Sonic and Sega Retro Message Board: What would you like to see in Gens/GS? - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

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

#46 User is offline GerbilSoft 

Posted 16 August 2010 - 02:09 AM

  • RickRotate'd.
  • Posts: 1607
  • Joined: 11-January 03
  • Gender:Male
  • Location:USA
  • Project:Gens/GS
  • Wiki edits:158
QUOTE (Neo @ Aug 15 2010, 04:46 PM)
The ability to pick full screen resolution, and also the game window resolution, both independently of each other. Fusion allows this, but only by hard-setting the window size in the configuration file. Also allow the user to fill the empty area of the screen with either black or the border color. This way you could set the output to look exactly like it would in real hardware.

EDIT: Oh, and draw the otherwise skipped lines in 448/480 line resolution when the vertical window size is bigger than 224/240. You know, that thing that makes Sonic 2 splitscreen look so much better on Fusion.

Screen resolutions are being worked on. Gens/GS II currently enforces a 4:3 ratio for the visible area, but this will be an option later. Regarding 448/480-line mode, I do plan on implementing this. I did, however, implement "flickering" interlaced mode, similar to how it's done in Regen. Basically, it alternates between odd and even fields every frame. It isn't as good as 2x resolution, but it's better than only showing one field.

QUOTE (Hendricks 266 @ Aug 15 2010, 10:44 PM)
It would be nice if the pause wasn't blue and if there was rerecording.

The pause tint is configurable in Gens/GS in the General Options window. Rerecording is something that may be done in the future, but isn't a priority right now.

QUOTE (theocas @ Aug 16 2010, 12:24 AM)
I don't know if this has already been mentioned, but a debugger for the VDP, M68K, Z80, I/O Ports, and the sound chips. That would just be awesum.

It's been mentioned, and is planned for MDP later on.

QUOTE (Scarred Sun @ Aug 16 2010, 03:01 AM)
Mega Mouse support. It's one of the few things that Fusion supports but Gens does not.

Mega Mouse is partially supported in Gens/GS II. The protocol is implemented and mouse buttons work. I just need to figure out how to detect relative mouse movement correctly.

#47 User is offline Oerg866 

Posted 21 September 2010 - 09:55 AM

  • High fidelity since 1993
  • Posts: 1625
  • Joined: 07-September 06
  • Gender:Male
  • Location:Frankfurt East-side, Germany
  • Project:MDEM, demoscene stuff, music, coding ...
  • Wiki edits:3
QUOTE
UMK Trilogy uses stuff not found on the actual hardware, so I won't be implementing it.

Specifically, it uses a non-bankswitched ~10MB ROM, which is impossible on the actual hardware.


Well.



Ahem. If you please.


#48 User is offline steveswede 

Posted 21 September 2010 - 11:14 AM

  • Posts: 2393
  • Joined: 13-April 09
  • Gender:Male
  • Location:Birthplace of Lara Croft
  • Project:Bowel reconstruction
  • Wiki edits:6
Don't want to sound like a nag as it has been mentioned before. But I'm very eager for an over-clocking option so I don't have to put up with slowdowns. Also, as echoed before. A fixed 4:3 mode in full screen. At a guess. How soon do you think it will be till you implement them?

#49 User is offline Hivebrain 

Posted 16 October 2010 - 10:53 PM

  • Posts: 2289
  • Joined: 15-January 03
  • Gender:Male
  • Location:53.4N, 1.5W
  • Project:HivePal 2.0
  • Wiki edits:6,176
Support for Master System games and some Mega Drive-based arcade systems (e.g. Mega-Tech and System C).

