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Dark Pulse

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About Dark Pulse

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    ...and I thank them for drawing!

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  1. You'll go to bed when I tell you to, young man. Respect your elders.
  2. Some of them are even dead (Dr. Sleep, Jim Flynn, Ty Halderman (who also ran idgames for years), etc.), so it stands as really all that's left of their work.
  3. Dark Pulse

    An Evening with Nirvana [Ep 31 - Doomkid]

    He's just some hippie with a beard, don't mind him.
  4. That would explain it then. Glad to hear it works!
  5. Sounds like a potential bug with ReARMed. Check the PC's PCSX Reloaded core and see if it fails there, too? If so, that's potentially a core bug with that. If not, it's potentially something specifically with ReARMed.
  6. Hmm... ReARMed would be for ARM devices, and that might introduce extra complications. Without getting too technical, it's a fork of PCSX Reloaded, which is... okay, but not ideal for accuracy. I do think Duckstation is available for Android. You could use that, at the cost of it not being part of RetroArch. (The RA devs and the dev of Duckstation had a bit of a falling out - there used to be a core based on it called SwanStation, but AFAIK it got wiped out due to that.)
  7. That sounds like a pretty bad one. Paging @Erick194. In the meanwhile, what core are you using on RetroArch? BeetlePSX would probably be the preferred one. EDIT: False alarm, turned out it was a corrupted SD Card. PlayStation is not capable of widescreen. The PlayStation is capable of the following resolutions: Width: 256, 320, 384, 512 or 640. Height: 240 or 480, progressive or interlaced. In Doom's case, it's 256x240 (which then gets stretched to 320x240 via rasterization). It simply does not have the VRAM for any kind of widescreen, so for that, you'd need to play it via PsyDoom. Expanding the resolution is unlikely because the PS1 has a very strict amount of VRAM - and more screen resolution consumes more VRAM, which would force issues with sprites, textures, or both. Memory Card functionality is theoretically possible, but that'd probably be a massive code addition. Also a question for Erick, but right now I'd say the odds are on "don't hold your breath."
  8. Not currently possible. This project is for the cut levels only, and the improvements done to the engine are not going to be reflected in the original games. Also, ePSXe is an inaccurate emulator, and I'd advise you to no longer use it - it's almost 20 years old. Use DuckStation or RetroArch's BeetlePSX core instead, they're way more modern and accurate.
  9. Dark Pulse

    Helion - C# ( 01/23 - Goodbye BSP tree rendering)

    True enough, I guess. I suppose I'm just used to calling those chips the FX series without remembering that they had the Athlon name public-facing. Though at that point, it's no longer Athlon 64, but I digress.
  10. Dark Pulse

    Helion - C# ( 01/23 - Goodbye BSP tree rendering)

    I thought those were Athlon II? The ones alongside Phenom II, but before the FX series, right?
  11. Dark Pulse

    Helion - C# ( 01/23 - Goodbye BSP tree rendering)

    The GPU is six generations old (we're up to the 4000s now) and were made in 2013, so a full decade ago, and the CPU is even older - the last Athlon X2s were made in 2006 and could be as old as 2005. (Theoretically, the GPU could be bottlenecked by the CPU in this system, that's how old the CPU is - which is honestly pretty embarrassing since it's a 740.) This is, quite literally, a retrocomputer at this point. Also, your wording is confusing. You say that it won't run on a Win7 SP1 system, but then say that should become the minimum requirement. Did you mean it should be bumped up from Base Win7 to Win7 SP1, or that it should be Win8.1, or...?
  12. There is going to be no rewritten version. He was musing moving it to another language, but he's going to keep it in Java. That only applies to the editor itself, though - still a ways to go for full custom content on the game ROM, but the changes added in here are the first step towards this. The ROM will be reorganized and expanded to allow for more content. One of the things he didn't mention, for example, is that there no longer are level palettes shared between some levels - every level can have its own palette now (128 bytes per level).