I finally got tired of genecyst not working, and even more tired of finding a program to make it work... So I made this: DebuGens 1.25 ****To be fixed, the 68K Endian Mode bug. This will be released as both a patch and executable. So you don't have to DL the exe twice. **** This is an edited version of the Gens Emulator written by me. I edited it to add Debug Dumps, much like those from the Discontinued Genecyst. Features [1.25] Fixed SEGACD GFX dumping (dumped incorrect amount of RAM) Added layer toggling Added Shadow/Highlight mode toggling Fixed issues with debug dump directory choosing Added SegaCD S68K Ram Dumping Added 32X SH2 Ram Dumping Woo hoo! That's it. There's nothing extra special about this, which is why it's version 1.25 instead of version 1.3. :o Regards, Fuzzbuzz Qjimbo Edit: DebuGens can now be downloaded from http://www.hacking-cult.org/?utils
Finally, something worth downloading. Although Xega also supported dumps, it saves me the trouble from opening another emulator.
Probably. It's a beta. Funny how I forgot to mention that. What are the bugs? I know I have menus that just don't plain work, because I haven't added the code to make it work yet. Oh, and all the dumps dump directly to the same folder that Gens is in. I don't have it setup where you can pick where to dump it yet. That might come later. Fuzzbuzz
This is great. I can see many things coming along with it in the future. I'm not sure, but I tried dumping the Sonic 3k Sega screen's vram and the file was 62.3 kb. Wasn't vram always 64 kb or do you remove unused clusters? (The sega screen couldn't have had that many used in it). I'm curious because there really haven't been many programs to read and display vram (I've always done it manually by making palettes and writing pixels in paint). But you'll probably have a built in viewer by then .
Well, I've changed the extension of the VRam to *.bin files, so you can open it up straight from Tile Layer Pro, just change the format to Genesis, instead of RGB. Also, I've got it set so you can output CRam formatted for Tile Layer Pro, so you can have the Palettes right with the VRam, also. I probably will have some sort of built in viewer someday, but not right away. =) Yes, and the config doesn't save. I've barely touched that part. Fuzzbuzz
The bugs don't hinder the performance of the Emulator. All the dumps work fine, except for the VDP Registers, which isn't important at the moment. Give it a try. =) Fuzzbuzz
I take it back, there really are no bugs at all. They're just empty spaces of code. The 1 menu item doesn't work and you can't choose where to debug. Eh. They'll be implemented, not fixed. Fuzzbuzz
Quick question: of the different dump options, which one would I use if I want to do file comparisons to hack Action Replay or Game Genie codes? I imagine it's either the 68K or Z80's RAM, but I want to be sure before I go screwing around with whatever.
I worded that horribly. I should've said "Which of the two dump options is the equivalent of Dump > RAM in Genecyst?" My bad.
There's lots of RAM, there's the 68K ram, the Z80, ram, and the VRam. The VRam, contains all of the sprites, mappings, the 68k ram includes the variables created from the actuall Code, like the number of rings sonic has, number of lives, etc. Game genie codes actually modify the rom, not the ram. "Dump > RAM in Genecyst" with that, though, I'm assuming it's my 68k ram dump, as I've haven't used Genecyst recently and I don't remember. Fuzzbuzz
You should work with LOst and combine your added features, and his added features, into one emulator. Add an interactive debugger and I'll love you long time =P