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Mednafen 0.9.21-WIP [message #2455] | Sun, 01 April 2012 06:31 | |||
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Especially notable end-user-visible changes with this release:
mednafen-0.9.21-wip-win32.zip SHA1: 57dc559e8d58177ee9f4a20c67809dc48fcd56a0 mednafen-0.9.21-wip.tar.bz2 SHA1: 983c349ca991190363b713ac8abf7ae78b081a21 [Updated on: Fri, 14 November 2014 21:55] | ||||
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Re: Mednafen 0.9.21-WIP [message #2458 is a reply to message #2455 ] | Mon, 02 April 2012 16:57 | |||
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Another great update, thanks! Here are a couple of patches I'm using in the Debian package: --- mednafen.orig/src/ngp/TLCS-900h/TLCS900h_disassemble.cpp +++ mednafen/src/ngp/TLCS-900h/TLCS900h_disassemble.cpp @@ -209,7 +209,7 @@ if (size == 0 && first == 0xC7) { - sprintf(str_r, extra); + sprintf(str_r, "%s", extra); return; } fixes an error when building with "hardening" options, and --- mednafen.orig/src/cdrom/cdromif.cpp +++ mednafen/src/cdrom/cdromif.cpp @@ -344,7 +344,7 @@ if(UnrecoverableError) { - memset(buf, 2352 + 96, 0); + memset(buf, 0, 2352 + 96); return(false); } fixes an apparently incorrect memset call. Regards, Stephen | ||||
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Re: Mednafen 0.9.21-WIP [message #2459 is a reply to message #2455 ] | Wed, 04 April 2012 00:24 | ||||
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psx working great, it just needs an eject disc feature for multi-disc games. | |||||
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Re: Mednafen 0.9.21-WIP [message #2460 is a reply to message #2455 ] | Wed, 04 April 2012 08:10 | |||
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There is, read the documentation! http://mednafen.sourceforge.net/documentation/09x/mednafen.html#Core+Features%01CD-ROM+Emulation%01Multiple-CD+Games | ||||
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Re: Mednafen 0.9.21-WIP [message #2463 is a reply to message #2455 ] | Sat, 07 April 2012 17:46 | |||
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Another great release. I suggest the following improvements: * Add L3 and R3 buttons, as well as vibration support, to fully emulate the Dual Shock controller. This is important for games such as Ape Escape and Silent Hill. * Add gamma ramp (like in bsnes) or an "ideal" palette for all systems that mednafen emulates. * Add a "skip BIOS" feature so that we don't have to watch the BIOS animation every time we emulate certain systems. * Add the ability to assign more than one gamepad button to a command. This is useful on an HTPC for example. Btw, have you looked into gpuBladeSoft? It has one really nice feature: it can at least partially fix the geometry issues that 3D PS1 games have. I don't mind the low resolution, but the jumping polygons in PS1 games can really annoy me. The plugin is unfortunately closed-source, but I'm sure edgbla would be willing to provide some info about the issue: http://forum.emu-russia.net/viewtopic.php?f=29&t=1188 Oh, and I suspect Tales of Symphonia for the PS1 has the wrong sounds in menus. You should be able to see it just by navigating one of the in-game menus and comparing the sounds to a real PS1. Thanks. | ||||
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Re: Mednafen 0.9.21-WIP [message #2464 is a reply to message #2455 ] | Sat, 07 April 2012 21:24 | |||
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Tales of Symphonia? | ||||
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Re: Mednafen 0.9.21-WIP [message #2465 is a reply to message #2464 ] | Sun, 08 April 2012 05:54 | |||
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Sorry about that. XD I meant Tales of Phantasia.. I always confuse the two for some reason. | ||||
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Re: Mednafen 0.9.21-WIP [message #2466 is a reply to message #2455 ] | Sun, 08 April 2012 13:33 | |||
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All right, I've added L3 and R3 emulation into my private development copy, it'll be in the next WIP release. Thanks for reminding me of those sneaky little hidden buttons. Skipping the BIOS is probably better achieved by hacking the BIOS firmware, so any emulator can take advantage of it. Skipping artificially-lengthy parts of the BIOS startup procedure could cause compatibility issues with poorly-written games, so I am a bit reluctant to do even BIOS firmware hacking... You can already assign more than one gamepad button to a command. You press all the physical buttons you want to assign to the command, then you press the last button you pressed again to mark the end of configuration for that command. At this point, GPU "enhancements" are just going to messy up the code more and make it more difficult to increase GPU accuracy, so I'm not really interested in them right now. Maybe when I get all the drawing algorithms closer to correct, and start working on SIMD optimizations, I'll look into enhancements. What causes you to suspect that the Tales of Phantasia menu sounds are wrong? Are you able to compare it to a real PS1 yourself? (I don't have a ToP CD nor a way to play it if I did) | ||||
