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What would you like to see in Gens/GS?

Discussion in 'Engineering & Reverse Engineering' started by GerbilSoft, Nov 9, 2009.

  1. PsychoSk8r

    PsychoSk8r

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    I'd like to see a feature to load higher resolution tiles from external files, similar to what Dolphin (gc/wii emulator) and TexMod does.
    It'd be amazing, especially combined with SonMP3. =P
     
  2. Liliam

    Liliam

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    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.

    This is honestly the only reason keeping me from using Gens/GS over Fusion, apart from the video capture feature (which, while not necessary, is very convenient).

    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.
     
  3. It would be nice if the pause wasn't blue and if there was rerecording.
     
  4. theocas

    theocas

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    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.
     
  5. Scarred Sun

    Scarred Sun

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    Mega Mouse support. It's one of the few things that Fusion supports but Gens does not.
     
  6. GerbilSoft

    GerbilSoft

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    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.

    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.

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

    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.
     
  7. Well.

    [​IMG]

    Ahem. If you please.
     
  8. steveswede

    steveswede

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    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?
     
  9. Hivebrain

    Hivebrain

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    Support for Master System games and some Mega Drive-based arcade systems (e.g. Mega-Tech and System C).
     
  10. PsychoSk8r

    PsychoSk8r

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    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
     
  11. Selbi

    Selbi

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    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
     
  12. nineko

    nineko

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    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
    [​IMG]
     
  13. DigitalDuck

    DigitalDuck

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    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.
     
  14. GerbilSoft

    GerbilSoft

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

    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.
     
  15. Selbi

    Selbi

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    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).
     
  16. GerbilSoft

    GerbilSoft

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    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).

    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. >_>
     
  17. Bgvanbur

    Bgvanbur

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    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).
     
  18. Eduardo Knuckles

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    Hm... Movie recording?
     
  19. MathUser

    MathUser

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    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.
     
  20. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    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?