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  JEmu2 online again  (Read 17318 times)
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Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #30 - Posted 2005-08-15 18:36:49 »

The new version is up!

* Sound in Commando, 1943, 1943 Kai and Gun Smoke
* New games: Arkanoid (with sound and mouse control), sonson, scramble, war of bugs (=centipede clone) and mario bros.

http://www.gagaplay.com

Offline kappa
« League of Dukes »

JGO Kernel


Medals: 77
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★★★★★


« Reply #31 - Posted 2005-08-15 19:27:26 »

wow, thats pretty cool, commando totally rocks now with the sound!

however the sound isn't perfect yet and jerks a bit, also i think the timing is a little off a bit on the fast side, other than that this is brilliant! keep up the good work!
Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #32 - Posted 2005-08-15 19:37:58 »

I know sometimes there's a glitch in the sound (for example there's distortion when you die in commando), but other than that I thought it was pretty close already...
Do you get a steady 60fps and do you use fullscreen/vsync? When you get a stead 60fps and use full-screen there should be no timing problems (the sound emulation depends on exactly the correct speed of emulation). In windowed mode, it usually won't use vsync by default because nobody has his desktop set to 60Hz, so it will throttle using sleep, so fps will vary a little, resulting in the occasion pop and crackling in the sound.

You can check the fps and vsync/throttling status using the F9 key. F11/F12 toggle throttling resp. vsync.

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Offline CaptainJester

JGO Knight


Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #33 - Posted 2005-08-17 03:31:03 »

Gunsmoke says the sounds are working, but I got no sound.

Can you provide access to the dip switches for each game?  I don't know if it can be done in Java, but it would be nice to be able to reduce the difficulty.

Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #34 - Posted 2005-08-17 07:03:21 »

Weird. Do you get sound in 1943 and 1943Kai? These games run on the same hardware, so if you get sound on those, you *should* get sound in gunsmoke too.

As for the dipswitches, support for them is not finished. They are defined in the hw drivers, but I didn't yet provide an interface to change the settings.

Offline CaptainJester

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Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #35 - Posted 2005-08-17 20:32:31 »

I must of had the volume turned down. Embarrassed

The sound works fine.

Offline erikd

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Medals: 16
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Maximumisness


« Reply #36 - Posted 2005-08-28 17:07:24 »

The new version (v1.4) of JEmu2 is online now.
New in this version:
* Ghosts 'n Goblins (with sound, but some little problems in the video emulation)
* Kung-Fu Master
* Lode Runner
* Lode Runner 2.
* Performance boost (esp. on slower video cards)
* Scanlines renderer, scale2x renderer (takes a performance hit though).

http://www.gagaplay.com

Have fun!

Erik

Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #37 - Posted 2005-09-04 21:36:29 »

There's yet another version online now (v1.5).
New in this release is support for online high-scores in a plethora of games (1943, 1943 Kai, Gun Smoke, Arkanoid, Green Beret, Bomb Jack, Ghosts 'n Goblins, Solomon's Key, Bobble Bobble, Yie Ar Kung-fu and Mario Bros.)
Also new is (preliminary) sound support in 1942. It doesn't sound quite right yet but hey, it's a start.

http://www.gagaplay.com

Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #38 - Posted 2005-09-22 12:56:10 »



Sprites don't work yet, the background layers' positioning is not 100% correct and (as you can see) the palette is not okay yet.
Once this driver is finished, it will be the most advanced JEmu2 driver thus far.
I hope I'll get this fully working next week (without sound though in the first version. I'll add sound later).

Offline kevglass

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Coder, Trainee Pixel Artist, Game Reviewer


« Reply #39 - Posted 2005-09-22 13:14:33 »

Wow! Street Fighter 2 in Java...

* all my dreams comes true *

Kev

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Offline kappa
« League of Dukes »

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« Reply #40 - Posted 2005-09-22 13:38:24 »

OMG sf2 on java that is the best, JEmu2 is amazing, great work!!!
Offline erikd

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Medals: 16
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Maximumisness


« Reply #41 - Posted 2005-09-26 00:43:04 »

New version (1.6) is online!
Head over to http://www.gagaplay.com, go to JEmu2 and click the JEmu2 for CPS games link.

It's not optimized yet, so system requirements are currently fairly high.

Offline kappa
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« Reply #42 - Posted 2005-09-26 19:15:41 »

OMG sf2 is runnings brilliant, can't belive i'm playing this on java, excellent work!
Offline f.l.x

Senior Member


Projects: 3


there is no place like 127.0.0.1


« Reply #43 - Posted 2005-09-26 21:42:10 »

It's great i'm impressed ^^

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Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #44 - Posted 2005-09-26 21:56:21 »

Thanks :-)

I just did a performance optimization in the renderer, causing a massive >30% speed increase  Cheesy
The change was to replace function calling through interfaces by good-ole switches. Never knew the difference would be *that* great.

