Search found 268 matches
- Fri Jun 07, 2013 2:16 pm
- Forum: Homebrew Projects
- Topic: EMUya - A emulation store for homebrew NES development
- Replies: 121
- Views: 35526
Re: EMUya - A emulation store for homebrew NES development
One option would be to open up NROM for free which covers most homebrews anyways. But then charge to unlock other mappers. Even still it seems like a challenging task to earn money off an emulator. Just based on the other devices out there capable of performing emulation it won't be long before som...
- Fri Jun 07, 2013 9:50 am
- Forum: Homebrew Projects
- Topic: EMUya - A emulation store for homebrew NES development
- Replies: 121
- Views: 35526
Re: EMUya - A emulation store for homebrew NES development
I did make a commitment to give 100% of game sales revenue to the developers. Which means we have to make some optional emulator features that we can sell on top of that (which is not a bad incentive). I wouldn't feel right backing out on that commitment though without everyone's consent. Or develo...
- Fri Jun 07, 2013 9:47 am
- Forum: Homebrew Projects
- Topic: EMUya - A emulation store for homebrew NES development
- Replies: 121
- Views: 35526
- Tue Jun 04, 2013 8:57 am
- Forum: Homebrew Projects
- Topic: EMUya - A emulation store for homebrew NES development
- Replies: 121
- Views: 35526
Re: EMUya - A emulation store for homebrew NES development
What about using the emulator as a vehicle to sell homebrew? People would pay for the games they want and you could hook into the emulators memory to rip out high scores and put them on your own leader-board. Individual games could be "sold" with micro transactions instead of app store pr...
- Sun Jun 02, 2013 9:12 pm
- Forum: Homebrew Projects
- Topic: EMUya - A emulation store for homebrew NES development
- Replies: 121
- Views: 35526
Re: EMUya - A emulation store for homebrew NES development
Just read on NA you implemented a pay per minute cheat system....why? And more so, why would you put a utterly ridiculously price on the price for the minutes? You pretty much just probably lost business from every person who were relatively interested in this by doing that, you know? tldr; We are ...
- Sat May 25, 2013 7:21 pm
- Forum: Homebrew Projects
- Topic: Inversion Trailer
- Replies: 32
- Views: 18646
Re: Inversion Trailer
This game is awesome
So much fun!
- Mon May 20, 2013 9:06 pm
- Forum: General Stuff
- Topic: SNES vs Genesis
- Replies: 87
- Views: 22457
Re: SNES vs Genesis
This thread has been thoroughly entertaining
thanks!
- Wed Apr 24, 2013 8:15 am
- Forum: NESemdev
- Topic: Is there an emulator that can do fullscreen without tearing?
- Replies: 32
- Views: 19986
Re: Is there an emulator that can do fullscreen without tear
EMUya also runs at 60fps tear free, stutter free. Its however currently only on the Ouya.
- Tue Apr 16, 2013 9:26 am
- Forum: NESemdev
- Topic: Please try my NES emulator HDNes
- Replies: 279
- Views: 263530
Re: Please try my NES emulator HDNes
This is quite cool! Great work!! =D
Do you have graphics packs for any other games?
Do you have graphics packs for any other games?
- Sat Apr 13, 2013 9:19 am
- Forum: NESemdev
- Topic: This may be relevant for APU emulation
- Replies: 8
- Views: 2629
- Fri Apr 12, 2013 1:10 pm
- Forum: NESemdev
- Topic: Limited automated TAS generation system
- Replies: 5
- Views: 2167
Re: Limited automated TAS generation system
Thats awesome 
- Fri Apr 12, 2013 1:07 pm
- Forum: NESemdev
- Topic: Windowed VSync
- Replies: 72
- Views: 23738
Re: Windowed VSync
wait wait, how does a global variable have anything to do with the size of your stack? Is this some kind of "this is how it works with some compiler on some obscure embedded platform?" Also global data is allocated by the OS at exe init time. Its not allocated on first use. You may be thin...
- Thu Apr 11, 2013 9:56 am
- Forum: NESemdev
- Topic: Windowed VSync
- Replies: 72
- Views: 23738
Re: Windowed VSync
Also, I don't see anything in that code that specifically guarantees windowed vsync. It may just happen to vsync on your machine by chance only. Asking D3D to vsync windowed doesn't always work reliably unfortunately =/
- Thu Apr 11, 2013 9:49 am
- Forum: NESemdev
- Topic: Windowed VSync
- Replies: 72
- Views: 23738
Re: Windowed VSync
Two questions: LPD3DD9->CreateVertexBuffer(sizeof(SBitmap) * 256 * 240, NULL, D3DFVF_DIFFUSE | D3DFVF_XYZRHW, D3DPOOL_MANAGED, &LPD3DVB9, NULL); Why not LPD3DD9->CreateVertexBuffer(sizeof(Bitmap), NULL, D3DFVF_DIFFUSE | D3DFVF_XYZRHW, D3DPOOL_MANAGED, &LPD3DVB9, NULL); ? Bitmap[(temp2 * 256...
- Thu Apr 11, 2013 7:25 am
- Forum: NESemdev
- Topic: Kick master title screen wobbling
- Replies: 20
- Views: 11434
Re: Kick master title screen wobbling
Sounds like a good idea. I'll give it a shot and make sure my NMI timing is perfect.beannaich wrote:When I dork around with my NMI timing I can get this issue to surface. I can even get it to pass blargg's timing tests and screw up on this game.