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Re: Mednafen 0.9.21-WIP [message #2469 is a reply to message #2466 ] | Mon, 09 April 2012 04:57 | |||
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They're easy to miss. How would I go about doing this with the exit command? I would like to make several simultaneous presses trigger mednafen to exit, but last time I played with the config file it just reverted to one button no matter what I did. I've tested Tales of Phantasia with the P.E.Op.S SPU plugin in PCSXR and the menus sound almost identical to the PSP version on my PSP. In mednafen they sound different. I do have a real modded PS1, but last time I tried burning the game I got errors. I'll see what I can do to test it further. | ||||
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Re: Mednafen 0.9.21-WIP [message #2472 is a reply to message #2455 ] | Mon, 09 April 2012 11:13 | |||
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Oh, I misunderstood what you wanted. I thought you wanted multiple buttons to be able to cause an exit, but you want an exit to require multiple buttons to be pressed at once to exit, right? I'll look into adding that feature, though I'm not sure how I'd fit it into the current input configuration process(IE you'd have to edit the config file directly).
[Updated on: Mon, 09 April 2012 11:16] | ||||
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Re: Mednafen 0.9.21-WIP [message #2479 is a reply to message #2472 ] | Thu, 12 April 2012 06:53 | |||
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I can't believe how clumsy I am. I have somehow lost the power adapter for my PS1 console! Sorry, but without that there is no way for me to do any testing on the real console. :S Yeah, that's what I meant. I don't mind if I have to configure it manually in the config file. I only need it for one command now, so it's a one-time thing. Please do provide instructions if you implement the feature though. Thanks. | ||||
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Re: Mednafen 0.9.21-WIP [message #2481 is a reply to message #2455 ] | Sat, 14 April 2012 15:51 | |||
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PSX emulation is getting awesome. I've finished a few games with mednafen now. Keep up the good work... I think it would be awesome to be able to turn off dithering though. Unless that's a design decision, and it needs to output as accurately as possible... | ||||
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Re: Mednafen 0.9.21-WIP [message #2500 is a reply to message #2455 ] | Sun, 29 April 2012 07:43 | |||
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I finally retrieved my power adapter. I can confirm that on my PS1, the menu sounds are different from what they sound like in mednafen. | ||||
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Re: Mednafen 0.9.21-WIP [message #2501 is a reply to message #2455 ] | Sun, 29 April 2012 08:02 | |||
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Could you record them so I have a reference? | ||||
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Re: Mednafen 0.9.21-WIP [message #2502 is a reply to message #2501 ] | Sun, 29 April 2012 08:51 | |||
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How would I go about recording? I Don't have a video camera or other fancy equipment. Maybe I could try pointing a mic toward one of the speakers, though I'm not sure how usable the result would be. | ||||
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Re: Mednafen 0.9.21-WIP [message #2503 is a reply to message #2455 ] | Sun, 29 April 2012 09:14 | |||
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You'd use something like this: http://www.google.com/products/catalog?q=3.5mm+to+rca&hl=en&prmd=imvns&bav=on.2,or.r_gc.r_pw.r_qf.,cf.osb&biw=1260&bih=625&um=1&ie=UTF-8&tbm=shop&cid=13706239890100504817&sa=X&ei=e06dT7mJK6qaiQKLnYmfAQ&ved=0CJcBEPMCMAI and plug it into the line-in(not microphone) port on your sound card or computer. | ||||
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Re: Mednafen 0.9.21-WIP [message #2504 is a reply to message #2503 ] | Sun, 29 April 2012 09:28 | |||
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3,5mm to RCA Stereo, I can get one of those. Do you mean the port where headphones and PC speakers are usually connected? Because that sounds backwards. | ||||
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Re: Mednafen 0.9.21-WIP [message #2505 is a reply to message #2455 ] | Sun, 29 April 2012 09:41 | |||
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Never mind, I think I found it. It only seems to exist on my desktop. | ||||
