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Old 15 December 2023, 15:50   #141
amilo3438
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Denise 2.2 released! --> https://sourceforge.net/projects/deniseemu/files/

PS. For download and changelog check above link!

Thank you PiCiJi for your effort!
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Old 15 December 2023, 20:38   #142
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I'm releasing this version out of turn so that D3D11 can be used officially as a driver. The next section will be very intense and I don't know how long it will take.
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Old 15 December 2023, 20:47   #143
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Don't worry, there's no need to rush, it's already a very usable emulator as it is!
I would dare to say one of the best in its category.

Cheers!


EDIT:
It already has everything I need and expect from a C64 and A500 emulator to satisfy the occasional nostalgic need.
And by default it creates the best experience for both machines, much better than the competition. (if you ask me)

Last edited by amilo3438; 15 December 2023 at 22:08.
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Old 15 December 2023, 22:58   #144
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Thanks amilo3438
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Old 01 January 2024, 16:38   #145
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just understood today that this is a new emulator, both C64 and Amiga

i didnt read in the thread before, i thought it was some chip fixes lol
better late than never

grabbed the latest version thanks
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Old 20 February 2024, 12:19   #146
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@PiCiJi
May I ask you to move "Options > Exit" to the main menu (C64 for me using only that emulator)?
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Old 21 February 2024, 19:43   #147
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Quote:
Originally Posted by hexaae View Post
@PiCiJi
May I ask you to move "Options > Exit" to the main menu (C64 for me using only that emulator)?
I find this cluttered, as most have both emulator menus visible.
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Old 25 March 2024, 21:04   #148
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Nightly: "another try"
Denise now supports RetroArch (RA) shader for D3D11 and openGL.

Under "Presentation" you will find the Shader Menu. The current shader pack can be downloaded via the RA icon.

internal shaders: the shaders of the old Denise versions
external shaders: file dialog starts in a Standard directory. You then navigate to the folder where the external shaders have been downloaded. The emu remembers the last directory.

Shader parameters can be adjusted in real time. (best you use two monitors to see the changes)
Shaders can be saved as favorites. These can be changed quickly via the main menu and through the shader cache.

Last edited by PiCiJi; 25 March 2024 at 21:11.
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Old 26 March 2024, 22:34   #149
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Nice!
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Old 27 March 2024, 21:35   #150
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That's really nice tweaking the shaders on the fly!
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Old 19 May 2024, 12:25   #151
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@PiCiJi
Is it possible in C= 64 mode to use cfg files (named as the loading disk/cassette file .cfg maybe)?
This would simplify custom settings to avoid problems in some games or disk demos where Auto-warp is not recommended etc...
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Old 20 May 2024, 17:55   #152
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Quote:
Originally Posted by hexaae
Is it possible in C= 64 mode to use cfg files (named as the loading disk/cassette file .cfg maybe)?
under C64/Amiga Configurations you can save/load cfg files.
All settings are included which are not located in options menu, because these settings are valid for all emulation cores.
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Old 12 June 2024, 23:29   #153
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Quote:
Originally Posted by PiCiJi View Post
under C64/Amiga Configurations you can save/load cfg files.
All settings are included which are not located in options menu, because these settings are valid for all emulation cores.
I meant to auto/smart-load that specific config for each game, based on the same name of the game file... Would be an interesting feature IMHO
Something like "Samurai Warrior - The Battles of Usagi Yojimbo.crt" + "Samurai Warrior - The Battles of Usagi Yojimbo.crt.cfg" (which should be automatically used when loading the game file).

Last edited by hexaae; 12 June 2024 at 23:34.
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Old 14 June 2024, 18:04   #154
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Quote:
Originally Posted by hexaae
I meant to auto/smart-load that specific config for each game, based on the same name of the game file...
This becomes too special and also time-consuming to implement. I think that only a few users see added value in it. In addition, you forget certain settings depending on the game and get completely confused.

