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GCW Zero => Development => Topic started by: Shin-NiL on September 13, 2013, 02:27:05 am

Title: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Shin-NiL on September 13, 2013, 02:27:05 am
This build is meant to test the performance of problematic games. As I do not have time available to perform such tests, I'm providing it for those interested.


I've tested Sonic 2 (Genesis), Sonic (Master System) and Ultimate Mortal Kombat 3 (Genesis). All appeared to run at full speed.

Latest Builds
https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0/downloads

Source code
https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0/


New opk build (22-feb-2015) [Special thanks to David Knight]:
What's new
* Merged A-stick and Lock-on code
* Fixed alignment issues in Remap menu
* Added frameskip option (useful for fmv sequences in MegaCD games)
* Filenames now used in savestates
* Changed from Tremor to Vorbis library
* Quicksave with SELECT+L, quickload with SELECT+R
* Changed menu access to START+SELECT, Default SELECT = mode
* Changed to free icon (thanks to Gab1975)



For lock-ons
Rename each binary file as follows:
Game Genie: "/usr/local/home/.genplus/lock-on/ggenie.bin"
Action Replay:  "/usr/local/home/.genplus/lock-on/areplay.bin"
Sonic & Knuckles:  "/usr/local/home/.genplus/lock-on/sk.bin" and /usr/local/home/.genplus/lock-on/sk2chip.bin additional info (https://code.google.com/p/genplus-gx/issues/detail?id=336)


*After changing the lock-on option, you must reload the game rom.

For Sega CD you need to put bios files and rename them:
"/usr/local/home/.genplus/bios/bios_CD_U.bin"
"/usr/local/home/.genplus/bios/bios_CD_E.bin"
"/usr/local/home/.genplus/bios/bios_CD_J.bin"


Quote
History

New opk build (22-feb-2015) [Special thanks to David Knight]:
* Added menu transparent background to improve text readability
* Turned off repeat button presses in the menu
* Added Misc option to toggle auto resume when save/loading
* Fixed snapshot not visible when scaling turned off bug
* Lock-on support added through misc menu (Game Genie, Action Replay, Sonic & Knuckles)

(15-feb-2015) [Special thanks to David Knight]:
What's new
* Graphics options
  - Scaling (IPU)
  - Keep aspect ratio
  - Enable scanlines (Game Gear only)
* Remap buttons
* All configurations is now saved

(12-feb-2015) [all coding credits to David Knight]:
What's new
* Nice gui menu added (select to open)
    - background changes according to the current system
    - remap buttons doesn't work yet
* IPU Scaling for all systems
    - enable/disable through "Graphics options" item menu
    - while enabled, you can change aspect ratio pressing Power + A

(09-feb-2015):
What's new
* Triple buffering (some real speed gain here, thanks Awakened for the tip)
* New buttons combinations (see below)

Title: Re: Genesis Plus GX - Experimental Build
Post by: fosamax on September 13, 2013, 10:30:56 am
Is there 32X and Mega CD support in the build, as well as SVP support ?

If so can you test :
- Silpheed (MCD)
- Sonic CD (MCD)
- Virtua Racing (MD)
- Virtua Racing (32X)
- Knucles Chaotix (32X)

Thanks
Title: Re: Genesis Plus GX - Experimental Build
Post by: Surkow on September 13, 2013, 11:10:58 am
[...]
* it's not packaged in opk, it's a dge file, so you should know how to use this type of file.
[...]
Linux binaries don't use extensions. "dge" is just an arbitrary extension used in legacy Dingux.
Title: Re: Genesis Plus GX - Experimental Build
Post by: segakiki on September 13, 2013, 02:18:16 pm
Works good.
Even FM sound on Mastersystem games!
I have tried Virtua Racing (MD) it runs ok but is very slow/choppy.
Title: Re: Genesis Plus GX - Experimental Build
Post by: Shin-NiL on September 13, 2013, 03:07:19 pm
Is there 32X and Mega CD support in the build, as well as SVP support ?

If so can you test :
- Silpheed (MCD)
- Sonic CD (MCD)
- Virtua Racing (MD)
- Virtua Racing (32X)
- Knucles Chaotix (32X)

Thanks
There's Sega CD & SVP support, but no 32X. I have not tested any Sega CD game though...

[...]
* it's not packaged in opk, it's a dge file, so you should know how to use this type of file.
[...]
Linux binaries don't use extensions. "dge" is just an arbitrary extension used in legacy Dingux.
I just wanted to make clear that it was not packaged in opk, so I just followed the convention of Dingux binaries.

Works good.
Even FM sound on Mastersystem games!
I have tried Virtua Racing (MD) it runs ok but is very slow/choppy.

Thank you, I'll try Virtua Racing tonight.
Title: Re: Genesis Plus GX - Experimental Build
Post by: qbertaddict on September 17, 2013, 12:37:12 am
whats the needed format for sega cd games and what directory does the bios need to be in? So far everything runs awesome. Nice job

Title: Re: Genesis Plus GX - Experimental Build
Post by: Shin-NiL on September 17, 2013, 01:00:47 am
According to documentation it supports CUE+BIN, ISO+OGG & ISO+WAV CD image files. I can't access the source code now, but you can try put the bios in the same directory the emulator is. I haven't tested any Sega CD game yet.
Title: Re: Genesis Plus GX - Experimental Build
Post by: qbertaddict on September 18, 2013, 12:57:48 am
According to documentation it supports CUE+BIN, ISO+OGG & ISO+WAV CD image files. I can't access the source code now, but you can try put the bios in the same directory the emulator is. I haven't tested any Sega CD game yet.
I tried reading the docs and renaming the bios to the name it requests and tried putting it in the root directory. I just get a black screen. Output logs show nothing. I'd like to do a video of this but want to test cd first
Title: Re: Genesis Plus GX - Experimental Build
Post by: Shin-NiL on September 18, 2013, 12:21:45 pm
I've checked the source code.

Your bios files must be in the same directory as the emulator is and must be named this way, according its region:
"bios_CD_U.bin"
"bios_CD_E.bin"
"bios_CD_J.bin"


Let me know the results, please.
Title: Re: Genesis Plus GX - Experimental Build
Post by: qbertaddict on September 19, 2013, 05:04:06 am
Thanks! I got it working. Actual gameplay speed is good but video and cutscenes skip from time to time.
Title: Re: Genesis Plus GX - Experimental Build
Post by: trisoret on September 19, 2013, 11:34:44 am
I can't wait for the "official" release of Genesis Plus GX on the Zero!
Title: Re: Genesis Plus GX - Experimental Build
Post by: doglush on September 20, 2013, 10:26:25 am
@Shin-NiL: Great job.
Tested with this file :
ftp://ftp.untergrund.net/users/kabuto/parties/2013/evoke/titan-overdrivemegademo.zip
Because it push megadrive to limits and it's free.

You can see this video to make a comparison:
http://www.youtube.com/watch?v=iQqJm14sHRY

little slowdown sometime, but work better than PicoDrive 1.35.
Thanks.
Title: Re: Genesis Plus GX - Experimental Build
Post by: SuperMarcoVer on September 20, 2013, 10:43:51 am
Crazy song! Great demo!
Title: Re: Genesis Plus GX - Experimental Build
Post by: Shin-NiL on September 20, 2013, 12:24:23 pm
Thanks! I got it working. Actual gameplay speed is good but video and cutscenes skip from time to time.
Thanks qbert, I'll investigate what could be causing these, since it's unlikely a processor overhead.

I can't wait for the "official" release of Genesis Plus GX on the Zero!
This may take some time ;)

@Shin-NiL: Great job.
Tested with this file :
ftp://ftp.untergrund.net/users/kabuto/parties/2013/evoke/titan-overdrivemegademo.zip
Because it push megadrive to limits and it's free.

You can see this video to make a comparison:
http://www.youtube.com/watch?v=iQqJm14sHRY

little slowdown sometime, but work better than PicoDrive 1.35.
Thanks.

Thanks for the demo! I'll use it for profiling ;D
Title: Genesis Plus GX - Experimental Build
Post by: MacDonals on October 10, 2013, 04:27:55 pm
I'm happy to report that Gain Ground works fantastically.  However you got full screen with the correct aspect ratio working, it looks stellar.

Kid Chameleon's sound is better on Genesis Plus GX than on PicoDrive.  PicoDrive is tinny and has some "bleeps and bloops" in it.

Edit: this is awesome. It plays the Super Fighter Team (http://www.superfighter.com) games!  PicoDrive cannot play these.
Title: Re: Genesis Plus GX - Experimental Build
Post by: TimeDevouncer on October 11, 2014, 05:08:16 pm
I need help. This emulator runs great in the last firmware, but I have accidentally deleted and now i can't re-install Gen Plus GX on my Zero ???.

