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New emulator "Felix" - help needed


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Some additions on github.

 

I've added a page that lists all the official games ready to be populated with reports of emulation status.

I've also added a page with selected homebrews that I know about some problems within (thanks goes to @Philsan for testing)

In both pages there will be links to relevant issues.

If anyone would stumble over some bug or glitch in an official game or in some homebrew, I would appreciate an issue report. I'll link it in the respective page.

I also opened discussion page if someone would find that some official game worke correctly. I would be able to mark it respectively.

 

 

 

Edited by laoo
  • Thanks 1
29 minutes ago, miker said:

Added some issues on commercial games. About half of them seem to work flawlessly but there's still numer of crashing/glitching ones.

What does "crash" mean? Crash of Felix or really crashing game?

Hi, trying to test the emulator and getting a DX error and instant crash, I'm Win 7 X64 all DX is as upto date as can be as are Nvidia drivers for my Geforce 750ti.

 

Anything I need to install or Win 10 only?

21 hours ago, Mclaneinc said:

Hi, trying to test the emulator and getting a DX error and instant crash, I'm Win 7 X64 all DX is as upto date as can be as are Nvidia drivers for my Geforce 750ti.

 

Anything I need to install or Win 10 only?

Hi. Felix requires full DX11 support. I'm not sure what's wrong with your configuration.

You're not the first that experience "DX error" so soon I will implement alternative window drawing path using DX9 (or maybe even OpenGL). Should solve the problem.

I wonder if you could add Flappy Bird to the testable homebrews. Obviously the rotation of the screen works ok. The eeprom read does not cause a problem. The Chipper music works fine.

 

But the collision detection fails immediately. The game instantly collides. So the game is playable but collision detection is off.

flappyee.lnx

 

This game uses the built-in sprite collision detection with an extra collision detection screen buffer.

2 minutes ago, karri said:

But the collision detection fails immediately. The game instantly collides.

flappyee.lnx 31.32 kB · 1 download

I'm aware of few collision detection problems. @miker reported few such problems. I just haven't look into it.

Do you use hardware collisions? I suspect it might be buggy as I never used it.

 

  • Like 1
1 minute ago, laoo said:

I'm aware of few collision detection problems. @miker reported few such problems. I just haven't look into it.

Do you use hardware collisions? I suspect it might be buggy as I never used it.

 

Yep. Only hardware collisions in this game.

SCB_REHV_PAL sprBGGame = 
{
  BPP_4 | TYPE_NORMAL,	
  REHV | LITERAL , 0x00,
  0,
  bg,
  0, 0, 0x0100, 0x0100,
  { 0x01,0x23,0x45,0x67,0x89,0xAB,0xCD,0xEF }
};

typedef struct {
    char depository;
    SCB_REHV_PAL scb;
} sprite_collideable;


sprite_collideable sprCollH3 = {
0x0, {
  BPP_4 | TYPE_NORMAL | PACKED|HFLIP|VFLIP,	
  REHV, 0x02,
  0,
  flappy_collbas,
  352, 180, 0x0100, 0x0100,
  { 0x01,0x23,0x45,0x67,0x89,0xAB,0xCD,0xEF }
}
};

sprite_collideable sprFlappy = {
0x0, {
  BPP_4 | TYPE_NORMAL | PACKED,    
  REHV, 0x01,
  0,
  flappybird1,
  36, 60, 0x0100, 0x0100,
  { 0x01,0x23,0x45,0x67,0x89,0xAB,0xCD,0xEF }
}
};


sprite_collideable sprSol = {
0x0, {
  BPP_4 | TYPE_NORMAL | PACKED,    
  REHV, 0x02,
  0,
  flappy_sol,
  128,0, 0x0100, 0x0100,
  { 0x01,0x23,0x45,0x67,0x89,0xAB,0xCD,0xEF }
}
};

       tgi_sprite(&sprBGGame);
		
		tgi_sprite(&sprCollH.scb);
		tgi_sprite(&sprCollB.scb);
		tgi_sprite(&sprCollH2.scb);
		tgi_sprite(&sprCollB2.scb);
		tgi_sprite(&sprCollH3.scb);
		tgi_sprite(&sprCollB3.scb);
	
		tgi_sprite(&sprSol.scb);
	
		
		if ( sprFlappy.depository > 0 || sprFlappyUP.depository > 0 || sprFlappyDOWN.depository > 0 ) {
			isDead = 1;
			//lynx_snd_play(1, sfxWptr.sfxW0);
			if (sfx3 == 0) { sfx3 = 1; }
		}

