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What would you like to see in Gens/GS? a user feedback topic

#16 User is offline Vangar 

Posted 10 November 2009 - 11:00 PM

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Is there a possibility of adding a reverse-play button? Similar to the NES Emulator on DS where holding down a key will reverse the emulation, sands-of-time-style.

#17 User is online Josh 

Posted 10 November 2009 - 11:47 PM

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Regarding rewind... I know it's at least possible on Genesis emulators. The PSP emulator I use has it.

#18 User is offline sasuke 

Posted 11 November 2009 - 02:35 PM

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I don't know if you have this yet but maybe add a real time RAM editor like in the Master System emulator MEKA. I know its not a Genesis emulator but it is useful for Sonic hacking and I didn't get why it wasn't featured in Gens KMod.

Also, I would like something that views the state of the PCM Chip on the Sega CD, too, so I could understand the way programs load the data.

#19 User is online GerbilSoft 

Posted 11 November 2009 - 02:41 PM

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QUOTE (Revival @ Nov 10 2009, 11:37 AM)
I would like the 68k & z80 emulation cores to be split from the main project, and become libraries. Also, a PowerPC port would be wonderful (not necessarily a mac port; that involves hassle with objective C. Besides, it could easily be re-compiled on a Mac and there's a Mac port of GTK and X11).

mdZ80 and Starscream are already split out into separate directories, but they have many Gens-specific dependencies. mdZ80 is going to be rewritten in C for r7.1, and will have the Gens dependencies removed. Starscream will be replaced with C68k in r8. I don't think I'm going to separate them into separate DLLs though, since that would require managing the different library versions.

PowerPC support will be added in r8, but it won't support 32X at first, since the SH2 code is written in x86 assembler. That'll be ported to C later. I do plan on adding a Mac OS X port, but that will be after I get it working on PowerPC Linux.

QUOTE (MainMemory @ Nov 10 2009, 11:42 AM)
Sonic 2 MP3 ADX Tool

I'm not sure if I'm ever going to add ADX support myself, since it's a proprietary format that isn't well documented. If I do write an S2MP3-like plugin, it'll be a generic plugin that can support any game through the use of data files containing game information, and it will support at least MP3 and OGG Vorbis. (Maybe WAV and/or FLAC, too.)

QUOTE (Vangar @ Nov 10 2009, 11:00 PM)
Is there a possibility of adding a reverse-play button? Similar to the NES Emulator on DS where holding down a key will reverse the emulation, sands-of-time-style.

QUOTE (Josh @ Nov 10 2009, 11:47 PM)
Regarding rewind... I know it's at least possible on Genesis emulators. The PSP emulator I use has it.

Possibly sometime in the future. This requires the same sort of hacks that rerecording emulators have, so I'm not sure.

QUOTE (sasuke @ Nov 11 2009, 02:35 PM)
I don't know if you have this yet but maybe add a real time RAM editor like in the Master System emulator MEKA. I know its not a Genesis emulator but it is useful for Sonic hacking and I didn't get why it wasn't featured in Gens KMod.

Also, I would like something that views the state of the PCM Chip on the Sega CD, too, so I could understand the way programs load the data.

I'm planning on adding debugging functionality via MDP plugins in future versions of Gens/GS. MDP v1.0 only supports the main MD, so I could implement RAM editing, but not PCM Chip state editing.

#20 User is offline Black Squirrel 

Posted 11 November 2009 - 03:38 PM

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Feel free to shoot me down since I've not been paying a huge amount of attention of Gens/GS since about the second or third windows build, but did that overclocking feature ever get added? (there was talk about a lagless Sonic 2 2 player mode a few months back but I haven't heard much of it since).

#21 User is online Ravenfreak 

Posted 11 November 2009 - 07:47 PM

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The main thing I would like to see in Gens is the ability to disable FM sound channels. That would be an awesome feature, and I don't think there are any Genesis emulators that do this yet.

#22 User is offline SegaLoco 

Posted 11 November 2009 - 08:38 PM

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You said you would be writing an SH2 core or something. How Gens specific is it going to be, I might just see if I could try to make a C68K + SH2/GS saturn emu, that is when I get even better with C/C++. One question, when making an emu from existing code, is it just setting clockspeeds and the "virtual pinout" of the emulation cores, or is it much more complex?

#23 User is online GerbilSoft 

Posted 11 November 2009 - 09:30 PM

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QUOTE (Black Squirrel @ Nov 11 2009, 03:38 PM)
Feel free to shoot me down since I've not been paying a huge amount of attention of Gens/GS since about the second or third windows build, but did that overclocking feature ever get added? (there was talk about a lagless Sonic 2 2 player mode a few months back but I haven't heard much of it since).

This is planned for "eventually".

QUOTE (Ravenfreak @ Nov 11 2009, 07:47 PM)
The main thing I would like to see in Gens is the ability to disable FM sound channels. That would be an awesome feature, and I don't think there are any Genesis emulators that do this yet.

