Yabause 0.8.5 Released!

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Yabause 0.8.5 Released!

Post by BlueCrab » Sun Jun 24, 2007 5:41 pm

Since I know how many people probably don't ever go to the front page of the site, I figure I'd better post about this here as well...

Yabause 0.8.5 has been released for all the major platforms that Yabause supports, including the Dreamcast. There's not too many Dreamcast-specific changes, so don't expect any major speed increases or anything. Also, the Dreamcast version hasn't been tested as thoroughly as I'd normally test it (I don't have any Saturn games around here to test it with at the moment), so if there's any bugs, be sure to let me know as soon as possible.

Anyway, it can be downloaded from here: http://sourceforge.net/project/showfile ... _id=518262
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Re: Yabause 0.8.5 Released!

Post by Dull Blade » Sun Jun 24, 2007 10:26 pm

Cool, thanks. I'll give it whirl.
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Re: Yabause 0.8.5 Released!

Post by TseTinGFunG » Mon Jun 25, 2007 2:54 am

Another step forward is better than no steps at all. Thanks will give it a go. Did I forget to say thanks? Thanks a million.
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Re: Yabause 0.8.5 Released!

Post by emptythought » Mon Jun 25, 2007 4:45 am

BlueCrab wrote:Also, the Dreamcast version hasn't been tested as thoroughly as I'd normally test it (I don't have any Saturn games around here to test it with at the moment), so if there's any bugs, be sure to let me know as soon as possible.
I came across Return Fire while I was Googling for homebrew Saturn stuff.

EDIT:
Here's some instructions on how to burn Yabause-DC and Return Fire on one CD-R so you don't have to swap CDs or waste any extra CD-R:

I downloaded Return Fire and exracted it to the tools folder in BootDreams. You'll need to get your drive ID by running cdrecord.exe -scanbus and replacing it with mine (0,2,0). This was burnt from the CDRecord provided by BootDreams 1.0.5.

Code: Select all

cdrecord.exe gracetime=2 dev=0,2,0 driveropts=burnfree -v speed=24 -multi -dao cuefile=RFIRE.CUE

Code: Select all

cdrecord.exe dev=0,2,0 -msinfo
Make sure that the number given after entering the above information matches the number after "-C" below. If it doesn't make sure that you change it.

Code: Select all

mkisofs -G yabause-0.8.5-dc\IP.BIN -C 0,207085 -V yabause-0.8.5-dc -J -l -r -o data.iso yabause-0.8.5-dc

Code: Select all

cdrecord.exe gracetime=2 dev=0,2,0 driveropts=burnfree -v speed=24 -eject -xa data.iso
Just know that it's very, very slow. The game is still on the intro screens and I booted Yabause-DC about 10-15 minutes ago.
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Re: Yabause 0.8.5 Released!

Post by Arqueiro » Mon Jun 25, 2007 7:02 am

thanks a lot for work on this ! :mrgreen:
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Re: Yabause 0.8.5 Released!

Post by BlueCrab » Mon Jun 25, 2007 10:12 am

fackue wrote:Just know that it's very, very slow. The game is still on the intro screens and I booted Yabause-DC about 10-15 minutes ago.
Sounds like about what I went through with Magical School Lunar (and taking screenshots of it) for the last release. I think I let that movie run for a good 20 minutes or so before I got bored and skipped to the title screen. :mrgreen:

It is good to hear that it does indeed work, considering the only thing I could test it with was the BIOS.

Also, to everyone: Thanks for your support. It really makes me quite happy to know that people enjoy the programming that I do.
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Re: Yabause 0.8.5 Released!

Post by Nico0020 » Mon Jun 25, 2007 12:27 pm

I love that you are releasing for 3 platforms at once. I've always wanted saturn emulation to be taken seriously, and im so glad there are others that see it that way.
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Re: Yabause 0.8.5 Released!

Post by BlueCrab » Mon Jun 25, 2007 2:21 pm

Nico0020 wrote:I love that you are releasing for 3 platforms at once. I've always wanted saturn emulation to be taken seriously, and im so glad there are others that see it that way.
By my count, the Yabause team in general relased for 4 platforms at once (not including little differences) :wink: :
Linux
Windows
Mac OS X
Dreamcast

Releasing for so many platforms at once certainly makes release times more interesting in the IRC channel for Yabause. :lol:
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Re: Yabause 0.8.5 Released!

