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-   -   EmuMaster 0.3.0 (https://talk.maemo.org/showthread.php?t=81136)

bmate 2012-04-06 16:29

Re: EmuMaster 0.3.0
 
That was it. I've written Pokemon with an "é", switched it to regular "e" and it's working now. Thanks!

I also noticed that when you open up the settings during emulation, the screen will tear in the middle if you scroll up or down.

RazorNoobish 2012-04-06 17:47

Re: EmuMaster 0.3.0
 
I love the new update! But there's one thing I can't figure out yet, for example, I'm now able to run Pokemon Fire Red (128KB) and I can save the game; the thing is that if I close and re-open the game there's no saved game. Am I missing or doing something wrong?

elemental 2012-04-06 17:48

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by bmate (Post 1188891)
That was it. I've written Pokemon with an "é", switched it to regular "e" and it's working now. Thanks!

I also noticed that when you open up the settings during emulation, the screen will tear in the middle if you scroll up or down.

I know about it. It happens only first time, i.e. when you switch back and pause again, the tear won't be here. I don't know why gpu chip is confused in this situation.

elemental 2012-04-06 17:51

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by RazorNoobish (Post 1188920)
I love the new update! But there's one thing I can't figure out yet, for example, I'm now able to run Pokemon Fire Red (128KB) and I can save the game; the thing is that if I close and re-open the game there's no saved game. Am I missing or doing something wrong?

Do you save it directly from settings by "Save in New Slot" ?

RazorNoobish 2012-04-06 17:52

Re: EmuMaster 0.3.0
 
No, that's the weird thing. I'm saving directly from the game.

elemental 2012-04-06 17:54

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by RazorNoobish (Post 1188924)
No, that's the weird thing. I'm saving directly from the game.

What means directly from the game? By exit button? Did you disable "Auto Save/Load" option?

RazorNoobish 2012-04-06 17:58

Re: EmuMaster 0.3.0
 
I mean that I press Start and save the game like you'd do on a Gameboy and when I exit and re-open the ROM there's no saved game. And yes, I disabled the auto save/load option.

elemental 2012-04-06 18:00

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by RazorNoobish (Post 1188927)
I mean that I press Start and save the game like you'd do on a Gameboy and when I exit and re-open the ROM there's no saved game. And yes, I disabled the auto save/load option.

The flash is stored in the state, not in some another file.

RazorNoobish 2012-04-06 18:03

Re: EmuMaster 0.3.0
 
You mean the only way to save a game is via emumaster?

elemental 2012-04-06 18:04

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by RazorNoobish (Post 1188932)
You mean the only way to save a game is via emumaster?

Yes, only via EmuMaster

RazorNoobish 2012-04-06 18:08

Re: EmuMaster 0.3.0
 
Is there a way to modify that? Because the conflict with some GBA games was that at a certain point when you finished a part of the game, it would restart and due to the lack of 128KB save type you wouldn't be able to continue because you could only save through the emulator.

elemental 2012-04-06 18:23

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by RazorNoobish (Post 1188935)
Is there a way to modify that? Because the conflict with some GBA games was that at a certain point when you finished a part of the game, it would restart and due to the lack of 128KB save type you wouldn't be able to continue because you could only save through the emulator.

Do you want to import save from old version with flash size 64KB to the new version with 128KB flash? I am sorry, but I have bad info for you. It is possible, but it's hard and it's ugly- I won't support something like this. When emulated hardware differs, states are not compatible. That is why it's called "Advanced Launch". Of course I apologize I didn't implemented 128KB flash support first time.

RazorNoobish 2012-04-06 18:38

Re: EmuMaster 0.3.0
 
No, that's not what I meant. I'm ok with starting a new game, it's no big deal. What I wonder if it'd be possible to save the game without using the save slots in the emulator, but using the save option in the ROM.

elemental 2012-04-06 18:44

Re: EmuMaster 0.3.0
 
Well, it can be done. I can add an option in GBA settings to store/restore flash content to another file. But I don't know really why it is an isssue. The flash content is loaded from the state. Is it time related, please tell me.

RazorNoobish 2012-04-06 18:47

Re: EmuMaster 0.3.0
 
The thing is that at some point the game will restart itself and you'd have to select the option "Continue game". If I'd save only via the emulator, the option "Continue game" will not appear and if I try to load the saved game on the emulator slot I'd be on an endless loop.

elemental 2012-04-06 18:49

Re: EmuMaster 0.3.0
 
Are you trying to say that in-game GBA save (not emulator save) do not work at all?