I try to rename Genplusgx.dge into genplus.elf, use telnet for give it permission ("chmod +x genplusgx.elf"), and I put in my emulators section...but doesn't work.

Anyone can help me, please?

EDIT

It Works, I've deleted and reinstalled with filezilla and now works :)
Title: Re: Genesis Plus GX - Experimental Build
Post by: xXFrostXx on January 31, 2015, 04:14:53 am
Mind adding save/load state support and releasing an opk of this?
I know Picodrive is available, but due to its lack of accepting command line, com64 and I can't support it in our ES port. We feel this would be better.

Here's our project thread: http://boards.dingoonity.org/gcw-development/emulation-station/new/#new

State functions are preferred because we plan to add in a menu that comes from ES and has the option.
Title: Re: Genesis Plus GX - Experimental Build
Post by: David Knight on January 31, 2015, 08:14:16 am
Surely it would be easier to add command line file loading to Picodrive then to start from scratch with another emulator.

I've not looked at the code but it's trivial to accept a file path argument at runtime, it's then just a question of autoloading the rom instead of going to the menu screen.
Title: Re: Genesis Plus GX - Experimental Build
Post by: xXFrostXx on January 31, 2015, 04:10:11 pm
Surely it would be easier to add command line file loading to Picodrive then to start from scratch with another emulator.

I've not looked at the code but it's trivial to accept a file path argument at runtime, it's then just a question of autoloading the rom instead of going to the menu screen.

Pcercuei did get back to me. He said we would need to fix Picodrive's metadata. I'd have to see how exactly.
Title: Re: Genesis Plus GX - Experimental Build
Post by: David Knight on January 31, 2015, 07:12:38 pm
Erm...

Picodrive DOES support CLI file loading, I just tried it unpackaged and it works fine for .bin and .zip files. The problem is the default.gcw0.desktop file needs to have %f after the executable.

Code: [Select]
Exec=Picodrive %f
So it should just need a simple repackaging.
Title: Re: Genesis Plus GX - Experimental Build
Post by: pcercuei on January 31, 2015, 10:11:18 pm
Try with %F, it *should* make the OPK work with or without a ROM passed on the command line.
Title: Re: Genesis Plus GX - Experimental Build
Post by: David Knight on January 31, 2015, 11:25:17 pm
Try with %F, it *should* make the OPK work with or without a ROM passed on the command line.

%f is for single files, %F is for multiple files. %f should be used here.

Source:
http://standards.freedesktop.org/desktop-entry-spec/desktop-entry-spec-latest.html
Title: Re: Genesis Plus GX - Experimental Build
Post by: pcercuei on January 31, 2015, 11:33:13 pm
%f is for exactly one file. %F is for zero or multiple files.
Title: Re: Genesis Plus GX - Experimental Build
Post by: Juan on February 01, 2015, 03:04:18 pm
Good to see GenPlus GX ported, it's Mega Drive emulation at its best ;D
Title: Re: Genesis Plus GX - Experimental Build
Post by: AskaLangly on February 02, 2015, 11:30:36 pm
I just want to play some Chaotix OTG... great that GX is coming, but... I'm disappointed at 32X-Dingux emu scene atm.
Title: Re: Genesis Plus GX - Experimental Build
Post by: qbertaddict on February 03, 2015, 05:10:04 am
Here is a video of it in action. I hope someone picks up this project. It seems that shin-nil does not want to go further than the dev build.

http://youtu.be/ILIuAmgsCYY
Title: Re: Genesis Plus GX - Experimental Build
Post by: Shin-NiL on February 04, 2015, 10:08:22 am
I'm surprised by the interest in this build, since we already have a stable Sega Genesis emulator available (PicoDrive).

I'm far from GCW-Zero scene for some time, due to lack of free time. Maybe I can resume the project, or not, who knows. I just don't want to create false expectations.
Title: Re: Genesis Plus GX - Experimental Build
Post by: kaio on February 04, 2015, 10:18:29 am
Shin-NiL,
I hope you will have a lot of spare time to resume and finish this project!
It will be really good!
Title: Re: Genesis Plus GX - Experimental Build
Post by: Shin-NiL on February 07, 2015, 03:42:55 pm
OPK build with save/load state support added.

I don't know why to use this emulator instead of Picodrive wich is much better :P
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: mauromartins on February 07, 2015, 04:54:26 pm
Shin-NiL, I would beg to differ. I have a Raspberry Pi and Genesis Plus Gx is very superior emulating Master System and good enough emulating Genesis.
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: Shin-NiL on February 07, 2015, 05:10:46 pm
Hello again Mauro, my old friend.

Yeah, maybe it's a good option for SMS, SGG and SG1000 games  ;)
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: Awakened on February 07, 2015, 08:41:17 pm
GX is generally the preferred Gen/SCD/SMS/GG emulator even on high powered PCs for being balanced between accuracy and speed. It's touted as having 100% compatibility (https://code.google.com/p/genplus-gx/wiki/CompatibilityList) with all the system's libraries it emulates. The sound emulation is particularly good; just as good as Kega Fusion's as far as I can tell. Exodus is meant to be more accurate, but it's still a work in progress and supposedly still slow on powerful PCs.

Picodrive is a fine speed emulator, but since the Zero can run most games through GX full speed it seems a waste of the system's potential to use. For a specific, easily noticeable accuracy test, play Sonic 2. The sound effect for the signpost spin at the end of the stage sounds wrong (very harsh) in Picodrive but correct in GX.

I still accidentally exit mid game by hitting select with the bottom of my thumb sometimes, so if you ever do develop this port more that should be one of the first things you change  :-*
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: Kouen Hasuki on February 08, 2015, 12:30:57 pm
Checking out the new build :D

:o

Well for me this is running great and all the problematic sounding games in PicoDrive (some sounds playing off in the likes of Sonic and Chakan or missing in for instance Cosmic Spacehead) are fine!

As a bonus the Master System emulation is far better too AND it is also emulating Game Gear as well! SMS_SDL never quite did a good job of emulating SMS or GG and Picodrive could do SMS but couldn't do GG at all (Color Palette Issues as well as no start button input).

Seriously already LOVE Genesis Plus GX!
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: kaio on February 08, 2015, 02:54:50 pm
Saves works! Great build! Will you plan to add gui?
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: Awakened on February 08, 2015, 09:37:34 pm
Thanks for the update! I'm sure more people will try it out now that it's available in opk.

Here's a list of the features I'd like to see added:

- IPU scaling for 4:3 aspect ratio support (and using more of the screen for GG and SMS)

- Button Remapping

- Maybe triple buffering, if it helps with performance on something like Virtua Racing or the slight sound stutters in some Sega CD games. (added as of 09-02-15 build. Nice performance boost!)
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: Shin-NiL on February 09, 2015, 10:41:09 am
Thanks for reporting, guys. I noted all the suggestions.

Testing Sonic 2, as suggested by our friend Awakened, I could see the difference in the sound. These positive results can serve as motivation to continue the project. We know that a lot needs to be done before the port is acceptable and I will try to do everything possible to implement the new features on my spare time.

I take this opportunity to make a call to any programmer who wants to help ;)
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: care16la20 on February 09, 2015, 02:07:40 pm


Thats great news; Was waiting for the opk to try it out, since Picodrive is not 100% compatible and SMS has some issues with some games (Star Wars; Batman Returns for ex)

Keep it up !
Regards
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: David Knight on February 09, 2015, 07:19:13 pm
Thanks for reporting, guys. I noted all the suggestions.

Testing Sonic 2, as suggested by our friend Awakened, I could see the difference in the sound. These positive results can serve as motivation to continue the project. We know that a lot needs to be done before the port is acceptable and I will try to do everything possible to implement the new features on my spare time.

I take this opportunity to make a call to any programmer who wants to help ;)

You rang?
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Shin-NiL on February 09, 2015, 10:00:00 pm
New build added!

You rang?
PM sent!
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: care16la20 on February 09, 2015, 11:38:52 pm
New build added!

You rang?
PM sent!


Great update !!! Noticed huge speed improvments on Virtua Racing; Will it get to 100% or closer someday with some optimizations?

Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: David Knight on February 10, 2015, 01:58:08 am
- IPU scaling for 4:3 aspect ratio support (and using more of the screen for GG and SMS)

gg and sms IPU scaling added.

There'll be a menu option for this eventually but for now I'll just leave it turned on.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 10, 2015, 02:22:04 am
Great update !!! Noticed huge speed improvments on Virtua Racing; Will it get to 100% or closer someday with some optimizations?

