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Posts posted by sage



    Well 240 vs 270 is an easy enough fix.


    You really have 3 states based on the v1 header -- no rotation, rotate right 90 degrees, rotate left 90 degrees. Just need to map that, and then map the controller inputs accordingly as well.


    As to the LNX headers being incorrect...


    Im wein ist Wahrheit... (oder Weisheit?)




    I was hoping that would not be the case.


    We've considered writing a little command line tool to dump the headers and check them out. I guess we need to do that.


    And if you were to do a hash and a database, is the hash on the whole file, or on the ROM portion of the file? Or both? ;-)


    With 100-200 titles, I think that is manageable, even if you had to do it by hand.


    I've also considered that it could be time to implement a v2 of the LNX header... Include more meta-data...


    The other option (we are more likely to do) is to have all the meta-data in a parallel .json file and/or pull from a server database we maintain.


    We'd like to have developer, publisher, release date, screen shots, speed-runs, etc as part of the meta-data.


    Feel free to PM/email me if you'd like to take this offline.

    There are already documented extension ... but that doesnt mean that emulators use them consistently...

    anyway it does not solve the problem, that people complain that the emulator is not detecting everything if they run a plain rom dump ;-) got enough complains already



    Of the ones I have been trying, they don't even *try* to implement rotated games. So you'd never get to see if there is a bug or not ;-)


    One is based on mednafen (I think you work on that?) and the other is based on Handy.


    At some times zes. But I stopped because I disliked the update/commit patches policy. In Retroarch is easier to get patches and enhancements in.

    The problem with emu and rotation is, that they compared the angle to 240, not 270 degree ;-)

    And whoever made the lnx images, might not have noticed that the rotation flag must be either 0,90,180,270, and not 0,1


    ... and ...


    often enough lnx files are plain rom dumps without any header (thanks to archive). So ... what do you expect? that the emulation checks each rom by hash andcomes with a embedded database? possible for lynx with teh tremendous amount of games, sure.

  3. sage:


    b - I guess this means it's possible. I've read through some dev manuals but there was no mention of this possibility or application. Do you happen to know any emulator or game making use of subframes?


    d - I'm pretty sure both the ROM and the emulator is correct. Can you suggest a better emulator so I can test it out?

    This U+D/L+R glitch usually have these effects on various platforms and games, but the results are so weird, I'm not sure does it really works the same way on a real console.


    (b) the definition of frame, subframe etc... what do you mean?



    lda $FCB0

    bne dothis

    lda $FCB1

    and #$01

    bne dothat

    bra endless


    the cost you ~40us ... vs 20 ms for a frame? whats the deal?

  4. yes.

    lost it.

    ask the developers. but i guess all that use the modplayer at least might use attenuation registers for music (lynx 2 stereo feature)

    yes, it sound better. anyway, there is no way to "allow" it in the emulator. either you use a fixed emulator core or not.

  5. As to my understanding, the math engine is not linked to the sprite engine.

    The only problem is that the multiplication cannot be "restarted".

    Means, no math in foreground if you want to use it in the interrupt.

    That is what is not clear to me (from the doc). I interpret it that you are not allowed to do mult and sprite in parallel. But if I can do multiplications while I interrupted the sprite engine, it is fine with me.



    Try it out, will be very interested to see the results. I'll be working on improving the emulator section next year because right now the resolution is not correct. I want to add a 1x and 2x Lynx resolution versions. Shouldn't be too hard, just adding some toggles and new graphics for the console surround.

    Yepp and I am improving the emulator itself.

    • Like 1

  7. I would find a 1MB Version much less impressive. 512 KB seems like the logical limit :-) very well done, sage!

    Yeah, but it looks som much nicer :-)


    But you are right. Its not that impressive anymore.

    Anyway, it seems full reolution need much clever ROI finding algo. A short test revealed that it will exceed 1MB with current method.MAybe if I go back to b/w instead of grayscale.

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