 

So basically the bird is 1 and the obstacle is 2. When a collision occurs the byte in front of the sprite is no longer 0 "depository".
Drawing the background clears the collision buffer. Then you draw the obstacles. Last you draw the bird. Not really rocket science...
 

 

  • Thanks 1

v0.4.6 is out!

 

With extraordinary help of @42bs we've managed to correct hardware collision detection which fixes Flapy Bird and some other games.

 

hE9UZ7R.png

 

Bastian also found a bug in Suzy math and Demo0006.o now works correctly.

Edited by laoo
  • Like 2
  • Thanks 1
On 11/7/2021 at 11:31 AM, Mclaneinc said:

Hi, trying to test the emulator and getting a DX error and instant crash, I'm Win 7 X64 all DX is as upto date as can be as are Nvidia drivers for my Geforce 750ti.

 

Anything I need to install or Win 10 only?

Just to confirm I get exactly the same: I'm on an older PC (CPU from 2013 and DDR3!), with Windows 8.1 x64, everything updated (DirectX 11, latest drivers also for a GTX 750 Ti), and I get an error message.

 

Dialog title: Renderinit Error

Dialog text: DXError

Capture.PNG

20 hours ago, laoo said:

correct hardware collision detection which fixes Flapy Bird

Wonderful! Thanks. It is also nice to see that the emulator maintains the eeprom separately for every game automatically.

2 hours ago, Pingouin said:

Just to confirm I get exactly the same: I'm on an older PC (CPU from 2013 and DDR3!), with Windows 8.1 x64, everything updated (DirectX 11, latest drivers also for a GTX 750 Ti), and I get an error message.

 

Dialog title: Renderinit Error

Dialog text: DXError

Capture.PNG

There might be a bug, as GTX 750 Ti has support for required features. I won't investigate it now, I'll try to reimplement it in DX9

v0.4.7 is out.

  • Fixed many games hanging after title screen
  • Got rid of D3DCompiler library dependency (might fix some DXError problems)

@Pingouin @Mclaneinc @LordKraken

 

Please try this version. I don't know whether it'll fix your DXError problem, but even if not, it will at least give me some information about the cause.

 

Edited by laoo
  • Like 3
1 hour ago, laoo said:

v0.4.7 is out.

  • Fixed many games hanging after title screen
  • Got rid of D3DCompiler library dependency (might fix some DXError problems)

@Pingouin @Mclaneinc @LordKraken

 

Please try this version. I don't know whether it'll fix your DXError problem, but even if not, it will at least give me some information about the cause.

 

Thanks!

Unfortunately, I still get the error. I tried:

  • Drag/Drop .lnx ROM onto the executable (tested with Califonia Games and Chip's Challenge)
  • Create a .cmd file to also call the bios: "Felix.exe lynxboot.img cali.lnx" (also tested with Chip's)

I get the same error with both games, in both scenarios.

 

Edited by Pingouin
Added thanks!

v0.4.8 is out!

 

@Pingouin @Mclaneinc @LordKraken

 

Please check this version whether it solves your DXError problems.

 

CAUTION: In this version only horizontal rotation is working (I forgot to write support to other rotations, I'll add it in next release).

Edited by laoo
  • Like 1
  • Thanks 1
25 minutes ago, laoo said:

v0.4.8 is out!

 

@Pingouin @Mclaneinc @LordKraken

 

Please check this version whether it solves your DXError problems.

 

Works, thanks!

I've never had a Lynx so wouldn't be able to comment on whether the sound is accurate though.

  • Thanks 1
13 minutes ago, Pingouin said:

Works, thanks!

I've never had a Lynx so wouldn't be able to comment on whether the sound is accurate though.

There is plenty of room to feedback, not just regarding accuracy. But for now this check was very helpful. Thanks!

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