Testing at 30fps it's definitely faster, still some sound stuttering though.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 10, 2015, 06:20:29 am
Shin-NiL, great thanks for the update!
I think you must try add the full "Unified menu"  conception.
From official repo: "Unified menu means that this emulator's menu can be entered with Start+Select or by flicking the Power switch upwards without pressing other buttons".

Here's a list of the features I'd like to see added:
 - Full "Unified menu" conception
 - Several slots for saves states;
 - Game Genie support with external GG ROM.
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: Awakened on February 10, 2015, 06:32:08 am
- IPU scaling for 4:3 aspect ratio support (and using more of the screen for GG and SMS)

gg and sms IPU scaling added.

There'll be a menu option for this eventually but for now I'll just leave it turned on.

Nice! Can a Genesis scaling option be added too? It's only a small vertical difference compared to Nintendo system's 8:7 being stretched to 4:3, but I've gotten used to it. No horizontal black bars and having the "nostalgic" TV aspect is usually how I prefer it now, even if it ends up a little blurry.
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: David Knight on February 10, 2015, 10:01:42 am
- IPU scaling for 4:3 aspect ratio support (and using more of the screen for GG and SMS)

gg and sms IPU scaling added.

There'll be a menu option for this eventually but for now I'll just leave it turned on.

Nice! Can a Genesis scaling option be added too? It's only a small vertical difference compared to Nintendo system's 8:7 being stretched to 4:3, but I've gotten used to it. No horizontal black bars and having the "nostalgic" TV aspect is usually how I prefer it now, even if it ends up a little blurry.

Do you mean fullscreen like with power+A? Yes, that's no problem, I was planning on adding this as it's easy to do. It particularly helps with the gg as it removes the ugly vertical banding.

The great advantage of using the IPU is there is no cpu cost to the emulator, it's still rendering in the same native resolution.

I'll mock up a menu later on today and start populating it.

Scaling works well but struggles with Sonic 2 in 2 player mode*fixed*. I need to set it to auto-detect resolution changes such as this.*done*

Can anyone suggest other titles with alternative screen resolutions to test?
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 10, 2015, 05:56:17 pm
Great job, David!
I think we need to change a config folder from "genplus" to ".genplus".
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 10, 2015, 06:09:36 pm
Can anyone suggest menu options?

So far we have:

1)Graphics Options
    a)Scaling on/off
    b)Keep aspect ratio on/off
2)Save
3)Load
4)Exit menu
5)(spacer)
6)Reset
7)Quit
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 10, 2015, 06:19:28 pm
I think...
1)Load new ROM/ISO
2)Save state
3)Load state
4)Graphics Options
    a)Scaling on/off
    b)Keep aspect ratio on/off
5)Remap buttons
6)Resume game
7)(spacer)
8)Reset game
9)Quit

And what about game genie support? Is it real for Genesis/MD only?
Then we save or load state good to see a text- state saved or state loaded =)
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: computerguy on February 10, 2015, 07:55:41 pm
 David Knight, is there any way to test if a game uses a variable screen resolution?
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Shin-NiL on February 10, 2015, 08:21:13 pm
- Game Genie support with external GG ROM.
It's already supported through cartridge lock-ons, which could be: Game Genie, Action Replay or Sonic & Knuckles. The only problem is that we need a gui to edit these configs as we need to enable only one or none each time.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 10, 2015, 09:41:56 pm
I think...
1)Load new ROM/ISO
Is this option not reduntant as we can simply use the gMenu?
Quote
2)Save state
3)Load state
4)Graphics Options
    a)Scaling on/off
    b)Keep aspect ratio on/off
5)Remap buttons
6)Resume game
7)(spacer)
8)Reset game
9)Quit
Agree with all this.
Quote
And what about game genie support? Is it real for Genesis/MD only?
Then we save or load state good to see a text- state saved or state loaded =)
If should be possible to show an image with the load/save game and multiple slots are quite easy to do.
Loading and saving should be almost instantaneous. Do you need to have a message saying it worked? I suppose a little text in the top-left corner would do the trick.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Jester82 on February 10, 2015, 10:31:53 pm
Will there be a bilinear filtering option?
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 10, 2015, 10:48:41 pm
Will there be a bilinear filtering option?

The IPU uses bilinear filtering, so yes ;)
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 10, 2015, 11:18:39 pm
Does anyone fancy making a 320x240 background for the menu screen?

I'll give extra points if you do one for each emulated system and I'll get the program to display the correct image  ;D
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: xXFrostXx on February 10, 2015, 11:35:15 pm
I think...
1)Load new ROM/ISO
2)Save state
3)Load state
4)Graphics Options
    a)Scaling on/off
    b)Keep aspect ratio on/off
5)Remap buttons
6)Resume game
7)(spacer)
8)Reset game
9)Quit

And what about game genie support? Is it real for Genesis/MD only?
Then we save or load state good to see a text- state saved or state loaded =)

If GX is preferred over PicoDrive, I can swap out PicoDrive for GX in com64 and my EmulationStation WIP.  ;D
However, there can't be a LOAD NEW ROM/ISO function built into GX. That's why we're using an alternate version of fceux without the built-in selector. Just a note.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Jester82 on February 11, 2015, 12:01:25 am
I think...
1)Load new ROM/ISO
2)Save state
3)Load state
4)Graphics Options
    a)Scaling on/off
    b)Keep aspect ratio on/off
5)Remap buttons
6)Resume game
7)(spacer)
8)Reset game
9)Quit

And what about game genie support? Is it real for Genesis/MD only?
Then we save or load state good to see a text- state saved or state loaded =)

If GX is preferred over PicoDrive, I can swap out PicoDrive for GX in com64 and my EmulationStation WIP.  ;D
However, there can't be a LOAD NEW ROM/ISO function built into GX. That's why we're using an alternate version of fceux without the built-in selector. Just a note.

Awesome! Im really looking forward to your frontend and this emu for game gear games. Can't wait!
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: Awakened on February 11, 2015, 12:39:20 am
Do you mean fullscreen like with power+A? Yes, that's no problem, I was planning on adding this as it's easy to do. It particularly helps with the gg as it removes the ugly vertical banding.

The great advantage of using the IPU is there is no cpu cost to the emulator, it's still rendering in the same native resolution.

I'll mock up a menu later on today and start populating it.

Scaling works well but struggles with Sonic 2 in 2 player mode*fixed*. I need to set it to auto-detect resolution changes such as this.*done*

Can anyone suggest other titles with alternative screen resolutions to test?
Yep, fullscreen like that. I think Wonder Boy in Monster Land and Mega Man: The Wily Wars use an alternate res.
Title: Re: Genesis Plus GX - Experimental Build (07-feb-2015)
Post by: hi-ban on February 11, 2015, 04:44:30 am
Scaling works well but struggles with Sonic 2 in 2 player mode*fixed*. I need to set it to auto-detect resolution changes such as this.*done*

Can anyone suggest other titles with alternative screen resolutions to test?

Contra - Hard Corps:
The konami logo scene is lower resolution (256x224, i think) while the title screen and the game itself is higher resolution (320x224)
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 11, 2015, 07:05:03 am
- Game Genie support with external GG ROM.
It's already supported through cartridge lock-ons, which could be: Game Genie, Action Replay or Sonic & Knuckles. The only problem is that we need a gui to edit these configs as we need to enable only one or none each time.
Can we create something like in Fceux?
We have an external GG ROM, linked to genplus.
When we select a ROM to start a game(f.e. sonic.gen) - first of all starts GG ROM where we can enter codes and when we press "Start" from GG ROM the Game ROM  (sonic.gen) begins with applyed GG Codes.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 11, 2015, 07:17:27 am
Is this option not reduntant as we can simply use the gMenu?
It means what we can load new ROM without exit from emulator to gmenu2x. We don't need an internal file commander. Look like in latest version Fceux.
Quote
If should be possible to show an image with the load/save game and multiple slots are quite easy to do.
I think what we don't need a image preview for save state. Only a list of slots from 5 to 10 (no scrolling for this page). Looks like:
1. Empty
2. Empty
3. 2015-02-11 10:09 AM
4. Empty
...
5-10 slots for each ROM, not for all ROMs. Slots will be separated for each ROMs.

We need a real good background image for internal menu only, I think.
Quote
Do you need to have a message saying it worked? I suppose a little text in the top-left corner would do the trick.
Yes, I do.  A little text in the top-left corner will be enough.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: computerguy on February 11, 2015, 07:36:00 am
To be honest i like the picture preview feature of save states, i use that as an indicator of where i am at in a game.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Shin-NiL on February 11, 2015, 10:17:15 am
Can we create something like in Fceux?
We have an external GG ROM, linked to genplus.
When we select a ROM to start a game(f.e. sonic.gen) - first of all starts GG ROM where we can enter codes and when we press "Start" from GG ROM the Game ROM  (sonic.gen) begins with applyed GG Codes.

