His father also launched an helicopter game but I can't remember the name.
Let me guess: Choplifter or Fort Apocalypse.
His father also launched an helicopter game but I can't remember the name.
Just checked Fort Apocalypse because I remember of Choplifter. None of those.Let me guess: Choplifter or Fort Apocalypse.
Nope, I found : Microprose Gunship. Quite incredible on a 8 bits computer if you ask me.Tomahawk?
That doesn't surprise me. The two-screen technology is unique. Of course the project is not designed to accommodate this. At least we know what's going on. Thanks for finding out. So interesting. I understand that the best we can achieve without a lengthy effort is to put the settings screen on the bottom screen, while the top screen with the emulation pauses? It's not a real achievement but a "proof of concept" of sorts. Perhaps it will compel somebody to do the work. It will be "in the face" that there should be an emulation flow that doesn't get interrupted by launching the menu or whatever. I find it funny that people are getting into extreme detail about perfecting the emulation, while the actual experience of simulating the uninterrupted reality of a C64 machine with monitor and floppy is still lacking very much. Only the 3DS will be able to deliver the ultimate experience eventually. Other ports will follow by simulating the bottom screen of the 3DS. Wanna bet?
The bottom screen we already have with virtual keyboard and soft buttons, plus the 3 hardware joysticks and multiple buttons, makes all other ports pale, especially the mobile ones.
By the way - ReSID implementation, is it possible or not? Some demos (mainly these working with adsr sample method, like Vicious SID and others) do not sound exact. If not, never mind. There are still tons of games and these works great!
Indeed. Resid would be nice. It will use more resources but should be usable. (Even my rs-97 with a 600mhz mips single core can run a lot of games well with resid active). Digitized audio on the c64 these days mainly uses the testbit/oscillator seek method as well as the single write d418 (6bit+ volume/filter switch) method which requires resid
Forget it ... I tested ReSID on N3DS and I'm getting 5 fps and chopped sound :-(
The 3DS is way too underpowered for ReSID.
I don't really know what is eating up all the resources but emulating a C64 should be a piece of cake for the 3DS (especially the N3DS). My suspicion is that the SDL implementation is to blame: there is a lot of screen buffer copying and unnecessary rendering going on in the background. I would love to analyze that by profiling the code but alas, devkitARM does not support compiling for profiling (gcc -pg). It gives me a linkage error "undefined reference to `__gnu_mcount_nc'" (meaning the profiling libraries are not available).
I adressed this to @realWinterMute already but have not yet gotten an answer...
How do I play games? Why does it say it can’t attach the cartridge image??
Edit: got it working. It lags slightly though the game isn’t a very graphics intense one but it’s playable. I’m sure I’d get more out of it on new 3ds but I’m happy with what I can get. I see it varies by game though. Terminator 2 won’t play after I load it...Star Wars played though. I’ll keep Breadbox 3dsx as a backup.
I did some digging and found this post by Vice3DS's author, Badda. It took a while to find, I had to scroll up by like, one post.uh? work in o3ds? or is a imposible dream?
Next version will have a significant performance increase - this should make most games playable even on O3DS. I'm just giving it the last finishing touches :-D
Forget it ... I tested ReSID on N3DS and I'm getting 5 fps and chopped sound :-(
The 3DS is way too underpowered for ReSID.
I don't really know what is eating up all the resources but emulating a C64 should be a piece of cake for the 3DS (especially the N3DS). My suspicion is that the SDL implementation is to blame: there is a lot of screen buffer copying and unnecessary rendering going on in the background. I would love to analyze that by profiling the code but alas, devkitARM does not support compiling for profiling (gcc -pg). It gives me a linkage error "undefined reference to `__gnu_mcount_nc'" (meaning the profiling libraries are not available).
I adressed this to @realWinterMute already but have not yet gotten an answer...
What interpolation? And where do you turn it on and off?I enabled resid on my gpi case (pi zero) device and the thing was slow severely (as in 3fps or so). however turning interpolation to none or fast brought it back up to a very decent speed, could it be that? I believe the pi zero has similar architecture cpu to the new3ds (arm11) alas single core and 1ghz
What interpolation? And where do you turn it on and off?
In Vice SDL, its in Machine settings->Model Settings->Sid Settings->Resid Sampling method->
In that section there is fast, Interpolating, Resampling and Fast resampling
Using anything other than fast grinds the emulator to a crawl (3-5fps max) but leaving it at fast, keeps resid emulation and no noticeable slowdowns either.
And resid is not fallen back to fastsid either as running demo's that only have audio working correctly on resid work just fine and with framerate just as good. I have tried this using very low power mips and arm devices and everything runs just fine so the main slowdown is in the resampling method used in resid (apart from the fast setting)
You're right :-) turning off interpolation makes reSID performance acceptable - and the sound is by FAR better than fastSID. Next version will have reSID support. I'm actually already getting a bit excited about v1.6 :-)
Great news! :-)You're right :-) Next version will have reSID support. I'm actually already getting a bit excited about v1.6 :-)