#141  
Old 2nd February 2015, 10:25 PM
Melchior's Avatar
Melchior Melchior is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Apr 2007
Location: NH, USA
Posts: 230
Default

Quote:
Originally Posted by RPGMaster View Post
Ah cool . Loi, I was the opposite.
Started with C++ and eventually switched to C .
You should try and contribute .
hmmm....


Quote:
Originally Posted by HatCat View Post
Why not just use int main(argc, argv)?
Using the command line to supply the inputs.

Wouldn't it be easier than:
"Enter #1: *types number 1* *hits Enter* *waits for #2*"
"Enter #2: *types number 2* *hits Enter* *waits for #3*"
...
"Enter #9: *types number 9* *hits Enter*"

To just say,
main num1 num2 num3 num4 num5 num6 num7 num8 num9
?

You could warn about invalid inputs on the console while parsing the numbers and handling them anyway. Even if a single character in the command line was wrong, you can just hit Up arrow (at least on unix) and change the command you just executed to fix that one typo.
is it just enough to add "argc, argv" to the main function? to get it accepting input that way... and writing the code to link it up with my like

check to see if "argc, argv" is not NULL if so..
check to see what conversion path,
then assign the 2nd arg(ie the temperature) to the correct variable

double fahrenheit, celsius, kelvin; /* To store temperatures. */

not a bad idea...



Quote:
Originally Posted by HatCat View Post
It's also easier because you can write a batch file with this method and not repeatedly type the same inputs over.
I had partial written a not so functional mass converter, back 2002
that was supposed to open a txt file and convert what was in it and output it to another txt file.... probably just Fahrenheit to Celsius taht time... I didn't bother to do anymore with it

the two final goals were to complete the validation of the temperature inputs
themselves ( #s NOT 'abcd$&%@' )... I was getting so so and maybe some day I finish it...

the other goal was to add a GUI to the C++ version
__________________
(PC Specs)
CPU: AMD FX-9590 4.7GHz 8-core
CPU Instructions: MMX, SSE1-4
Motherboard: Asus SABERTOOTH 990FX R2.0
GPU: nVidia GTX 1070 Ti 8GB
GFX Drivers: Nvidia v441.66
OS: Windows 7 Ultimate 64-bit SP1
RAM: 32GB Kingston 1866MHz DDR3

Favorite Emulators:
PS2 : PCSX2 (Auto-Builds)
SNES : ZSNES

My PJ64 setup:
EXE : v2.4.0.1114
GFX : Project64-Video (v2.2.0.1114)
SPU : AziAudioNEW (v0.70)(2017-09-14)
INPUT : NRage(v2.5.3.1114)
RSP : RSP (v1.7.4.1114)
Reply With Quote
  #142  
Old 3rd February 2015, 12:41 AM
HatCat's Avatar
HatCat HatCat is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Feb 2007
Location: In my hat.
Posts: 16,236
Default

Quote:
Originally Posted by Melchior View Post
is it just enough to add "argc, argv" to the main function? to get it accepting input that way... and writing the code to link it up with my like

check to see if "argc, argv" is not NULL if so..
check to see what conversion path,
then assign the 2nd arg(ie the temperature) to the correct variable

double fahrenheit, celsius, kelvin; /* To store temperatures. */

not a bad idea...
Technically it should be (int argc, char ** argv) in the modern, ISO standard to declare it.

You wouldn't have to compare NULL to anything. argc is the number of strings in the argument vector, and argv is said argument vector of all strings. (In a nutshell, char** is like an array of ASCII text strings.)

Example program to test argc and argv (note that argv[0] is always the path/name of the exe you just executed):
Code:
#include <stdio.h>

int main(int argc, char ** argv)
{
    int i;

    for (i = 0; i < argc; i++)
        printf("argument %i:  %s\n", i, argv[i]);
    return 0;
}
Reply With Quote
  #143  
Old 3rd February 2015, 12:50 AM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

Quote:
Originally Posted by zilmar View Post
that was cause RSP->Config should not exist.

updated:
https://github.com/project64/project...e13f41f8cf8c15
Lol I was honestly confused as to why it existed .