That is just how the lock-on system works. You add the binary file (ggenie.bin, for example) in the lock-on directory, enable the game genie support in the options and loading the game rom it will act as if the cartridge was connected to the genie game hardware.

I did a test last night using hardcoded settings and everything seemed to work fine.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 11, 2015, 11:00:04 am
That is just how the lock-on system works. You add the binary file (ggenie.bin, for example) in the lock-on directory, enable the game genie support in the options and loading the game rom it will act as if the cartridge was connected to the genie game hardware.

I did a test last night using hardcoded settings and everything seemed to work fine.
This is a good news! Thanks for your job!
GG  Codes works with Genesis/MD only?
Will it crush the emulator if I load sega-cd or other ROM?
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 11, 2015, 07:25:34 pm
David Knight, is there any way to test if a game uses a variable screen resolution?

Sorry, didn't see this.

Look for changes in the banding. For example, in Monster world IV the introscreen is 320x224 and the game runs in 256x224 so you get vertical banding.

According to sega.wikia.com, the genesis supported 256x224, 320x224, 256x240 (PAL only) and 320x240 (PAL only). The only problem resolutions would be interlaced resolutions which are used in a few roms for 2 player mode (Sonic 2 is one of them).

Quite a few Genesis/MD roms change screen resolutions, I've added code to autodetect this. I noticed today it still has some problems with border flicker due to double/triple buffering but that should be easy to resolve is now fixed.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 11, 2015, 10:53:27 pm
Menu is now working, I've currently added save/load, resume and scaler on/off.

I repeat my call for any graphic artists interested to draw a 320x240 menu background (ideally one each for SMD, MD, GG, SCD).

Artists unite!
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: hi-ban on February 11, 2015, 11:33:38 pm
I repeat my call for any graphic artists interested to draw a 320x240 menu background (ideally one each for SMD, MD, GG, SCD).

Artists unite!

i can do that, but i need some screenshots of the menus, so i can see the layout, just in case i have to make the background fit with it.
You can take screenshots with power+Y, and thay will be saved into home/screenshots
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 11, 2015, 11:55:51 pm
(https://dl.dropboxusercontent.com/s/b3qv99fv3y7yb24/screenshot072.png?dl=0)

Here's the menu, nothing is finalised yet though. (I've used Sega blue to highlight the selected text  :) )
I need to centre the menu better, I can move it around however required.
The right side will have save/load slots, on/off labels mini screenshots etc.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: hi-ban on February 12, 2015, 12:38:20 am
i think these backgrounds will look good, as they are dark enough for the font colors you're using:

Genesis/MegaDrive:
(http://i.imgur.com/1L3IOoe.png)

Master System:
(http://i.imgur.com/4yre3RJ.png)

Game Gear:
(http://i.imgur.com/eSpDr1V.png)

Sega CD:
(http://i.imgur.com/4Y9Ixke.png)
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Gab1975 on February 12, 2015, 07:06:32 am
Nice backgrounds hi-ban! :)
For a better contrast I would use the menu fonts with a lighter gray (e.g. RGB 180:180:180 instead of RGB 128:128:128).
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Malleus on February 12, 2015, 07:45:01 am
They look good hi-ban, but I would lighten them up and let David find a textcolor that fits instead :)
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 12, 2015, 08:31:55 am
David Knight, can you test bold menu font and +1 to size?
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 12, 2015, 08:38:04 am
i think these backgrounds will look good, as they are dark enough for the font colors you're using:

Thanks, I'll give them a try.

Quote
Nice backgrounds hi-ban! :)
For a better contrast I would use the menu fonts with a lighter gray (e.g. RGB 180:180:180 instead of RGB 128:128:128).
For the font colours I was considering used "sega white" as well, (128:128:128) was just a stand-in.
Quote
David Knight, can you test bold menu font and +1 to size?
I'm not sure there is a bold version of the font used (ProggyTiny). I can certainly make it bigger though.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 12, 2015, 09:13:07 am
I'm not sure there is a bold version of the font used (ProggyTiny). I can certainly make it bigger though.
I underatand.
Can we add a main title for the menu? "Genesis Plus GX"
And what about GG?
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 12, 2015, 11:01:11 am
Here's the background image with the menu, it's rendering in 16bit so the colours aren't as nice.

(https://dl.dropboxusercontent.com/s/lrmaglxj0cxm5dv/screenshot075.png?dl=0)

System detection is working, here some others (I brightened the unselected text to 180 as well):
(https://dl.dropboxusercontent.com/s/rt1men77c343i4o/screenshot076.png?dl=0)
(https://dl.dropboxusercontent.com/s/6ewg2838vj4xri8/screenshot077.png?dl=0)
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: Shin-NiL on February 12, 2015, 11:16:55 am
That is just how the lock-on system works. You add the binary file (ggenie.bin, for example) in the lock-on directory, enable the game genie support in the options and loading the game rom it will act as if the cartridge was connected to the genie game hardware.

I did a test last night using hardcoded settings and everything seemed to work fine.
This is a good news! Thanks for your job!
GG  Codes works with Genesis/MD only?
Will it crush the emulator if I load sega-cd or other ROM?

I don't know actually. Need some testing about it.

@David Knight & hi-ban: great screenshots! You're doing a great work.
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: kaio on February 12, 2015, 01:50:37 pm
I don't know actually. Need some testing about it.
We have a System detection for background images, I think we can add a system detection for disable or enable "Game Genie" menu option string. Will it possible?

David Knight, text to 180 - real good!
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: ruffnutts on February 12, 2015, 03:10:16 pm
This is coming along awesome by the looks of it  ;D
Title: Re: Genesis Plus GX - Experimental Build (09-feb-2015)
Post by: David Knight on February 12, 2015, 09:56:25 pm
I don't know actually. Need some testing about it.
We have a System detection for background images, I think we can add a system detection for disable or enable "Game Genie" menu option string. Will it possible?

The code's already written, so yes it's easy ;)
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Shin-NiL on February 13, 2015, 01:49:34 am
New build added, thanks to David Knight.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Awakened on February 13, 2015, 04:27:43 am
The scaling works nicely. Excellent work!
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 13, 2015, 08:28:27 am
This is still a WIP.

The menu sometimes breaks, sega pico emulation is hit and miss (mostly miss), multiple save/load slots are not supported and the menu is still very basic.

 Virtual racing is as usual the toughest rom to emulate thanks to it's svp chip. The only way I've found to speed up virtual racing is to reduce chip cycles which stops the sound glitches but wrecks the graphics and gameplay.

Please report any further bugs and suggestions for improvement.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Gab1975 on February 13, 2015, 08:34:54 am
A very good improvement would be (if possible) to add the "Ogg Vorbis" support for the SEGA CD/Mega CD audio tracks...
thanks a lot for your work! :)
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: kaio on February 13, 2015, 08:59:08 am
Shin-NiL, David Knight - great thanks roy your job!

Good evening!
Real good release, but I have some wishes and issues:
1. Menu looks good, but as far as I see background are too dark;
2. Navigation in Menu is too slow. I can see a big delay between pressing d-pad direction and changes in menu;
3. "Resume game" must be first, above "Save state".
4. In menu - pressing B-button or Select must resuming game and exit from menu;
5. "Graphics options" - how it works?
I start an SMS game, default it is a fullscreen. I goes to menu and exit from it - I can see low resolution (I think it is a native resolution).
I choose a "Graphics options" press "A" - nothing happens. I do it again - I have a fullscreen. All next attempts of activating this option changes the resolution properly. I think "Resume game" changes the resolution to native, without any scale. "Power+A" doesnt work for me.
If it will be necessary I can try to create a video of this issue.
6. "Quit" item returns to ROM selector. Will it possible to add a new item "Load new ROM/ISO" which will be return to ROM selector? I think that "Quit" must return to gmenu2x.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 13, 2015, 08:40:02 pm
Shin-NiL, David Knight - great thanks roy your job!