I suspect (old posting of yours) one reason for this is that the automatic warp is not appropriate in some situations. For example, if a game reloads during gameplay. There is an option "manual warping stops automatic warping until next start". If this option is activated, it is sufficient to warp once to prevent the unfavorable warp behavior for the current game.
Or do you have another option in mind, depending on which game has to be switched frequently. Maybe there is room for improvement.
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Old 15 June 2024, 15:39   #155
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Quote:
Originally Posted by PiCiJi View Post
In addition, you forget certain settings depending on the game and get completely confused.
That's exactly why I wanted that feature Sometimes I forget what was the special setting for that DEMO or game to prevent a gfx glitch... but if I had a custom config parallel auto-loading (after I created it of course) that would be automatically loaded even if I play it again after 6 months and I forgot again what did I change
Of course I can manually load the custom config (let's say I create a \custom-cfgs\ dir for that...) and so started the idea of the same file-name.cfg could be handy and the process totally automatic

P.S.: yes, mostly warp settings can cause issues, and a few cases where NTSC ROMs are more appropriate for a game....

Last edited by hexaae; 15 June 2024 at 15:46.
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Old Today, 21:31   #156
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Code:
## Denise 2.3
* added RetroArch Shader support
    * targets: openGL, D3D11
    * converted existing GLSL/HLSL Shaders to SLANG
    * fast switching of shaders from a favourite list (shader cache and compilation without blocking App)
    * for shader development, compilation errors and translated native code are displayed in the UI
    * looking for Shader authors, read more in the next paragraph
* Amiga: improved emulation, especially the disk drive
    * thanks to amilo3438 for testing a huge number of games and demos
* Amiga: emulated Bitplane <> Refresh conflicts
* Amiga: Final Fight Enhanced supported by temporary option to fake ECS Denise  
* Amiga: written floppy disks are now saved in a second file
    * this does not apply to uncompressed ADF (don't worry, emulator asks if ADF can be changed)
    * permanent writes are now possible for IPF, compressed images, EXT ADF, DMS
    * the folder for the save files can be customized under Amiga > Software > Paths
* Amiga: added 4-player adapter
* Amiga: added copy protection dongle support
* C64: besides PRG, P00 and T64 are loadable as D64
    * Drag'n'Drop PRG on Software TAB -> Disk file slot OR
    * use filedialog and change file type to "all files"
* C64: fixed Hucky Cart emulation (thanks to Claus)
* fixed a bug not finishing Drag'n'Drop in Linux GTK
* fixed some OSX bugs/crashes [looking for tester]
    * ARM builds can now handle IPF capsimg library
    * fix UI file dialog crashes
* improved mouse capture handling for all OSes
* UI changes
    * many global options are distributed among the individual emulator options
    * volume slider has moved to status bar
    * Shader controls have been reworked
    * all hotkey assignments are now in the same place
    * added option to capture pointer by left mouse button
* changed BuildSystem to CMAKE
* added Linux/BSD XCB input driver for keyboard/mouse
* improved GTK window resizing in some desktop environments 

## looking for Shader authors
* interested in shaders for
    * [Luma/Chroma crosstalk, probably last unsupported C64 effect](https://bitbucket.org/piciji/denise/issues/1/video-old-vic2-chroma-effect-on-odd-chars)
    * wrap image with 1702/1084S/... monitor and C64/Amiga floppy drive
* new option for SLANGP files: luma_chroma
    * Luma Chroma input to prevent lossy conversion from RGB
    * Alpha Channel is used for Pixel meta data: C64 VIC2 AEC and BA signal (affect luminance)
    * add a few pixels around the image, which will be cropped later between shader passes (e.g., calculate FIR Filter in border or first PAL delay line)
* there are parameters that are not visible or can be operated by user
    * the emulator sets them automatically and can be used by the shader author
    * autoEmu_driveLED, autoEmu_cropTop, autoEmu_cropLeft, autoEmu_lace, autoEmu_hires, autoEmu_pal, autoEmu_subRegion
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