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Re: Mednafen 0.9.21-WIP [message #2509 is a reply to message #2455 ] | Wed, 02 May 2012 04:57 | |||
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Just got the cables today, and here you go: http://www.2shared.com/complete/DEn9v5cv/TOP_menu_real_PS1.html You can hear the intro music that comes up after the opening video, and then I go to New Game and navigate the menu there. Do you have any way of comparing this with mednafen, or should I record mednafen too? | ||||
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Re: Mednafen 0.9.21-WIP [message #2510 is a reply to message #2455 ] | Wed, 02 May 2012 10:15 | |||
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Nah, that's not necessary. I think I've identified the problem, but I still need to run tests on my PS1 to confirm a few things. Thanks for reporting the bug and recording the sound samples. [Updated on: Wed, 02 May 2012 10:15] | ||||
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Re: Mednafen 0.9.21-WIP [message #2515 is a reply to message #2455 ] | Mon, 07 May 2012 19:09 | |||
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Anyone having trouble compiling on MacOS Lion? I can compile 0.9.19 without problems. Trying to compile 0.9.21 gives the following error:g++ -DLOCALEDIR=\"/usr/local/share/locale\" -DHAVE_CONFIG_H -ffast-math -I/opt/local/include/SDL -D_GNU_SOURCE=1 -D_THREAD_SAFE -I../../include -I../../intl -I../.. -I/opt/local/include -I/opt/local/include -I/opt/local/include -fsigned-char -Wall -Winline -Wshadow -Wempty-body -Wignored-qualifiers -g -O2 -fomit-frame-pointer -finline-limit=6000 --param large-function-growth=800 --param inline-unit-growth=175 --param max-inline-insns-single=10000 -fno-strict-overflow -MT memdebugger.o -MD -MP -MF $depbase.Tpo -c -o memdebugger.o memdebugger.cpp &&\ mv -f $depbase.Tpo $depbase.Po memdebugger.cpp: In member function 'virtual void MemDebuggerPrompt::TheEnd(const string&)': memdebugger.cpp:420:25: error: 'ICONV_CONST' was not declared in this scope memdebugger.cpp:420:37: error: expected ')' before 'char' memdebugger.cpp: In function 'void MemDebugger_Draw(SDL_Surface*, const SDL_Rect*, const SDL_Rect*)': memdebugger.cpp:749:24: error: 'ICONV_CONST' was not declared in this scope memdebugger.cpp:749:36: error: expected ')' before 'char' memdebugger.cpp: In function 'int MemDebugger_Event(const SDL_Event*)': memdebugger.cpp:902:45: error: 'ICONV_CONST' was not declared in this scope memdebugger.cpp:902:57: error: expected ')' before 'char' make[2]: *** [memdebugger.o] Error 1 make[1]: *** [all-recursive] Error 1 make: *** [all-recursive] Error 1 | ||||
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Re: Mednafen 0.9.21-WIP [message #2518 is a reply to message #2455 ] | Tue, 15 May 2012 07:29 | |||
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I have two more issues to report now. I don't know how much I can help here since I have neither a real GBA nor a video camera, but I took some screenshots and pictures (with a normal camera aimed at the TV). First, there seems to be a glitch in the menu in Chinmoku no Iseki: Estpolis Gaiden (GBA) after the title screen in mednafen. This doesn't seem to happen in any emulator that is not based on VBA. Also, in Final Fantasy IX (PS1), the battle cursor is blinking in mednafen when you're about to select a target, whereas on my PS1 and my PS2 there's a different effect, kind of resembling scanlines. I attached the screenshots and pictures in a zip file here: http://www.2shared.com/file/oKwi4309/issues.html | ||||
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Re: Mednafen 0.9.21-WIP [message #2519 is a reply to message #2455 ] | Tue, 15 May 2012 07:43 | |||
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RE FF9, it's most likely a bug with your TV set or tuner that's erroneously treating 240p as if it were 480i. | ||||
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Re: Mednafen 0.9.21-WIP [message #2520 is a reply to message #2519 ] | Wed, 16 May 2012 18:45 | |||
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It might be. The TV does report 480i when I play games in 240p. Do note though that the cursor is blinking when I'm trying to load a save (Just not when selecting a target in battles). Anyway, I don't know a lot about the TV's inner workings or interlaced vs progressive. If you have access to the game it's probably better if you can test it yourself and see. | ||||
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Re: Mednafen 0.9.21-WIP [message #2530 is a reply to message #2455 ] | Sat, 26 May 2012 02:13 | |||
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Oops. Please ignore this post. It was meant for the 0.9.22 thread. Sorry.
(Size: 0.66KB, Downloaded 249 time(s)) [Updated on: Sat, 26 May 2012 08:39] | ||||
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