Good evening!
Real good release, but I have some wishes and issues:
1. Menu looks good, but as far as I see background are too dark;
2. Navigation in Menu is too slow. I can see a big delay between pressing d-pad direction and changes in menu;
3. "Resume game" must be first, above "Save state".
4. In menu - pressing B-button or Select must resuming game and exit from menu;
5. "Graphics options" - how it works?
I start an SMS game, default it is a fullscreen. I goes to menu and exit from it - I can see low resolution (I think it is a native resolution).
I choose a "Graphics options" press "A" - nothing happens. I do it again - I have a fullscreen. All next attempts of activating this option changes the resolution properly. I think "Resume game" changes the resolution to native, without any scale. "Power+A" doesnt work for me.
If it will be necessary I can try to create a video of this issue.
6. "Quit" item returns to ROM selector. Will it possible to add a new item "Load new ROM/ISO" which will be return to ROM selector? I think that "Quit" must return to gmenu2x.

These are known issues. I'm working on it ;)
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: xXFrostXx on February 13, 2015, 11:43:18 pm
6. "Quit" item returns to ROM selector. Will it possible to add a new item "Load new ROM/ISO" which will be return to ROM selector? I think that "Quit" must return to gmenu2x.

"Quit" already returns to gmenu. If you're asking about a built-in selector, I asked David to release GX without one, because I need to support GX in EmulationStation. We plan to use GX instead of PicoDrive or SMS_SDL.

I suggest you take a look at ES, kaio. You'll likely prefer it over the built-in selector anyway. ;)
We're making it as a full blown front end to gmenu.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: hi-ban on February 13, 2015, 11:53:19 pm
Will we have the option of just having emulators, like it is right now? i mean, no sections and sub-sections if we don't want to.

What i like about ES is that it's just an emulation station: You launch it, and it directly displays the console systems. You select the system, select the game, and play. Simple and straightforward.

For having sections and sub-sections, i already have gmenu2x.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: xXFrostXx on February 13, 2015, 11:57:39 pm
Will we have the option of just having emulators, like it is right now? i mean, no sections and sub-sections if we don't want to.

What i like about ES is that it's just an emulation station: You launch it, and it directly displays the console systems. You select the system, select the game, and play. Simple and straightforward.

For having sections and sub-sections, i already have gmenu2x.

Sections and sub-sections as in how? Post about this in the development thread. I'd rather not take over the GX thread.
ES will be an alternative to GMenu. It'll list ROMS, ISOS, games, apps, ports... everything you have. Your only need for GMenu would be to change your GCW-Zero's settings.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: kaio on February 14, 2015, 09:40:14 am
"Quit" already returns to gmenu. If you're asking about a built-in selector, I asked David to release GX without one, because I need to support GX in EmulationStation. We plan to use GX instead of PicoDrive or SMS_SDL.

I suggest you take a look at ES, kaio. You'll likely prefer it over the built-in selector anyway. ;)
We're making it as a full blown front end to gmenu.
This is not what I am talking about.
We don't need a  built-in selector. Right now "Quit"  returns to the screen of ROM selection not to gmenu2x itself (like GCW power on).
I just say what today "Quit" this is "Load new ROM/ISO", not a full exit to gmenu.
Then I choose "Quit" I want to go main section "Emulation" and choose another emulator. I can do this right now.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Shin-NiL on February 14, 2015, 02:32:12 pm
A very good improvement would be (if possible) to add the "Ogg Vorbis" support for the SEGA CD/Mega CD audio tracks...
thanks a lot for your work! :)
I thought it already had ogg support, do you tested?

6. "Quit" item returns to ROM selector. Will it possible to add a new item "Load new ROM/ISO" which will be return to ROM selector? I think that "Quit" must return to gmenu2x.
I think this isn't possible, since this is a gmenu2x behavior. Do you know any emulator that works this way so we can use it as a reference?
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: kaio on February 14, 2015, 04:07:05 pm
Shin-NiL,  Ok. I understand. I test another emulators and all of them without internal selector quit to gmenu rom selector.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Gab1975 on February 14, 2015, 04:12:24 pm
I thought it already had ogg support, do you tested?

Ops... you are right... I tried an iso with a wrong cue file, I fixed the metadata file and after the .ogg audio tracks worked perfectly! :) I'm a "lamer" ! :P

PS: I noticed that there is a little delay between the audio tracks and the video (e.g. Keio Flying Squadron "beginning sequence")... I suppose a "sync-issue".
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: hi-ban on February 14, 2015, 07:50:42 pm
Shin-NiL,  Ok. I understand. I test another emulators and all of them without internal selector quit to gmenu rom selector.

Yes, they do. But the emulator itself just "quits". It's not the emulator, but gmenu2x the one who returns to the rom selector.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 14, 2015, 07:56:50 pm
Shin-NiL,  Ok. I understand. I test another emulators and all of them without internal selector quit to gmenu rom selector.

Yes, they do. But the emulator itself just "quits". It's not the emulator, but gmenu2x the one who returns to the rom selector.

Is there an internal file like the aspect ratio file at /sys/devices/platform/jz-lcd.0/keep_aspect_ratio which determines this behaviour?
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: xXFrostXx on February 14, 2015, 09:07:15 pm
Would it be possible to set Game Gear's 2X mode to fullscreen for the full release? I'm fine with fullscreen and/or black borders at the top and bottom, but when there are black borders on the sides, it bugs me.

This is the only thing I wanted to mention. Other than that, great work! :)
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Awakened on February 14, 2015, 10:17:51 pm
Would it be possible to set Game Gear's 2X mode to fullscreen for the full release? I'm fine with fullscreen and/or black borders at the top and bottom, but when there are black borders on the sides, it bugs me.

This is the only thing I wanted to mention. Other than that, great work! :)
Did you try hitting power+A while in IPU scaling mode? That switches between aspect and fullscreen (no borders at all) modes. The Game Gear has a 4:3 screen just like the Zero, so fullscreen is the proper aspect  :)
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 14, 2015, 10:21:22 pm
Would it be possible to set Game Gear's 2X mode to fullscreen for the full release? I'm fine with fullscreen and/or black borders at the top and bottom, but when there are black borders on the sides, it bugs me.

This is the only thing I wanted to mention. Other than that, great work! :)

I've just added code to allow aspect ratio to be toggled.

It's disabled by default as when enabled circles will be ovals etc but it's easy to enable.

Also most(all?) menu bugs are now fixed and graphics options now has it's own menu.

Now to add code to save settings...
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: xXFrostXx on February 15, 2015, 12:11:57 am
Already I see vast improvements in GX over PicoDrive and SMS_SDL. Sound is much better!

One big example of this is if you tried playing Tails' Adventures in SMS_SDL, you hear what sounds like gargling water on the Sega splash screen. In GX, however, you hear the familiar "Seeeegggaaaa". :)
Excellent work, guys.

And thanks for removing the borders!
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: pcercuei on February 15, 2015, 10:53:08 am
Would it be possible to set Game Gear's 2X mode to fullscreen for the full release? I'm fine with fullscreen and/or black borders at the top and bottom, but when there are black borders on the sides, it bugs me.

This is the only thing I wanted to mention. Other than that, great work! :)

I've just added code to allow aspect ratio to be toggled.

It's disabled by default as when enabled circles will be ovals etc but it's easy to enable.

Also most(all?) menu bugs are now fixed and graphics options now has it's own menu.

Now to add code to save settings...
Please make sure that your app doesn't crash if the keep_aspect_ratio file is absent.
It will most likely move somewhere else in the next FW.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Shin-NiL on February 15, 2015, 11:58:08 am
I've just added code to allow aspect ratio to be toggled.

It's disabled by default as when enabled circles will be ovals etc but it's easy to enable.

Also most(all?) menu bugs are now fixed and graphics options now has it's own menu.

Now to add code to save settings...
Save/load settings is already working, including buttons mapping. You'll just need to put your new vars in config.h and set the default value in config.c  ;)

I'll take a look at your new menu in action ;D
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 15, 2015, 12:51:13 pm
Please make sure that your app doesn't crash if the keep_aspect_ratio file is absent.
It will most likely move somewhere else in the next FW.

That's already accounted for, if keep_aspect_ratio is absent the option does nothing.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Shin-NiL on February 15, 2015, 05:31:13 pm
Ok guys, button remapping routine done, it will be present in the next release ;D
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: kaio on February 15, 2015, 05:34:51 pm
Ok guys, button remapping routine done, it will be present in the next release ;D
Good news!
What about GG enable option?
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 15, 2015, 05:37:00 pm
Ok guys, button remapping routine done, it will be present in the next release ;D
Good news!
What about GG enable option?

Also done, also there's a little surprise I've added for Game Gear fans ;)

Configuration is saved. I'm just checking the opk now...
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: kaio on February 15, 2015, 05:40:09 pm
This is awesome!
I have an unpublished game - Froggy. It works in picodrive, but crush the GX to gmenu. Will you want to test it?
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 15, 2015, 05:50:59 pm
This is awesome!
I have an unpublished game - Froggy. It works in picodrive, but crush the GX to gmenu. Will you want to test it?