Quote:
Originally Posted by HatCat View Post
The thing that turned me off about C was already printf/sprintf formatting strings, where in C++ you just used cout >> or w/e. But, that cout syntax is nothing but a fantasist hoax anyway, and really has nothing to do with engineering, like most of that object-oriented horseassery. So I changed my mind and prefer the functional syntax of printf, as in any math class we learn to divide functions on top of other functions, not arbitrary operators that all do their own abstract voodoo.
At first, i prefered cout until I started doing stuff like converting strings to integers, displaying numbers as hex, etc. I also thought the double arrows were annoying ;/. I had a habit of getting the directions mixed up .
Reply With Quote
  #144  
Old 3rd February 2015, 01:19 AM
Melchior's Avatar
Melchior Melchior is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Apr 2007
Location: NH, USA
Posts: 230
Talking

on a side note, I noticed Github is SVN compatible ^_^
so I checked out a copy of PJ64 from GitHUB so I could keep an eye on things
just today I saw a whole string of commits ^_^ ^_^
PJ64 LIVES AGAIN Mwhahaha ll
__________________
(PC Specs)
CPU: AMD FX-9590 4.7GHz 8-core
CPU Instructions: MMX, SSE1-4
Motherboard: Asus SABERTOOTH 990FX R2.0
GPU: nVidia GTX 1070 Ti 8GB
GFX Drivers: Nvidia v441.66
OS: Windows 7 Ultimate 64-bit SP1
RAM: 32GB Kingston 1866MHz DDR3

Favorite Emulators:
PS2 : PCSX2 (Auto-Builds)
SNES : ZSNES

My PJ64 setup:
EXE : v2.4.0.1114
GFX : Project64-Video (v2.2.0.1114)
SPU : AziAudioNEW (v0.70)(2017-09-14)
INPUT : NRage(v2.5.3.1114)
RSP : RSP (v1.7.4.1114)
Reply With Quote
  #145  
Old 3rd February 2015, 05:50 AM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

Not sure why, but loading save states in WDC seem to be a bit more stable for me now . I'm liking these changes!
Reply With Quote
  #146  
Old 3rd February 2015, 03:36 PM
justinleblanc justinleblanc is offline
Junior Member
 
Join Date: Jan 2015
Posts: 1
Default

Just want to say how great it is to see activity in the PJ64 scene! I've silently followed the N64 emulation scene from way back in the Project Unreality days and it is truly exciting seeing daily commits to PJ64

Between this and GLideN64, things are looking promising. Keep up the awesome work guys, and ignore the bashing from people who really don't have a clue what they're talking about. There is absolutely nothing worse than a person who has no idea how much time and effort goes into working on something like this and has the audacity to complain about the current state of the emulator.

What you're all doing is amazing and there are many of us who understand and appreciate what you're doing. Sorry if I'm posting unnecessarily; I just felt the need to convey my feelings for all of your hard work.
Reply With Quote
  #147  
Old 3rd February 2015, 07:02 PM
hellbringer616 hellbringer616 is offline
Junior Member
 
Join Date: Jul 2012
Posts: 20
Default

Wonderful! glad to see this is up and running again.

PJ64 seems be the only emulator i can use the OoT HD texture pack on and not get lag when opening up the pause menu.

Should i follow this like Dolphin and PCSX2 and use the test builds? Or would you say they are most likely unstable? I only play 2 n64 games so sadly i won't be a good tester for this emu.
Reply With Quote
  #148  
Old 5th February 2015, 03:22 PM
HatCat's Avatar
HatCat HatCat is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Feb 2007
Location: In my hat.
Posts: 16,236
Default

Would anyone feel more comfortable on an IRC channel to talk development?
Reply With Quote
  #149  
Old 6th February 2015, 03:30 PM
weinerschnitzel weinerschnitzel is offline
Junior Member
 
Join Date: Dec 2010
Posts: 14
Default

Quote:
Originally Posted by HatCat View Post
Would anyone feel more comfortable on an IRC channel to talk development?
+1 I'd like to follow along.

It's good to see folks other than zilmar making commits to emulation. I've enjoyed alot of the technical posts on recompilers and interpreters. Useful stuffs.
Reply With Quote
  #150  
Old 9th February 2015, 01:31 AM
Petzi Petzi is offline
Junior Member
 
Join Date: Feb 2015
Posts: 3
Default

The forum requires me to make 5 posts before posting a thread, so I'd like to say I'm glad Project 64 went open-source. Hopefully I'll discover that there's a way to emulate Paper Mario without all the graphical issues.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 03:26 AM.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2022, Jelsoft Enterprises Ltd.