This is also planned. It will be part of the audio mixer plugin when I add audio support to MDP.

QUOTE (SegaLoco @ Nov 11 2009, 08:38 PM)
You said you would be writing an SH2 core or something. How Gens specific is it going to be, I might just see if I could try to make a C68K + SH2/GS saturn emu, that is when I get even better with C/C++. One question, when making an emu from existing code, is it just setting clockspeeds and the "virtual pinout" of the emulation cores, or is it much more complex?

My rewritten CPU emulators will be designed to be independent of Gens/GS. For memory and I/O access, they'll use pagetables, which are essentially structs of various read/write functions and/or memory pointers. (Currently, the emulators have separate memory I/O functions and instruction fetch tables. This would be just fine if the CPUs were Harvard architecture, but they aren't.) Also, the hardest part of Saturn emulation isn't CPU emulation. The hardest part is emulating both VDPs, and neither of them are remotely similar to the MD's VDP.

#24 User is offline Dracula 

Posted 11 November 2009 - 10:44 PM

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I like to see:

RAM Search & RAM Watch.
Memory viewer to view the memory while playing the game instead of going to the Debug menu.
Dump - FM YM2612 Registers, Channels, DAC , PWM, PSG, RAM, VRam TLP Format Palette, Z80.
Import Dump - FM YM2612 Registers, Channels, DAC , PWM, PSG, RAM, VRam.
YM2612 Debuger and PSG Debuger.

#25 User is offline SegaLoco 

Posted 11 November 2009 - 10:57 PM

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QUOTE (Dracula @ Nov 11 2009, 09:44 PM)
I like to see:

RAM Search & RAM Watch.
Memory viewer to view the memory while playing the game instead of going to the Debug menu.
Dump - FM YM2612 Registers, Channels, DAC , PWM, PSG, RAM, VRam TLP Format Palette, Z80.
Import Dump - FM YM2612 Registers, Channels, DAC , PWM, PSG, RAM, VRam.
YM2612 Debuger and PSG Debuger.

That last part, do you mean like a virtual snapshot of the system state. That does seem like a good idea.

#26 User is offline Dracula 

Posted 11 November 2009 - 11:07 PM

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QUOTE (SegaLoco @ Nov 11 2009, 09:57 PM)
QUOTE (Dracula @ Nov 11 2009, 09:44 PM)
I like to see:

RAM Search & RAM Watch.
Memory viewer to view the memory while playing the game instead of going to the Debug menu.
Dump - FM YM2612 Registers, Channels, DAC , PWM, PSG, RAM, VRam TLP Format Palette, Z80.
Import Dump - FM YM2612 Registers, Channels, DAC , PWM, PSG, RAM, VRam.
YM2612 Debuger and PSG Debuger.

That last part, do you mean like a virtual snapshot of the system state. That does seem like a good idea.

GensKMod have YM2612 & PSG Debuger and Regen only have YM2612 Debuger.

#27 User is offline SegaLoco 

Posted 11 November 2009 - 11:11 PM

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Oops, I meant the next to last thing, about dumping ram and registers and such.

#28 User is offline Dracula 

Posted 11 November 2009 - 11:14 PM

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QUOTE (SegaLoco @ Nov 11 2009, 10:11 PM)
Oops, I meant the next to last thing, about dumping ram and registers and such.

Remember DebuGens? That's the only emulator that I know that had them.
This post has been edited by Dracula: 11 November 2009 - 11:47 PM

#29 User is offline Conan Kudo 

Posted 14 November 2009 - 01:17 AM

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I don't know how feasible this is, but I would like to see a Qt4 interface for Gens/GS. GTK+ and KDE don't seem to mix well on my system, and I prefer Qt UIs over GTK+ ones overall, no matter what DE I am using.

#30 User is offline BiafraRepublic 

Posted 15 November 2009 - 02:48 PM

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I have a few suggestions:

1.) Add OpenGL support to the Win32 version of Gens/GS: OpenGL headers and such are out there for Win32, why not port the Gens/GS OpenGL renderer over?
2.) Mac OS X port: Before people gripe about Gens (and Gens/GS) utilizing x86 assembly as well as C/C++, Apple has discontinued all support for the PowerPC platform since the release of Mac OS X 10.6 Snow Leopard. And since X is usually available (either from the install disc or downloaded from XQuartz), it should (in theory) be portable over to OSX.
3.) Support for more compression formats for ROM images: .7z/LZMA comes to mind, any others would be even nicer.
4.) UPX-compression for the executable (and any applicable plugins): Granted it means Gens/GS would need to load into memory in its entirety, but for PCs made in the last 8-10 years, loading everything into memory isn't a big issue unless one is also running memory-intensive applications such as AutoCAD, making this a storage v. convenience issue.
5.) Boss Key: A customizeable key combo that when pressed, hides the window, from appearing even on the taskbar (press again to make Gens/GS reappear)

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