RazorNoobish 2012-04-06 18:53

Re: EmuMaster 0.3.0
 
Exactly, sometimes I can't express myself well :) . I've tried several times, changing some settings but, in the end, it starts a new game.

elemental 2012-04-06 18:56

Re: EmuMaster 0.3.0
 
OK, I will check it in the next week. Added to bugtracker, so I won't forget. Thank you for reporting

RazorNoobish 2012-04-06 18:59

Re: EmuMaster 0.3.0
 
Thank you for your work and for replying ultra-fast!

Arie 2012-04-06 22:45

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by elemental (Post 1188733)
In the new version flash size is automatically detected for some games, and Pokemon games are happy when they have 128KB flash. I suppose this is a problem, and when you want to load a game from previous version a message appers: "Configuration of loaded state differs from the current one. Mismatch in gbaMem.flashDevice". Is it true? To make it work: select a game and go to "Advanced Launch" page and select "Macronix 64KB" flash. Click on "Run". The options from "Advanced Launch" are saved in states, so save game once and you don't need to change things in "Advanced Launch" again.

Please next time be precise, write which version are you using and write exact message which appears, and what exactly happens, I don't want to guess every time. Thank you.

After loading and trying to save it says:

Saving state failed: Could not open file for writing.

What do I do now?

HtheB 2012-04-07 00:14

Re: EmuMaster 0.3.0
 
Thnx for the new version elemental!

I've got a feature request:
Can you add (seperate) key config for each console?
because its confusing while playing sega games and snes games.
(sega:abc xyz
snes: ab xy)

I like to have my buttons different assigned on each console.
This way, it's easier to play games with the different "controllers".

Hariainm 2012-04-07 00:45

Re: EmuMaster 0.3.0
 
please can you bring back bilinear filtering option? 2xSai & other filters are slooow (in Advance Wars, it drops from 60fps bilinear fskip 0 in 0.2.2 to 30fps 2xSai fskip 0 )

josuema 2012-04-07 01:17

Re: EmuMaster 0.3.0
 
How can i use gameshark codes on GBA games?

bltcool 2012-04-07 02:13

Re: EmuMaster 0.3.0
 
^same, seem like the cheat adding wont let me add/save any of the gameshark code i put in

elemental 2012-04-07 06:53

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by josuema (Post 1189076)
How can i use gameshark codes on GBA games?

As I said in "changelog" post gameshark codes are not fully functional yet. It accepts only PARv1 and PARv3 codes, but support for it is not fully implemented. As I said, better not to use it now.

elemental 2012-04-07 07:14

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by Hariainm (Post 1189073)
please can you bring back bilinear filtering option? 2xSai & other filters are slooow (in Advance Wars, it drops from 60fps bilinear fskip 0 in 0.2.2 to 30fps 2xSai fskip 0 )

I can, but honestly is it worth to do this? For me BF images are blured with colors a bit off. I was really disappointed one time playing game and asking myself why it looks so bad - it was BF fault really.

elemental 2012-04-07 07:14

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by Arie (Post 1189042)
After loading and trying to save it says:

Saving state failed: Could not open file for writing.

What do I do now?

Did you use "Save in New Slot" or "Overwrite" exisiting one?

elemental 2012-04-07 07:20

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by HtheB (Post 1189065)
Thnx for the new version elemental!

I've got a feature request:
Can you add (seperate) key config for each console?
because its confusing while playing sega games and snes games.
(sega:abc xyz
snes: ab xy)

I like to have my buttons different assigned on each console.
This way, it's easier to play games with the different "controllers".

It's really hard with current implementation to differentiate buttons on touchscreen for each console. And it's a minor thing for me, if it will be redesigned it will be definitely not in the next two releases. For now you have to use A,B,X,Y,L,R to use all sega buttons, sorry.

Arie 2012-04-07 07:23

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by elemental (Post 1189143)
Did you use "Save in New Slot" or "Overwrite" exisiting one?

Save in new slot.

elemental 2012-04-07 07:30

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by Arie (Post 1189150)
Save in new slot.

Have you had any problems saving states (by "Save in New Slot") in previous versions of EmuMaster with this particular game?

