case of Naomi 2
and in general PS2 "Graphics Synthesizer" is kind of fast but very simple texture unit, also it don't have kind of exclusive features, so its not too hard to emulate it on hardware or even on software (with a lot of smart otimisation of coz)
PowerVR 2 is vise versa have a lot of advanced or exclusive features, here is few of them -
- a lot of texture formats, most of them not supported by DX/OGL, so in the case of DX9 software conversion on CPU needed, plus smart and complex (and as result buggy %)) texture cache needed. on DX10+ is possible do texture conversion using GPU on the fly, even without notable performance loss, DX10+ plugins works this way.
- 32bit depth precision (kind of Z-buffer), pre-DX10 videocards supports maximum 24bit Z-buffer precision, so even with magic (i.e. hacky ) depth values tranform you'll get different glitches, like disappearing or flashing objects.
- translucent polygon sorting at pixel level, in modern 3D graphics this feature called "Order-Independent Transparency" (OIT). and this is the biggest PITA in term of emulation, because modern GPU still doesn't have such features (maybe it will be in DX12 ?)
so in pre-DX10 renders only possible triangle-level sorting on CPU, and of course in case of intersecting polygons it will work wrong.
DX11 have new features to implement OIT, look AMD Mecha demo http://developer.amd.com/resources/docum...eal-time-demos/ and TressFX http://www.amd.com/tressfx (btw, sources available) so, now possible to store all rendered fragments (i.e. pixels - color, depth values and few flags) into one giant linked list buffer in one shader, and do depth sorting and later blending of stored fragments in another shader. it eats A LOT of GPU time and video-memory, but this is the only possible way to do OIT on current hardware (if you played Tomb Raider (2013) you probably know how butt hurt was people about TressFX performance, and I can tell you - physics calculations is not big deal here, most GPU load because such render technics)
so in DX11 plugin we implemented similar OIT mechanism, and get rid of sorting hacks
TBH possible to do OIT on DX11 with DX10 hardware, and this implemented in our DX10-plugin, but number of elements can be stored (and then sorted/blended/drawed) per pixel limited to maximum 8, in many cases its too few, so we decided to "move forward" to DX11 hardware.
Edited by MetalliC (07/13/13 07:48 PM)
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Re: Demul 0.58
[Re: joey35car]
#311550 - 07/16/13 12:10 PM
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Does anyone manage to set the keyboard in Typing Of the Dead?
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R. Belmont |
Cuckoo for IGAvania
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Re: Demul 0.58
[Re: MetalliC]
#311553 - 07/16/13 04:58 PM
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> and in general PS2 "Graphics Synthesizer" is kind of fast but very simple texture > unit, also it don't have kind of exclusive features, so its not too hard to emulate > it on hardware or even on software (with a lot of smart otimisation of coz)
Correct. PS2's GS was purely a brute force part: it could draw bilinear filtered polygons very very quickly, and that's about all it could do. No bump mapping, no advanced filtering, no shaders, etc, etc. Clever programmers were able to simulate many of those features, but of course that was part of what made the PS2 famously hard to develop for.
PVR2 was more like modern GPUs: less brute force, more clever features, and so it takes more capabilities to emulate properly.
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R. Belmont |
Cuckoo for IGAvania
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Re: Demul 0.58
[Re: Shoegazr]
#311563 - 07/16/13 07:07 PM
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> Was never terribly interested in Demul before, but this looks promising and may > change all that (no source yet, but the intent seems to be there). So nice to see the > Demul team finally looking to open things up for everyone's benefit - a serious and > much appreciated goodwill gesture.
Just for reference, that's a 7 year old Demul source tree, which contains none of the improvements made since 2006 (including any arcade support).
Clarifying a little after talking to Wind and Cah4e3: it's the source for Demul 0.01, which runs the Dreamcast version of Resident Evil Code Veronica, and not a lot else. A neat historical artifact, to be sure
Maybe that guy who thinks PVR2 doesn't need DX11 can show us something with it though ;-)
Edited by R. Belmont (07/16/13 09:32 PM)
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Re: Demul 0.58
[Re: R. Belmont]
#311569 - 07/17/13 12:32 AM
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> > Was never terribly interested in Demul before, but this looks promising and may > > change all that (no source yet, but the intent seems to be there). So nice to see > the > > Demul team finally looking to open things up for everyone's benefit - a serious and > > much appreciated goodwill gesture. > > Just for reference, that's a 7 year old Demul source tree, which contains none of the > improvements made since 2006 (including any arcade support).
Yep, I realized that before your post. My OP was made before the actual source was available anyhow - but either way yeah, it really is too bad.
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Re: Demul 0.58
[Re: rad_killer]
#311592 - 07/17/13 01:58 PM
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> Does anyone manage to set the keyboard in Typing Of the Dead?
Config -> Maple Device Manager -> PORT B set to "Keyboard"
in general all Maple-settings except PORT A is valid for Naomi/2, so if you set for example PortB to Controller with VMU it will be available for Naomi games, afaik few Capcom's arcades supports VMU.
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Re: Demul 0.58
[Re: MetalliC]
#311593 - 07/17/13 02:19 PM
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> > Does anyone manage to set the keyboard in Typing Of the Dead? > > Config -> Maple Device Manager -> PORT B set to "Keyboard" > > in general all Maple-settings except PORT A is valid for Naomi/2, so if you set for > example PortB to Controller with VMU it will be available for Naomi games, afaik few > Capcom's arcades supports VMU.
Thank you for your reply. I will give a try!
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Re: Demul 0.58
[Re: joey35car]
#311983 - 07/25/13 08:48 PM
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How do you use the DX11 plugin? I have a 660 Ti and it won't let me use the DX11 plugin.
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Re: Demul 0.58
[Re: joey35car]
#312760 - 08/13/13 01:30 AM
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"Create Device and Swap Chain Failed" I have a GT 430 that is supposed to support directx11 but I get this same error everytime I try to run a game. DirectX10 is not playable, any game works a 10fps and only show glitches.
Edit Demul 0.57 DirectX11 is working. Got this error on 0.58 and 0.581
Edited by Orochi_Kyo (08/13/13 02:04 AM)
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