Sure!
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 15, 2015, 05:52:44 pm
Here's the most recent build, the code was only finished a few minutes ago so there may be hidden bugs still.

For fullscreen turn scaling to 'on' and aspect ratio to 'off'.

Enjoy

https://drive.google.com/file/d/0BwYi4RGX-HSaa1BGdTVydUF6TWc/view?usp=sharing
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: kaio on February 15, 2015, 06:53:18 pm
I test it! Awesome!
I think in remap buttons we need to hide "mode" string. Also memu goes to "start+select" and "start+L" as load state and "start+R" as save state (current state). And what I like to repeat-Game Genie support. =)
Awesome build!!! Is it normal blinking menu then save state?
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: computerguy on February 15, 2015, 07:46:39 pm
Great build so far but i did find a few bugs.

First there seems to be an overscan? issue with sms games. If you load phantasy star for example, when your walking around there is a solid green bar on the left side of the screen instead of the game image going to the border.

Second issue, in Alex Kidd in Miracle Word sms if you go to save state while in game the emulator menu jumps up and down constantly like its auto scrolling.

Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: xXFrostXx on February 15, 2015, 08:08:31 pm
Also memu goes to "start+select" and "start+L" as load state and "start+R" as save state (current state).

I think it should be optional to set buttons for save/load state. That's how all other emulators are set up, and I personally don't like having save/load state set to a button.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 15, 2015, 09:37:29 pm
[snip]
Is it normal blinking menu then save state?

No, it's a bug. Fixed now.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: David Knight on February 15, 2015, 09:57:40 pm
First there seems to be an overscan? issue with sms games. If you load phantasy star for example, when your walking around there is a solid green bar on the left side of the screen instead of the game image going to the border.
I found a reference to the same behaviour here (http://www.bebits.com/talkback/3287). I suspect it is a bug with the emulator core and so is unlikely to be easily fixable fixed :).
Looking at the same rom in Picodrive, the green strip is replaced with a black one (the screen looks slightly decentred) so it looks like a workaround.

EDIT
I've changed the SMS resolution so the left bar is no longer visible.

Quote
Second issue, in Alex Kidd in Miracle Word sms if you go to save state while in game the emulator menu jumps up and down constantly like its auto scrolling.

It's related to the save/load blinking bug, fixed now.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Shin-NiL on February 16, 2015, 11:05:06 am
I test it! Awesome!
I think in remap buttons we need to hide "mode" string. Also memu goes to "start+select" and "start+L" as load state and "start+R" as save state (current state). And what I like to repeat-Game Genie support. =)
Awesome build!!! Is it normal blinking menu then save state?
If I remember correctly, fatal fury 2 uses the mode button during gameplay, so it will continue mappable. Game Genie support is already done, we need to put an option on menu.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: computerguy on February 16, 2015, 11:15:16 am
Thanks for all the updates and fixes David and Shin-NiL this is definitely something to look forward to a final release
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: kaio on February 16, 2015, 11:24:55 am
If I remember correctly, fatal fury 2 uses the mode button during gameplay, so it will continue mappable. Game Genie support is already done, we need to put an option on menu.
Ok. "Mode" button by default is not mapped. Which button I will choose to map it? "Select" don't work and I can't choose nothing else. We have no more physical buttons! (in case of 6-button controller).
If menu goes to "start + select" - "mode" will go to "select".
If quick save/load combinations will be realised, we need to an information text string. We discussed this moment some days ago.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: Awakened on February 16, 2015, 09:48:42 pm
Ok. "Mode" button by default is not mapped. Which button I will choose to map it? "Select" don't work and I can't choose nothing else. We have no more physical buttons! (in case of 6-button controller).
The analog nub isn't used for anything. If the ability to map stuff to that is added, you could map mode to one of the directions on that.
Title: Re: Genesis Plus GX - Experimental Build (12-feb-2015)
Post by: hi-ban on February 16, 2015, 11:21:50 pm
Menu should go to "start+select" AND "power" (SDLK_HOME). Two menu combos, same as the other emulators.

That way, "select" would be free to be mapped to "mode".

Inside the menus, the A button should be used to select an option, while B button should be used to go back/cancel in the menu.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 16, 2015, 11:34:04 pm
 :'(

I think I broke my unit testing the SMS left bar bugfix.

Nope, we're good :)

But I'm delaying any further release until this nasty bug is sorted...the gcw REALLY doesn't like that screen res. It looks like we'll have unavoidable 4 pixel width vertical black bars on the SMS :(

The current above dev release is NOT affected by this problem.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: hi-ban on February 16, 2015, 11:59:12 pm
http://wiki.surkow.com/Hardware_Scaling#Scaling_fractions

If you use strange resolutions, the most possible outcome is that the IPU just uses the nearest "good" resolution. BUT if i remember correctly, there were some special cases of strange resolutions, in which it just crashes.

The easiest fix is to use the nearest resolution with a valid scaling fraction, as shown in the wiki. Yes, you might have very tiny black bars, but they are usually small, so it's not a big problem.

Out of curiosity, which resolution did you use?
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 17, 2015, 12:23:37 am
The resolution should have been 248x192 but I was using variables so it may have been different...

I've switched back to 256x192 with 4 pixel bars. It's barely noticable.

UPDATE
Looks like it's not the screen res, I've hard coded the above values and it's still crashing. I'll take another look at it tomorrow.

UPDATE 2
Fixed, I still need to test it thoroughly though.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Awakened on February 17, 2015, 02:19:06 am
The resolution should have been 248x192 but I was using variables so it may have been different...

I've switched back to 256x192 with 4 pixel bars. It's barely noticable.

UPDATE
Looks like it's not the screen res, I've hard coded the above values and it's still crashing. I'll take another look at it tomorrow.

UPDATE 2
Fixed, I still need to test it thoroughly though.
I know of at least one game that doesn't have a black or colored bar on the left during gameplay, Golden Axe Warrior. If you crop the bar off for all SMS games you'll lose a few real pixels on that one. I've heard SMS overscan was weird; even on CRT's you'd often see the bars.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Kouen Hasuki on February 17, 2015, 06:40:54 pm
I noticed Wonderboy III (Master System) tries to use the Genesis sound system rather than the Master Systems FM Sound
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 17, 2015, 09:20:09 pm
The resolution should have been 248x192 but I was using variables so it may have been different...

I've switched back to 256x192 with 4 pixel bars. It's barely noticable.

UPDATE
Looks like it's not the screen res, I've hard coded the above values and it's still crashing. I'll take another look at it tomorrow.

UPDATE 2
Fixed, I still need to test it thoroughly though.
I know of at least one game that doesn't have a black or colored bar on the left during gameplay, Golden Axe Warrior. If you crop the bar off for all SMS games you'll lose a few real pixels on that one. I've heard SMS overscan was weird; even on CRT's you'd often see the bars.

I see what you mean, on Alex Kidd in Miracle World the screen is full size when scrolling vertically but the left bar bug kicks in when scrolling horizontally when you enter the water.

I Picodrive the screen is fullsize but the left 8 pixels are blacked out when you enter the water. This should also be doable with Genesis Plus GX.

The trouble is as we are fullscreen either the left 8 pixels would become black and the screen would look displaced or I could centre the screen but that would cause the screen to judder when you entered the water.

Overall I think it's probably better to adopt the same behaviour as Picodrive for this problem.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 17, 2015, 09:21:09 pm
I noticed Wonderboy III (Master System) tries to use the Genesis sound system rather than the Master Systems FM Sound

Is this just for Wonderboy III or does it affect other SMS roms?

Testing compared to this video (https://www.youtube.com/watch?v=Pl7T6kBDQA4) it sounds the same?
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Xaijiqq on February 17, 2015, 09:24:53 pm
castle of illusion starring mickey mouse GG works but is stuck on full screen without scanlines by default and also experiencing menu breaks when going to graphics options/remap buttons for this game as well.  everything else i tried works great :)
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 17, 2015, 09:34:19 pm
castle of illusion starring mickey mouse GG works but is stuck on full screen without scanlines by default and also experiencing menu breaks when going to graphics options/remap buttons for this game as well.  everything else i tried works great :)

Thanks, the system is not being recognised, that's why there's no menu background.

Should be easy to fix but I would never have known about it otherwise ;)

UPDATE
It's classed as a "GGMS" file, presumably means the same rom is used in both the SMS and GG. If this is correct I'll set it to default as SMS with a graphical toggle to change them to GG if desired.

