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I Got KEGA To Crash...

#1 User is offline saxman 

Posted 15 September 2008 - 01:01 AM

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Try this:

Run Sonic 2, do the level select and debug codes

Go into 2 player vs mode

Go into any level with debug enabled

Select the animal container thingy (last object) and place it



Crashes everytime. Was this previously known? I see no reason for it to crash. You can do that just fine in other emulators and on the actual cart. That's the second bug I've found in Kega.

#2 User is offline Nemesis 

Posted 15 September 2008 - 01:17 AM

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Ouch, the entire emulator crashes. Yep, definitely a bug. Probably something in the VDP code for interlace mode 2. Steve popped his head into SpritesMind a few days ago, and made a non-committing mention of a possible update to Kega, in light of the new YM2612 info. You might want to send him a PM about this crash, and the other bug you've come across. It's probably pretty easy for him to fix. Here's a link to his profile page.
This post has been edited by Nemesis: 15 September 2008 - 01:17 AM

#3 User is offline saxman 

Posted 15 September 2008 - 01:43 AM

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View PostNemesis, on Sep 15 2008, 02:17 AM, said:

Ouch, the entire emulator crashes. Yep, definitely a bug. Probably something in the VDP code for interlace mode 2. Steve popped his head into SpritesMind a few days ago, and made a non-committing mention of a possible update to Kega, in light of the new YM2612 info. You might want to send him a PM about this crash, and the other bug you've come across. It's probably pretty easy for him to fix. Here's a link to his profile page.

Thanks Nemesis. I sent him a PM, so we shall see what he has to say I guess.

#4 User is offline shobiz 

Posted 15 September 2008 - 03:07 AM

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Hah, that's pretty weird. I've also got it to do a Windows crash once while I was porting the S3K rings manager over to S2 and hadn't fixed up the teleportation RAM vars list - IIRC whenever you activated a teleport monitor in 2P mode the rings manager RAM values would screw up, but instead of the game crashing Kega itself would have a windows crash :o

#5 User is offline drx 

Posted 15 September 2008 - 04:24 PM

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Fusion crashes a lot when you use write buggy 68k/sh2 code. I'm not sure if it shouldn't, but it'd be nice if it threw an alert instead :P

#6 User is offline Overlord 

Posted 15 September 2008 - 04:30 PM

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Yep, does it here too. Until today I had no idea debug mode was even DOABLE in 2P mode - what were you doing at the time to find this bug? =P

Also, if Steve's updating Fusion, get him to throw in that SVP code the Picodrive guy wrote :)

#7 User is offline muteKi 

Posted 15 September 2008 - 05:00 PM

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View PostOverlord, on Sep 15 2008, 05:30 PM, said:

Also, if Steve's updating Fusion, get him to throw in that SVP code the Picodrive guy wrote :)


Ooh, yes please.

#8 User is offline King 

Posted 15 September 2008 - 07:53 PM

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Steve Snake won't use anyone else's code. If (when) he adds SVP emulation, it'll be his own code. :)

#9 User is offline Nemesis 

Posted 15 September 2008 - 11:05 PM

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Well, I wouldn't start talking about a new version of Kega like it's a sure thing. A bugfix release is one thing, but significant enhancements are something else entirely.

#10 User is offline TmEE 

Posted 16 September 2008 - 03:14 AM

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(let the people dream :P)

#11 User is offline saxman 

Posted 16 September 2008 - 01:18 PM

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Here's the message I got from Steve:

Quote

Quote

Crashes the emulator everytime, and Nemesis confirmed it crashes for him too. I thought you'd probably have interest in knowing this.


Sure do. Thanks! I'd never heard about this one before. Found and fixed :)

Quote

the YM2612 synthesis seems to have a problem with the envelopes.


Well, there is something with the envelopes that only Kega is doing correctly. The type of thing you are hearing *can* happen on real hardware, as some people who have complained about this have since discovered. It does seem as though it happens more often in Kega, though. Which obviously is not good.

Anyway I've made many small tweaks to the thing (actually, quite a while ago now...) and it should be pretty much 100% the same as the real thing now.

I'll release a new version shortly once I've done a few things I need to do.

Thanks again :)


Sounds good to me =)
This post has been edited by saxman: 16 September 2008 - 01:22 PM

#12 User is offline King 

Posted 16 September 2008 - 01:41 PM

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Ah, new version shortly... excellent. :)

#13 User is offline Sik 

Posted 16 September 2008 - 01:42 PM

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Will it work with my joystick? D=

#14 User is offline Overlord 

Posted 16 September 2008 - 01:58 PM

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Hopefully one of those things is SVP emulation, then I can finally start using Fusion as my only MegaDrive emulator again =P

#15 User is offline King 

Posted 16 September 2008 - 02:05 PM

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I wonder if a certain limitation will actually be removed in the official version, like I have in a special version...

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