#50 User is offline PsychoSk8r 

Posted 17 October 2010 - 08:04 AM

  • HighKnights
  • Posts: 2524
  • Joined: 11-July 07
  • Gender:Male
  • Location:Walsall, UK
  • Project:30 Day Project: Revisited.A New Release!
  • Wiki edits:19
Personally, I'd love to see an option to play games with VRAM tiles loaded from external files, allowing for higher resolution tiles.
It's a longshot, but you don't ask, you don't get. =P

#51 User is online Selbi 

Posted 20 October 2010 - 10:04 AM

  • Obligatory new year's avatar remake.
  • Posts: 1374
  • Joined: 12-May 08
  • Gender:Male
  • Location:Northern Germany
  • Project:Sonic ERaZor
  • Wiki edits:320
Might sound stupid, but I'd like to be able to disable the "keep aspect" option, so everything is streched when the window. Because the original Gens isn't keeping the aspect 4:3 (when I maximize the window), I got used to it so much, that I can't play without it anymore. :V

#52 User is offline nineko 

Posted 20 October 2010 - 10:15 AM

  • I am the Holy Cat
  • Posts: 5238
  • Joined: 17-August 06
  • Gender:Male
  • Location:italy
  • Project:I... don't even know anymore :U
  • Wiki edits:5,251
QUOTE (Selbi @ Oct 20 2010, 05:04 PM)
Might sound stupid, but I'd like to be able to disable the "keep aspect" option, so everything is streched when the window. Because the original Gens isn't keeping the aspect 4:3 (when I maximize the window), I got used to it so much, that I can't play without it anymore. :V
I... can't believe you just said these things :|

You shouldn't be maximizing the window to begin with. If you want to play fullscreen, use the fullscreen mode. Maximizing the window is just stupid. And, you want the picture to be stretched? That's wrong on even more levels.
This is one of the things that Fusion does better than Gens: it doesn't allow you to resize the window at all, like it should be. I always hated how Gens allows you to resize the window, because this opened the flood gates to people like you who use this "feature" to do it wrong.

tl;dr if you resize your emulator's window you're stupid. Don't do it.

edit: HURRRRR LET'S PLAY SONINEKO IN A STRETCHED WINDOW

This post has been edited by nineko: 20 October 2010 - 10:19 AM

#53 User is offline DigitalDuck 

Posted 20 October 2010 - 02:55 PM

  • Keepin' it cool.
  • Posts: 2860
  • Joined: 23-June 08
  • Gender:Male
  • Location:Lincs, UK
  • Project:Sonic 2 Random Levels, TurBoa, a few secret ones
QUOTE (nineko @ Oct 20 2010, 04:15 PM)
You shouldn't be maximizing the window to begin with. If you want to play fullscreen, use the fullscreen mode. Maximizing the window is just stupid.


Not completely true; running in fullscreen mode on my laptop, for example, requires various changes to the display in the background, means I can't see when I've been pinged on IRC, and also takes a few seconds to switch from normal to fullscreen and back again. Hence, maximising works for me.

Wanting it stretched is pretty stupid, though.

#54 User is offline GerbilSoft 

Posted 20 October 2010 - 03:00 PM

  • RickRotate'd.
  • Posts: 1607
  • Joined: 11-January 03
  • Gender:Male
  • Location:USA
  • Project:Gens/GS
  • Wiki edits:158
QUOTE (nineko @ Oct 20 2010, 11:15 AM)
tl;dr if you resize your emulator's window you're stupid. Don't do it.

It's a good thing I'm the Gens/GS II programmer and nineko isn't. smile.png

Gens/GS II will have an option to disable aspect ratio constraints, though I don't recommend it. Resizing the window allows you to increase the visible area without restricting access to other applications, and because it's OpenGL accelerated, it uses no additional CPU time.

There will be menu options to automatically resize the window to integer scaling sizes, e.g. 2x, 3x, and 4x, so you can get pixel-perfect nearest-neighbor scaling.

EDIT: Also, by maximizing the window on my second monitor and hiding the window borders, I can get "fullscreen" on one monitor while still using IRC on the other. Regular fullscreen mode doesn't allow you to do this.
This post has been edited by GerbilSoft: 20 October 2010 - 03:01 PM

#55 User is online Selbi 

Posted 20 October 2010 - 03:05 PM

  • Obligatory new year's avatar remake.
  • Posts: 1374
  • Joined: 12-May 08
  • Gender:Male
  • Location:Northern Germany
  • Project:Sonic ERaZor
  • Wiki edits:320
The main (and pretty much only) reason why I want this: I have 16:10 screen and I HATE black bars. I'd rather have things streched than seeing 30% of my screen being black.