I played this game on the SMS as a child, but had been playing the MD version thinking something wasn't quite right with the graphics ;)
I remember the food level with chocolate that looked so realistic, but I was used to spectrum graphics at the time!

UPDATE 2
Tested and working
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Xaijiqq on February 17, 2015, 10:51:55 pm
UPDATE
It's classed as a "GGMS" file, presumably means the same rom is used in both the SMS and GG. If this is correct I'll set it to default as SMS with a graphical toggle to change them to GG if desired.

I played this game on the SMS as a child, but had been playing the MD version thinking something wasn't quite right with the graphics ;)
I remember the food level with chocolate that looked so realistic, but I was used to spectrum graphics at the time!

UPDATE 2
Tested and working
speedy delivery ;) thank you sir!  now that you mention it i believe there was one other game that fit this 'GGMS' profile that i'm aware of but unfortunately i can't find the forum where it was discussed at, its been a while.  guess theres no list for these type of files?

i do prefer the simplistic look of the GG version.  the desserts were the best part :P
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 17, 2015, 11:09:12 pm
This is the list of GGMS roms I am aware of:

Street Hero
Excellent Dizzy Collection, The
Fantastic Dizzy
Jang Pung 2
Castle of Illusion - Starring Mickey Mouse
Rastan Saga
Taito Chase H.Q
WWF Wrestlemania Steel Cage Challenge
Olympic Gold
Out Run Europa (US)
Predator 2
Prince of Persia
Grand Prix
Kick Off
Castle of Illusion - Starring Mickey Mouse (J)
Taito Chase H.Q (J)
Alex Kidd in Miracle World (TW)
Olympic Gold (TW)

I have not tested but they are all likely to have menu and scanline problems with the current dev release.

I'm having trouble with GG screen res with these roms so for now I'll force MS configuration.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 17, 2015, 11:56:24 pm
The resolution should have been 248x192 but I was using variables so it may have been different...

I've switched back to 256x192 with 4 pixel bars. It's barely noticable.

UPDATE
Looks like it's not the screen res, I've hard coded the above values and it's still crashing. I'll take another look at it tomorrow.

UPDATE 2
Fixed, I still need to test it thoroughly though.
I know of at least one game that doesn't have a black or colored bar on the left during gameplay, Golden Axe Warrior. If you crop the bar off for all SMS games you'll lose a few real pixels on that one. I've heard SMS overscan was weird; even on CRT's you'd often see the bars.

I see what you mean, on Alex Kidd in Miracle World the screen is full size when scrolling vertically but the left bar bug kicks in when scrolling horizontally when you enter the water.

I Picodrive the screen is fullsize but the left 8 pixels are blacked out when you enter the water. This should also be doable with Genesis Plus GX.

The trouble is as we are fullscreen either the left 8 pixels would become black and the screen would look displaced or I could centre the screen but that would cause the screen to judder when you entered the water.

Overall I think it's probably better to adopt the same behaviour as Picodrive for this problem.

There's a nice discussion about this problem here (http://www.smspower.org/forums/9222-BarOnTheLeftSideOfTheScreen). Looks like it is correct behaviour on the SMS.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 18, 2015, 12:49:04 am
Here's the latest dev version:

Fixed menu blinking bug
Added SMS left bar fix option in graphics menu (saves to config file)
Fixed GGMS roms menu corruption bug

Keep those bugs/feature requests coming...

https://drive.google.com/file/d/0BwYi4RGX-HSaNFRNYzB2YjczU28/view?usp=sharing
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: fiver on February 18, 2015, 05:22:36 am
I tried out three Genesis games, and they all ran great, but the three SMS/GG games I tried caused the screen to either go blank or flip all over the place, and the sound was really slow and chunky (Golden Axe Warrior, Sonic Spinball, and Wonder Boy in Monster Land).
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Gab1975 on February 18, 2015, 06:51:47 am
What do you think about an alternative icon (as that attached) ? ... probably the icon with the MD (Mega Drive) logo may have "copyright problems".
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 18, 2015, 07:11:40 am
I tried out three Genesis games, and they all ran great, but the three SMS/GG games I tried caused the screen to either go blank or flip all over the place, and the sound was really slow and chunky (Golden Axe Warrior, Sonic Spinball, and Wonder Boy in Monster Land).

Have you done a fresh install (delete the Genplus directory in the home folder)
Failing that could you list filenames used (if zipped I need the unzipped filename)
Also could you remember the options settings?

Can anyone else confirm this behaviour?

UPDATE
I confirm with a fresh install with scaling on SMS games are still not working. For now turn off scaling. I'll fix this later today. It works fine with my old config settings so I've forgotten to set an initial config value.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: kaio on February 18, 2015, 08:00:38 am
Here's the latest dev version:

Fixed menu blinking bug
Added SMS left bar fix option in graphics menu (saves to config file)
Fixed GGMS roms menu corruption bug
Yeah! Great thanks. I test it.
Blinking was removed, but...
The good idea - continue game after "load state", but after "save state"... I usually save state when I want to quit emulator. And now I must go to Menu twice.
If blinking removed by resuming game - okay.
Is config folder ".genplus"? I forgot to see this moment.
Can you create a valid names for "save state" files based on ROM name?
And what about button mapping and button combination?
hi-ban wrote right things: http://boards.dingoonity.org/gcw-development/genesis-plus-gx-experimental-build/msg121756/#msg121756
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 18, 2015, 07:56:01 pm
I tried out three Genesis games, and they all ran great, but the three SMS/GG games I tried caused the screen to either go blank or flip all over the place, and the sound was really slow and chunky (Golden Axe Warrior, Sonic Spinball, and Wonder Boy in Monster Land).

I've fixed this bug but found another SMS bug, so I fixed that as well ;)

I've changed the genplus directory to .genplus in the home directory. Just move all your saves etc across.

https://drive.google.com/file/d/0BwYi4RGX-HSaWngxNnhrRkxMZEE/view?usp=sharing
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Kouen Hasuki on February 19, 2015, 09:15:42 am
I noticed Wonderboy III (Master System) tries to use the Genesis sound system rather than the Master Systems FM Sound

Is this just for Wonderboy III or does it affect other SMS roms?

Testing compared to this video (https://www.youtube.com/watch?v=Pl7T6kBDQA4) it sounds the same?

Oh it doesn't sound like the SMS (like that video) I grew up with it as a kid so I know the sound well, it sounds like its using the genesis sound instead :P

Interestingly the Game Gear version of the game sounds correct but the SMS one Doesn't :P

Huge thanks again for the hard work you have put into this!
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: kaio on February 19, 2015, 09:18:10 am
I've changed the genplus directory to .genplus in the home directory. Just move all your saves etc across.
Good news. I rename old to a new name =)
Thanks to build. Waht about save state file name? Is it possible to use ROM name?
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Xaijiqq on February 19, 2015, 02:06:23 pm
yay snail maze for sms, one of the consoles 'built-in' titles, works :) never could get it to run on sms_sdl
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Jester82 on February 19, 2015, 08:04:22 pm
So everything works great :D Only problem Ive noticed is when you select aspect ratio off so it fills the screen, you loose biliner filtering?
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 20, 2015, 10:11:46 am
So everything works great :D Only problem Ive noticed is when you select aspect ratio off so it fills the screen, you loose biliner filtering?

Can you explain what you mean? The scaling is bilinear and scaling is certainly utilised when you turn off aspect ratio.

I may be wrong but I suspect the problem you refer to is that the image becomes more blurred when aspect ratio is turned off. This is normal and a consequence of the scaling effect.

Generally turning off aspect ratio is only of much benefit if you play Game Gear and don't like the vertical bands. I generally leave it on.

PS working on some new features but busy for the next 2 days...
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Jester82 on February 20, 2015, 06:40:41 pm
Actually it becomes less blurred and  more pixilated with aspect ratio off. Like if there is no filtering being applied.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 20, 2015, 08:06:54 pm
Actually it becomes less blurred and  more pixilated with aspect ratio off. Like if there is no filtering being applied.

Could you give me examples? Which systems/roms are you using?
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Jester82 on February 20, 2015, 08:16:02 pm
Actually it becomes less blurred and  more pixilated with aspect ratio off. Like if there is no filtering being applied.

Could you give me examples? Which systems/roms are you using?


Any Game Gear game
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: hi-ban on February 20, 2015, 08:39:39 pm
Actually it becomes less blurred and  more pixilated with aspect ratio off. Like if there is no filtering being applied.

Could you give me examples? Which systems/roms are you using?


