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stigzler

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Everything posted by stigzler

  1. Relayed feelings on various forums about tge 5 update. Response: We are considering to bring back the option as "quick mount to existing device" in minor version. Currently, we are working at brand new product that combines best features of DAEMON Tools Pro, DAEMON Tools Ultra and DAEMON Tools Lite into one product, planned to be released late May. And we pretty sure the brand software will fix a lot of actual and known issues. ?... maybe they'll reintroduce that which was not broken in the first place...
  2. It didn't used to do this with 4 did it?
  3. Blurgh @ Saturn Emulation

    1. tthurman

      tthurman

      You've convinced me, I'm sticking to my original "arcade only" plan, for the foreseeable future anyway.

  4. OK - mystery solved. Any SCSI drive operations have to have 30 seconds between them. So if you mount, then unmount 10 seconds later - you have to wait 20 more seconds. Feeling like good news as in final use this shouldn't be a problem. Just a PITA for development. Tech support response: To give the guy his due - his English is waaay better than my chinese!
  5. Wow. Games sure do look purdy nowadays. It used to take me ages to design a 16x16 sprite. Wonder how long's spent on graphics these days?
  6. "!" <---- that in a Dreamcast naming convention took me all day to re-script. Batch - once the papers are signed - we're done. You can keep the cat.

    1. tthurman

      tthurman

      Life is funny sometimes, or perhaps it's just your timing all around today stigzler!

  7. I'm normally a day late and a dollar short to these posts, but just spotted it's the Tempest's Birthday today! Marquee and Screenshot Magician amongst his claims to fame and he's been really helpful over the years - so here's to you chap - have a good one and do something you've always wanted to do. btw - a status of "Retired"!!? I didn't think it was possible to retire from this hobby!
  8. Think as soon as you get dreamcast upwards, you have to accept there's gonna be a lot more tinkering with settings etc in order to get games up and running. PCSX2 + Dolphin seem pretty reliable at native resolutions... however, you gotta tinker quite a bit to get up-scaling etc.. Think you also run into the magical world of per-game-settings more, normally requiring an intermediary launcher. I would say though, once you do get 'em up and running, it's very satisfying and great to see those old games up-scaled - new lease of life. And, it could always be worse.... could always be Taito Type X
  9. Deliciously random.
  10. Sorry to derail the topic - but as a matter of interest, why would you mount more than one image at a time? Just curious, cos designing something that relies on DT tools - and at the moment, because of DTools 5 design - only compatible if mount 1 image
  11. Take yer point, Dazzle. Just getting a bit sick of playing C64 games
  12. Now we're getting into IPod "random" territory! How about an algorithm that takes the number of times a game's been played and slightly increasing the odds of its being chosen? I quite like the Ipod random idea (other music players are available). And.... you wont hear me big-up Apple very often!
  13. Couldn't think of where to post this - wonder if a topic of "Emulator Discussions" may be beneficial? So - trying to decide between NullDC, Demul and MakaronEX... Took some screenies on each - at settings that my test machine could handle for all 3 (i.e. equal load on PC resources for all 3 Emus). Below are the results.. I know this is a very rough rule of thumb, but I was surprised to find MakaronEX giving the nicest visuals (despite it no longer being developed and based on the old Makaron?). Looks like there's no other video plugins for these emus. Anyone got any advice for best graphics performance? GPU settings for each below screens. Demul (0582): Res - 1280x800 Int res: 2x Max Layers: 32 Shaders: 1-pass FXAA NullDC (1.04, r150) Res - 1280x800 AR - Stretch Palleted Textures - Dynamic, Full Sort: Per Triangle Mod Voules: Normal and Clip Z-Buffer: D24FS8 Texture cache: Delete old MakaronEx (v4.1 New Gen) Res - 1280x800 Render: High Resolution (Stretch) Advanced: Tri_linear selected Anisotrophy @ 16 Shaders: Bloom+FXAA
  14. Ha. Oh yeah! Why do it simple when you could over complicate it, huh?
  15. Hmm.. not sure Dazzle... As my post above, you would just pick a rom then do a bit of math around whether it's booted or not. You'd analyze the number of roms for each system. Let's take your example, adjusted: Mame = 1000 SNES = 5000 C64 = 10000 then a = lowest number of roms = 1000 You'd then calculate a weighting for each system which would be a divided by number of roms, giving: Mame = 1000/1000 = 1 SNES = 1000/5000 = 0.2 C64 = 1000/10000 = 0.1 Then you'd apply the weighting to whether the rom is booted or not, thus leveling the odds according to rom numbers. So Mame roms would boot 100% of the time and C64 10% of the time. If not booted - will repeat the algorithm. Or am I missing something?
  16. That was my point and the problem exactly, Draco, albeit a little more succinctly put! The Plain English award, 2015 goes to Mr 1962
  17. Maybe just based on number of roms? I'd have to dust off my GCSE maths book, but say N64 has 5 ROMs and PSX 10 you could select rom at random then if system=psx give it a 50/50 chance of booting - if doesn't boot, rinse and repeat. Or am I falling into the murky hole of the Gambler's Fallacy?
  18. Not sure if I've posted this before. But when designing the new "Random Game" code for Evo, would it possible to have some kind of weighting system for their selection? Problem is - when do this on present system, nearly always get Commodore 64 games boot. I'm thinking this is because there's thousands of C64 game files (many many more than most systems) thus I'm assuming that if just 'stright random' odds are that C64 will get picked. Either an auto-generated or user-set weighting would suffice I'm thinking...
  19. Reply received today. "Thanks for your email...blah blah..... Your query has been passed to our technical support team to see if they can recreate your error....in touch in due course." That'll be his mate Dave, then.
  20. It's always Sega Saturn innit? It's like the reliable lad at the back of class who just when you think he's learned to keep his gob shut, blurts something out at the end of lesson, meaning the whole class has to stay behind... AGAIN! Oooops sorry - wrong meeting. Wish you god speed on this one - so frustrating this business sometimes...
  21. Yeah - on 8.1. I'm wondering whether increased VDrive support in Windows is behind the DTLite changes - guessing that the interface of the two may be causing some of the difficulties. Not sure about the range of images that can be mounted in Win8 though + then you have the problem of mounting on older Windows versions. Third email sent to DTools today politely asking whether they had received the preceding two. Wonder if they'll bother to reply?
  22. Sorry Uber - I don't use either so dunno.
  23. I'm seeing a few posts around the changes from DTools Lite 4 to 5. I'm wondering about performance for others too. Mine is seeming really 'sticky' - sometimes it taking upto 30 second to mount or unmount an image. Wondering if anyone else having this problem? Video below (Sent to the balck hole that is DTLite support):
  24. dtlite.exe -unmount_allis working in a recent batch script with DTLite 5.0.1.0407 my end.
  25. That's begging for a small android conversion Butcher on old PSX controller - Dpad on the left. 2/4 buttons on the right. I better finish this one first...
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