I Got KEGA To Crash...
#31
Posted 22 September 2008 - 04:02 PM
Still, if a debugger was added to the release version, it should be hidden by default with an INI option to enable it.
#32
Posted 22 September 2008 - 04:26 PM
There's two reasons I still use Genecyst every now and then:
- It has debugging tools, such as a palette viewer and such
- It's the only emulator with an advance frame that actually works properly (the KMod Gens frame advance is all screwed up).
If those two things were available in Kega, I'd never have any reason to use another emulator ever again!
- It has debugging tools, such as a palette viewer and such
- It's the only emulator with an advance frame that actually works properly (the KMod Gens frame advance is all screwed up).
If those two things were available in Kega, I'd never have any reason to use another emulator ever again!
#34
Posted 23 September 2008 - 02:22 PM
I think he'll read this topic again and perhaps make note of the suggestions? Or you can ask Steve, don't be shy. Besides, there should be a new release soon, which will prove that Kega's not dead, I guarantee it! 
Ok, let me put it this way, what are some beneficial features Kega should have, but doesn't? And why should such a feature be added?
Ok, let me put it this way, what are some beneficial features Kega should have, but doesn't? And why should such a feature be added?
#35
Posted 23 September 2008 - 02:53 PM
Well, one thing I would like that hasn't been mentioned here is a 1:1 pixel (noninterlaced) mode for games that use it like Sonic 2 does. This way the 2-player mode doesn't look so squashed while playing.
It's been something I wanted to see in a solid emulator since Sega Smash Pack, which had it for that very purpose - a "proper" aspect ratio for Sonic 2.
Another one is a Gear-to-Gear mode that, even if it can't be done through a network, at least on a single PC unit. This one comes inspired by SADX, which had it.
One other thing is to add an option to extend the viewing area of the game gear to that of the SMS. Several GG games were compatible with a machine that did just this for the purposes of demos and such*. Sonic 2 is noted for this, as some graphics and level design seem to have been built around this.
* I think this is right -- I vaguely recall this from the now defunct SOST's page on Sonic 2 GG.
It's been something I wanted to see in a solid emulator since Sega Smash Pack, which had it for that very purpose - a "proper" aspect ratio for Sonic 2.
Another one is a Gear-to-Gear mode that, even if it can't be done through a network, at least on a single PC unit. This one comes inspired by SADX, which had it.
One other thing is to add an option to extend the viewing area of the game gear to that of the SMS. Several GG games were compatible with a machine that did just this for the purposes of demos and such*. Sonic 2 is noted for this, as some graphics and level design seem to have been built around this.
* I think this is right -- I vaguely recall this from the now defunct SOST's page on Sonic 2 GG.
#36
Posted 23 September 2008 - 04:56 PM
muteKi, on Sep 23 2008, 02:53 PM, said:
Well, one thing I would like that hasn't been mentioned here is a 1:1 pixel (noninterlaced) mode for games that use it like Sonic 2 does. This way the 2-player mode doesn't look so squashed while playing.
You can do that with the 'expert options', but admittedly only in full screen.
muteKi, on Sep 23 2008, 02:53 PM, said:
Another one is a Gear-to-Gear mode that, even if it can't be done through a network, at least on a single PC unit. This one comes inspired by SADX, which had it.
Currently this is very non trivial. But it would be cool. And I did intend on writing a GG emulator years ago that did just this. Maybe later.
muteKi, on Sep 23 2008, 02:53 PM, said:
One other thing is to add an option to extend the viewing area of the game gear to that of the SMS.
rename .gg rom to .sms and try it - is that what you mean?
#37
Posted 23 September 2008 - 05:07 PM
Can't you already zoom in on GG games using the GG Zoom option?
#38
Posted 23 September 2008 - 05:47 PM
Snake's right. That's what I'm looking for basically. The only real problem is that it loads palettes like in the Master System so everything is shades of green, and the controls seemed to have locked up (trying this with Sonic 2 GG). It's different from the zoom feature in that I can see parts of the video buffer (I think that's what that is) that aren't visible on screen, increasing the visibility of obstacles.
EDIT: Actually, you know what ought to be a higher priority, if possible? Enabling support for rar and 7z compressed archives.
EDIT: Actually, you know what ought to be a higher priority, if possible? Enabling support for rar and 7z compressed archives.
This post has been edited by muteKi: 23 September 2008 - 06:03 PM
#39
Posted 24 September 2008 - 05:03 AM
Actually from my understanding of compressed archives, that should be trivial. Gerbil added it to Gens/GS very quickly.
#40
Posted 24 September 2008 - 09:55 AM
Hi,
Yeah, by using other libraries. Somone already said that Steve Snake likes to write all the code in the main executable himself. Which means he probably wrote zip support code himself too in the first place (cool!). So that makes it not so trivial. But then again, you may never know
.
@Snake:
Add a pause feature
. That should be trivial
. It'll be awesome to see new Kega version too.
And btw, if you didn't already fixed it, I read somewhere that Street Racer crashes/locks on Kega. I had the same sort of problem in Regen some time ago and I fixed it by adding a delay of exact 24 68k cycles on vint enable/disable (with vdp reg 1) and there hasn't been a broken games thus far. I haven't tested it on real hardware but I am pretty sure it will be somewhere around that (correct me if I am wrong).
stay safe,
AamirM
Quote
Actually from my understanding of compressed archives, that should be trivial. Gerbil added it to Gens/GS very quickly.
Yeah, by using other libraries. Somone already said that Steve Snake likes to write all the code in the main executable himself. Which means he probably wrote zip support code himself too in the first place (cool!). So that makes it not so trivial. But then again, you may never know
@Snake:
Add a pause feature
And btw, if you didn't already fixed it, I read somewhere that Street Racer crashes/locks on Kega. I had the same sort of problem in Regen some time ago and I fixed it by adding a delay of exact 24 68k cycles on vint enable/disable (with vdp reg 1) and there hasn't been a broken games thus far. I haven't tested it on real hardware but I am pretty sure it will be somewhere around that (correct me if I am wrong).
stay safe,
AamirM
#41
Posted 24 September 2008 - 11:05 AM
Ah, forgot about Speed Racer. Any other games that have issues? Also, has anyone found any Game Gear/Sega Master System games that are broken or anything? Those two needs more testing by the masses.
This post has been edited by King: 24 September 2008 - 11:06 AM
#44
Posted 25 September 2008 - 09:23 AM
Minimizing the program works too, I've found, but it's not as neat, and the minute it gets restored it's unpaused.

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