I'm also aware of the fact with noobs making shitty screenshots, which is why I want to be able to turn it off (in other words, "Keep Aspect" should be enabled by default).

#56 User is offline GerbilSoft 

Posted 20 October 2010 - 03:12 PM

  • RickRotate'd.
  • Posts: 1607
  • Joined: 11-January 03
  • Gender:Male
  • Location:USA
  • Project:Gens/GS
  • Wiki edits:158
QUOTE (Selbi @ Oct 20 2010, 04:05 PM)
I'm also aware of the fact with noobs making shitty screenshots, which is why I want to be able to turn it off (in other words, "Keep Aspect" should be enabled by default).

Gens/GS II separates the presentation view from the actual image data. That is, even if aspect ratio constraints are disabled, screenshots will still be in the original resolution (320x224/256x224, or x240 for some PAL games).

QUOTE (Hivebrain @ Oct 16 2010, 11:53 PM)
Support for Master System games and some Mega Drive-based arcade systems (e.g. Mega-Tech and System C).

SMS is planned. Major requirements for that is Mode 4 support and an SMS Z80 memory map handler. Mega Play is also planned for sometime in the future, but I'll need to figure out how the Port 3 device works for that. Mega-Tech requires another monitor and more hardware, so that won't be for a while. System C uses different audio chips, so that will be even more of a pain. >_>
This post has been edited by GerbilSoft: 20 October 2010 - 03:13 PM

#57 User is offline Bgvanbur 

Posted 03 November 2010 - 08:41 AM

  • Posts: 128
  • Joined: 02-November 10
  • Gender:Male
  • Location:USA
  • Project:a disassembly, some small Sega CD projects
I would like to see an overview of the debugging hotkeys in the F1 help. The F1 help does not provide any information in this regard. The only list of debug hotkeys I can find is an Archived Topic. However this list is incomplete, such as the "N" hotkey that appears to increment the PC to the next instruction (which is useful to make temporary breakpoints with a "Self: bra.s Self", look at the debug info, and continue execution).

#58 User is offline Eduardo Knuckles 

Posted 05 November 2010 - 06:40 AM

  • I hate myself
  • Posts: 354
  • Joined: 07-January 07
  • Gender:Male
  • Location:Sâo Paulo, Brazil
  • Project:Harder Levels Project
  • Wiki edits:66
Hm... Movie recording?

#59 User is offline MathUser 

Posted 30 January 2011 - 09:51 PM

  • 3rd top wiki contributor
  • Posts: 1691
  • Joined: 09-November 05
  • Gender:Male
  • Wiki edits:14,865
Ultimate MK3 Trilogy support. Even if the system don't support such a large cartridge standard you can see in a previous post that flash cartridges can be made to work with the game.
This post has been edited by MathUser: 30 January 2011 - 09:51 PM

#60 User is offline Andlabs 

Posted 30 January 2011 - 09:57 PM

  • 「いっきまーす」
  • Posts: 2070
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
The problem with UMK3T is that it fills the 68000 address space from $000000 through to $9FFFFF. With a Sega CD connected, $400000-$7FFFFF is lost, and with a 32X, $800000-$9FFFFF is lost. If UMK3T support is going to be added, it'll need special handling specific to that ROM... so what happens when people try to hack it? Will the entire emulator have to be rewritten due to hard-coded ROM checksum checks? Or will we have to have "Disable Sega CD"/"Disable 32X" options which affect the 688000 memory map once changed (meaning emulation must stop arbitrarily, which can be bad)?

Actually oerg866 what was your console setup running that?
This post has been edited by Andlabs: 30 January 2011 - 09:59 PM

  • 5 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users