Arie 2012-04-07 07:46

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by elemental (Post 1189157)
Have you had any problems saving states (by "Save in New Slot") in previous versions of EmuMaster with this particular game?

No
<10 Char>

elemental 2012-04-07 07:53

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by Arie (Post 1189163)
No
<10 Char>

Well, I can make a special version with some more debug info. But it will require from you to have some basic terminal skills. I will send you this version through PM, OK?

Arie 2012-04-07 07:53

Re: EmuMaster 0.3.0
 
I have more than basic terminal skills, ok

HtheB 2012-04-07 11:09

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by elemental (Post 1189148)
It's really hard with current implementation to differentiate buttons on touchscreen for each console. And it's a minor thing for me, if it will be redesigned it will be definitely not in the next two releases. For now you have to use A,B,X,Y,L,R to use all sega buttons, sorry.

I didn't mean for the touchscreen, but for the keyboard on the N950. if you make it possible to assign the missing sega keys (C , Z and the Mode button) it should be done already :)

Donation on the way for this feature!

elemental 2012-04-07 11:14

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by HtheB (Post 1189226)
I didn't mean for the touchscreen, but for the keyboard on the N950. if you make it possible to assign the missing sega keys (C , Z and the Mode button) it should be done already :)

Donation on the way for this feature!

Yes, It's done already
Sega|Keyboard
A = A
B = B
C = X
X = Y
Y = L1
Z = R1
Mode = Select
Start = Start

Edit: It should be in wiki, but I want to spend my time on different things now.

HtheB 2012-04-07 12:07

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by elemental (Post 1189227)
Yes, It's done already
Sega|Keyboard
A = A
B = B
C = X
X = Y
Y = L1
Z = R1
Mode = Select
Start = Start

Edit: It should be in wiki, but I want to spend my time on different things now.

I already figured that out :p
but I actually wanted a real different button, like this:
A = A
B = B
C = C
X = X
Y = Y
Z = Z
Mode = Select
Start = Start

I assigned the buttons like it should be on the SNES, but then if you want to play a megadrive game, its a pain in the a** to play, unless I change the keyboard settings. But keeping changing the keyboard is another pain in the a** :(

my button layout:
board
A = Z
B = X
X = A
Y = S
R1 = Q
L1 =W
R2 = E
L2 = R
Select = P
Start = Enter

As you can see, this isn't confortable with the sega games. Hope you understand my point of view and hope you will add this feature to make life easier :D

Edit:
Sound bug for the genesis:
Don't know if this has been mentioned before, somehow, the music and sound is messed up with the game "Crack Down" for the genesis. Tried different roms, all the same.
Hope you can look at this aswell. Thanks !

elemental 2012-04-07 12:19

Re: EmuMaster 0.3.0
 
OK, it can be done. If I add C, Z in keyboard configuration would it satisfy you? I think Mode=Select is adequate

HtheB 2012-04-07 14:05

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by elemental (Post 1189255)
OK, it can be done. If I add C, Z in keyboard configuration would it satisfy you? I think Mode=Select is adequate

Yes, would be great! :)

Edit:
Maybe if you change the text "Select" into "Select/Mode" by the key config would be clever :p

Hariainm 2012-04-07 15:55

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by elemental (Post 1189142)
I can, but honestly is it worth to do this? For me BF images are blured with colors a bit off. I was really disappointed one time playing game and asking myself why it looks so bad - it was BF fault really.

Sure, i know the colours aren't ok, but i prefer that filter at 60fps than anyone of the new filters at 22fps, it's kind of laggy :( Tested with Advance Wars with frameskip 0, hq2x gives 7fps! at last leave it as an option.
And BTW, what about a simple 2X filter? will it improve performance?

elemental 2012-04-07 16:04

Re: EmuMaster 0.3.0
 
Quote:

Originally Posted by Hariainm (Post 1189346)
Sure, i know the colours aren't ok, but i prefer that filter at 60fps than anyone of the new filters at 22fps, it's kind of laggy :( Tested with Advance Wars with frameskip 0, hq2x gives 7fps! at last leave it as an option.
And BTW, what about a simple 2X filter? will it improve performance?

OK, I will revert it, but the option will be only visible in global settings, default off. 2xSal is one of the simplest, it takes only 4 pixels from sampler and does only couple of calculations. It's all because gpu is not much powerful to handle this.


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