Search found 268 matches

by Zelex
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...
by Zelex
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...
by Zelex
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...
by Zelex
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 ...
by Zelex
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!
by Zelex
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!
by Zelex
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.
by Zelex
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?
by Zelex
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 :)
by Zelex
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...
by Zelex
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 =/
by Zelex
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...
by Zelex
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

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.
Sounds like a good idea. I'll give it a shot and make sure my NMI timing is perfect.