VisualBoyAdvance-M [svn 1097 MFC] info and download

kirous
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by kirous »

One please tell me the requirements of PC to function properly the emulator, as well if you have any knowledge of zlib, as requested within the requirements for proper function, I need a manual on how to install that file .... thanks

Squall Leonhart
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by Squall Leonhart »

the requirements are clearly listed in the readme

kirous
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by kirous »

thanks and one more question ... when version 1.9.0 comes out and improved?

Squall Leonhart
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by Squall Leonhart »

we don't work by schedules, so no dates to announce

Dbfan4life
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by Dbfan4life »

we don't work by schedules, so no dates to announce

 

I agree with that. Deadlines would just cause unnecessary stress.

 

The only problem I have is that sometimes the sound gets distorted for less than a second and then back to normal for +/- 10 minutes.

Squall Leonhart
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by Squall Leonhart »

yes, we are aware of some rare buffer underflows in the current output api's.

 

using a higher mixing length may reduce its occurence.

Iconoclast
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by Iconoclast »

Better to control the APIs than to rely upon their internals as a solution.

 

Register underflow and overflow are consequences of manageable memory that were not managed stably.

 

But I've always wondered what sound output API I could use for a plugin....

I want to avoid DirectSound since it's specific to DirectX in Windows.

I hear there's the newer XAudio, OpenCL, something else I forget.

 

...Erm, but anyway, last I checked audio stuff that I remember being off in VBA-M had since been fixed in the past months. I haven't had any audio buffer problems since then. I do hate deadlines though [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />.

Squall Leonhart
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by Squall Leonhart »

Xaudio is also specific to windows.

Iconoclast
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by Iconoclast »

Yeah, I know that.

 

DirectSound precedes XAudio within the DirectX API. I'm not saying that means XAudio is like, more portable than DS or anything, but, eh, it's kind of why I'd rather write an XInput controller plugin than a DirectInput one.

 

Then again, I'd rather use GDI than GDI+ [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />.

GDI isn't as portable as OpenGL, but it's still more portable than Direct3D or Direct2D due to other operating systems having similar OS-level render calls.

 

Bah, I suck with APIs. Just don't know of any equivalent for audio; I guess that would be like waveout or something. Good thing there's a much smaller choice. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />

kirous
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VisualBoyAdvance-M [svn 1097 MFC] info and download

Post by kirous »

So are some games GAMEBOYADVANCE need better sound quality, but some do not require, but if you wait for the next SVN would be much better

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