Offline f.l.x

Senior Member


Projects: 3


there is no place like 127.0.0.1


« Reply #45 - Posted 2005-09-26 22:01:07 »

I'ts really so important not to use interfaces? also in j2me?  Undecided

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Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #46 - Posted 2005-09-26 22:23:59 »

Usually, you shouldn't worry about this and just go on and use interfaces for cleaner code.
However, in this case, several functions were called through interfaces for each rendered pixel (about 16 per pixel), with the implementations changing all the time (so the JVM probably has no chance optimizing that well).
And that for each layer (there's 3 of them) and for all sprites.We're talking about a few million indirect function calls per frame here.
With those amounts, even the smallest difference in performance counts.

EDIT- correction: it's 16 indirect function calls per 8 pixels. Still about half a million per frame, though.

Offline f.l.x

Senior Member


Projects: 3


there is no place like 127.0.0.1


« Reply #47 - Posted 2005-09-26 23:10:56 »

ahm, ok, i was implementing some kind of customizable events for a j2me game, based on loading dinamcally a class implementing an "Event" interface, i guess it won't handle more than 50 calls per frame, so i hope it won't kill all the handsets Roll Eyes

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Offline kevglass

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Medals: 165
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #48 - Posted 2005-09-27 00:49:59 »

SF2 plays well, can't find the punch keys tho?

On the bright side my SF2 skills haven't failed. Managed to beat the characters using only kicks Smiley

Kev

Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #49 - Posted 2005-09-27 00:58:49 »

Punching is for the weak!  Grin

Friends don't let friends make MMORPGs.

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Offline swpalmer

JGO Coder


Exp: 12 years


Where's the Kaboom?


« Reply #50 - Posted 2005-09-27 02:31:55 »

One of the guys at my work bought an X-Men Vs. Street Fighter arcade machine a few weeks ago and we have it in the cafeteria.
I hate that game.
yes, it is because I suck at it. Smiley
All those stupid combo moves that never work for me... different for every character... that you have to guess at.... lame.

I sent him the link to JEmu2 - he was impressed Smiley

Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #51 - Posted 2005-09-27 06:15:08 »

SF2 plays well, can't find the punch keys tho?

The keys are SPACE, L-CTRL, L-SHIFT, Z, X, and V (the 1st 3 are punch keys)

Offline kevglass

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Medals: 165
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #52 - Posted 2005-09-27 08:04:48 »

Thanks for the pointer, I'll have it completed now.

Quote
Punching is for the week!

And after that week, can I use kicks again? Smiley

Kev

Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #53 - Posted 2005-09-27 08:39:36 »

Sorry, the V key is not used, I meant the C key

Offline CaptainJester

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Projects: 2
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Make it work; make it better.


« Reply #54 - Posted 2005-09-29 10:47:16 »

Do you plan on adding key customization?  I can hit my combos half the time, because I am used to using my left had for controlling and my right had for strikes. Grin

Also, very nicely done.  It runs very well on a 2GHz with 1GB memory.  I'll try it later on a 1GHz with 512MB and let you know how it performs.

Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #55 - Posted 2005-09-29 21:36:33 »

Key customization is already added, and will be there the next version  Smiley

I guess it won't run full speed on 1GHz. It's not very optimized yet.

Offline CaptainJester

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Medals: 12
Projects: 2
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Make it work; make it better.


« Reply #56 - Posted 2005-09-30 19:01:44 »

There are some graphical drawing errors with the numbers.  Sometimes the scores show letters or symbols.  This happens anywhere that numbers are drawn.

Offline erikd

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Medals: 16
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« Reply #57 - Posted 2005-10-01 02:05:11 »

Yes, I noticed that as well. Probably a CPU bug...

Offline CaptainJester

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Make it work; make it better.


« Reply #58 - Posted 2005-10-01 10:58:37 »

Do you plan on adding key customization?  I can hit my combos half the time, because I am used to using my left had for controlling and my right had for strikes. Grin

Also, very nicely done.  It runs very well on a 2GHz with 1GB memory.  I'll try it later on a 1GHz with 512MB and let you know how it performs.

Runs just as well on my home machine.(A little slower, but playable.)  Makes it easier to see the moves.

AMD 1.0GHz
512MB
Windows XP
Radeon 9600Pro

ps.  You may have also noticed, the scores don't add correctly.  It added 5000 to 5500 and got 26500.

Offline erikd

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Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #59 - Posted 2005-10-01 12:10:26 »

Yes, I noticed that as well. Not a good idea to add online highscores just yet  Grin
My first thought is that it might be the ABCD opcode. This weekend I'm going to see if my own 68k core has the same problems.

BTW, I just found a little typo in my code which caused it to use > 250MB of memory  Roll Eyes. Now it only takes about 70MB.  Smiley

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