Post by RMD » Mon Jun 25, 2007 8:53 pm

Is all of the saturns cpus and gpu's being used when rendering video? I was wondering because there are saturn video viewers for pc that dont take next to any power to run them. Couldnt you in theory just use code like that to run the videos in game at a much better rate instead of emulating the system to run the videos?
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Re: Yabause 0.8.5 Released!

Post by BlueCrab » Mon Jun 25, 2007 9:12 pm

RMD wrote:Is all of the saturns cpus and gpu's being used when rendering video? I was wondering because there are saturn video viewers for pc that dont take next to any power to run them. Couldnt you in theory just use code like that to run the videos in game at a much better rate instead of emulating the system to run the videos?
That would require the emulator knowing when video's being played. The way Yabause is written, there's no way for this to occur (and I'm reasonably sure it wouldn't be possible to implement it, even rewriting code). The way the video players deal with video is they decode it into a native format, KNOWING that the user is trying to play video. There's no way to know that a game is trying to play video.

Also, I'm reasonably sure that the rendering code on the Dreamcast port of Yabause is more of a bottleneck than the CPU emulation. during periods where there's no rendering going on, I've gotten upwards of 15FPS (normal, in-game stuff with rendering usually works out in the 3-5FPS range).

In short, there's a lot of work to be done all around, but especially on the rendering code.
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Re: Yabause 0.8.5 Released!

Post by RMD » Tue Jun 26, 2007 11:38 am

You could use a chart and file scaning system. Could simply look for extention names per title. That way you'd be able to identify when a video was being played.
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Re: Yabause 0.8.5 Released!

Post by BlueCrab » Tue Jun 26, 2007 12:12 pm

RMD wrote:You could use a chart and file scaning system. Could simply look for extention names per title. That way you'd be able to identify when a video was being played.
I'm reasonably sure that I can't just retrieve what file is being accessed on the disc without a lot of effort.

That effort would in turn slow down general emulation when trying to load graphics data, sound, or anything that isn't just a movie.

Plus, doing something like that would require reverse engineering all of the formats (most of them probably aren't open formats where I could just get code to easily play them), and this would add more overhead to the emulator, even if the codecs were readily available.

The more overhead, the less space I have to work with, and having less space makes the prospects of ever having a dynarec of any sort less likely (dynarecs tend to eat up a lot of space, very quickly storing cached code blocks). I would really rather see a proper dynarec implemented sooner rather than later. As soon as I have the time to do so, I intend to do just that (however, I have no idea when I'll have enough time).

All in all, if someone else wants to implement such a feature, be my guest (Yabause is open source, so anyone can feel free to contribute); but I personally don't see how it will help anything at all.

Sorry if I seem a bit harsh, its just I really don't see the point in trying to implement something like what you describe... :?
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Re: Yabause 0.8.5 Released!

Post by Christuserloeser » Tue Jun 26, 2007 12:52 pm

Saturn videos are software decoded, right ? So that means with a dynarec the decoding should be speeded up enormously too :)

Nice release btw :D
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Re: Yabause 0.8.5 Released!

Post by BlueCrab » Tue Jun 26, 2007 1:09 pm

Christuserloeser wrote:Saturn videos are software decoded, right ? So that means with a dynarec the decoding should be speeded up enormously too :)

Nice release btw :D
In probably 99% of cases, yes, they are decoded in software. So a dynarec would indeed speed up video decoding (assuming it was implemented in a manner that sped up general emulation).

In the remaining 1%, they're decoded by the optional addon MPEG card. I'm reasonably sure Yabause doesn't support the MPEG card fully enough to decode the videos in those games (although, there is some support for the MPEG card in there). I only have one game that uses the MPEG card in my posession (Lunar: Silver Star Story Complete), but alas, no MPEG card (also, the game is still factory sealed, and I have no intentions of opening it :mrgreen: ).
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Re: Yabause 0.8.5 Released!

Post by Christuserloeser » Tue Jun 26, 2007 1:44 pm

Probably a good idea :) - Hm, the only game I got that I think has MPEG support is Gun Griffon.
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Re: Yabause 0.8.5 Released!

Post by Calavera » Tue Jun 26, 2007 9:41 pm

One day we WILL have fullspeed Saturn emulation on Dreamcast.
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Re: Yabause 0.8.5 Released!

Post by emptythought » Thu Jun 28, 2007 11:23 pm

Here's a MR logo for Return File:

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