Any Game Gear game

That's because the GG resolution is 160x144.
When you stretch that to 320x240, the horizontal ratio is 2x. Then, you see it less blurry because when upscaling 1 pixel to 2 pixels, you dont need to blend any adjacent pixels. But vertically, it will be a bit blurry, because the vertical ratio is around 1.666x and in that case, it needs to blend adjacent pixels to get a uniform (non-deformed) scaling.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 21, 2015, 12:03:20 am
New features:
B button exits current menu
Multiple savestates enabled
Screenshot of selected savestate displayed

https://drive.google.com/file/d/0BwYi4RGX-HSadTJDcFRKZXZoTUk/view?usp=sharing
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Jester82 on February 21, 2015, 12:42:35 am
Actually it becomes less blurred and  more pixilated with aspect ratio off. Like if there is no filtering being applied.

Could you give me examples? Which systems/roms are you using?


Any Game Gear game

That's because the GG resolution is 160x144.
When you stretch that to 320x240, the horizontal ratio is 2x. Then, you see it less blurry because when upscaling 1 pixel to 2 pixels, you dont need to blend any adjacent pixels. But vertically, it will be a bit blurry, because the vertical ratio is around 1.666x and in that case, it needs to blend adjacent pixels to get a uniform (non-deformed) scaling.

Thanks for the explanation
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Eliwood_san on February 21, 2015, 02:50:14 am
I reading some post genesis plus its much better than picodrive&sms emulator,so for better performance grab the genesis plus and delete the obsolete emulators picodrive&sms emulator on my gcw zero.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Aeter on February 21, 2015, 04:12:32 am
I reading some post genesis plus its much better than picodrive&sms emulator,so for better performance grab the genesis plus and delete the obsolete emulators picodrive&sms emulator on my gcw zero.
Is it better compatibility and accuracy wise?
How extensively have you tested the emulators?
This implies that you've compared every game and tell us everything runs better on this, but I hardly believe that is the case.
Although I do like the rate of the development of this.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Eliwood_san on February 21, 2015, 04:36:58 am
I reading some post genesis plus its much better than picodrive&sms emulator,so for better performance grab the genesis plus and delete the obsolete emulators picodrive&sms emulator on my gcw zero.
Is it better compatibility and accuracy wise?
How extensively have you tested the emulators?
This implies that you've compared every game and tell us everything runs better on this, but I hardly believe that is the case.
Although I do like the rate of the development of this.
You are right i didnt test extensively on every emulator,but im based the opinions here in this thread.

Good Deveploment=better experience and emulation

About picodrive the emulator doesnt have much love,the creator of that emulator doesnt want to update it to get better performance and accuracy sound on some games and the sms emulator have annoying bug for the saves states.The bug generates a screenshot every time you do a save state.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Gab1975 on February 21, 2015, 05:26:33 am
I reading some post genesis plus its much better than picodrive&sms emulator,so for better performance grab the genesis plus and delete the obsolete emulators picodrive&sms emulator on my gcw zero.

As far as I know, the GenPlus GX offers a better emulation accuracy than the Picodrive, but not a better emulation speed...

PS: (IMHO) an important improvement over the Picodrive it's the "ogg vorbis" support for the Mega CD/SEGA CD audio tracks! ;)
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: kaio on February 21, 2015, 07:09:06 am
Quote
New features
Hmmm... B button bworks but I can't see screenshots. The name of save slot doesn't change. Can you add an option for resume after save or load?
In new build when I press A to save game it resumed with some in game action, like jump.
I also see a strange menu bug. Sometimes d-pad or button action do a twice action. In button mapping I press X but it map two buttons with X.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 21, 2015, 07:38:16 am
Quote
New features
Hmmm... B button bworks but I can't see screenshots. The name of save slot doesn't change. Can you add an option for resume after save or load?
In new build when I press A to save game it resumed with some in game action, like jump.
I also see a strange menu bug. Sometimes d-pad or button action do a twice action. In button mapping I press X but it map two buttons with X.

Screenshots are visible in the load menu but for some stupid reason I forgot to show them in the save menu making it easy to overwrite your save.
The 2 buttons mapping problem is due to the way button presses are currently hamdled, I agree it's annoying so I'l turn off button repeat.

I personally prefer resume immediately after saving as current behaviour but if you like I'll add a comfig option to change this.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: kaio on February 21, 2015, 10:14:05 am
Yes. It will be very good to have same option: "auto resume after save state".
Can you show screenshots more darkness in save/load? The real color screenshot makes the text strings unreadable. And this is the good idea to turn off button repeat.
Thanks for your job, David!
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 21, 2015, 06:49:45 pm
Yes. It will be very good to have same option: "auto resume after save state".
Can you show screenshots more darkness in save/load? The real color screenshot makes the text strings unreadable. And this is the good idea to turn off button repeat.
Thanks for your job, David!

I agree with all this, leave it with me.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 22, 2015, 01:04:59 am
More changes :)

Added menu transparent background to improve text readability.
Turned off repeat button presses in the menu.
Added Misc option to toggle auto resume when save/loading.
Fixed snapshot not visible when scaling turned off bug.
Probably a few other minor changes, I've been revamping the sourcecode tonight in preparation for the release (around 1000 lines altered  :o)

https://drive.google.com/file/d/0BwYi4RGX-HSadTF1bXlLUGNUUkE/view?usp=sharing UPDATED 2015/03/12

Please report further bugs/requests. I feel the need to fill the menu ;)

I'm thinking of adding a simple text reader. I play a lot of Mortal Kombat 2 (Baraka ftw!) and can never remember the moves.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Kouen Hasuki on February 22, 2015, 11:29:43 am
I did notice after save stating on Cosmic Spacehead (Genesis) the frame rate lock broke for about 10 seconds I will assume that was while it was writing to the SD.

Maybe we should have an overlay in the bottom corner saying "Saving"/"Loading" or "Writing to SD"/Reading from SD" when its performing these operations?
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 22, 2015, 12:33:32 pm
I did notice after save stating on Cosmic Spacehead (Genesis) the frame rate lock broke for about 10 seconds I will assume that was while it was writing to the SD.

Maybe we should have an overlay in the bottom corner saying "Saving"/"Loading" or "Writing to SD"/Reading from SD" when its performing these operations?

Yeah I've noticed this too, I've been trying to find the cause, no luck so far but it's on the list.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: kaio on February 22, 2015, 06:26:34 pm

Please report further bugs/requests. I feel the need to fill the menu ;)

I'm thinking of adding a simple text reader. I play a lot of Mortal Kombat 2 (Baraka ftw!) and can never remember the moves.
David Knight, thanks for the new build! It's awesome!
Menu transparent background is very good, but can we use it for fullscreen?
In that case we wouldn't see border between menu and screenshoot or background. Also we need to replace backgrounds for more brightness backgrounds (for my opinion).
What we need to add:
- "Take a screenshoot" entry in main menu. We have a folder tree for screenshots for every emulated systems or we need to remove this folder tree.
- Game genie codes for MD/Genesis system. Shin-NiL said what he test it.
About a text viewer - can we use external editor Glutexto to see Baraka moves?
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: care16la20 on February 22, 2015, 07:34:03 pm


Bug found:

On Phantasy Star 2, if the scaling is on, the emu crashes right after selecting the game. Pretty sure this is possible to happen with other games as well.......



Feat request:

Analog support....


Thanks for this great emu; Is very nice to see Sega stuff finally getting the proper treatment on the Zero  ;) Hope to see some 32x included heheh
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 22, 2015, 08:45:29 pm
Bug found:
On Phantasy Star 2, if the scaling is on, the emu crashes right after selecting the game. Pretty sure this is possible to happen with other games as well.......
I cannot replicate this. I get the normal Sega logo  with all graphics settings set to 'on'.

Can you confirm latest firmware (http://www.gcw-zero.com/updates), latest dev release (https://drive.google.com/file/d/0BwYi4RGX-HSadTF1bXlLUGNUUkE/view?usp=sharing) is being used, any details about the rom used such as region for example and the status of the various graphical settings if possible. The more info, the greater the likelyhood I can find and fix it ;)

Quote
Feat request:

Analog support....
Definitely
Quote
Thanks for this great emu; Is very nice to see Sega stuff finally getting the proper treatment on the Zero  ;) Hope to see some 32x included heheh
Unfortunately you might be waiting a while for this. Picodrive really struggles with 32x emulation and is more optimised for speed than Genesis Plus GX.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: Shin-NiL on February 22, 2015, 10:41:38 pm
- Game genie codes for MD/Genesis system. Shin-NiL said what he test it.

I've added Lock-ons support on the misc menu. Before use it,  you must put the binaries files as follows:

Game Genie: "/usr/local/home/.genplus/lock-on/ggenie.bin"
Action Replay:  "/usr/local/home/.genplus/lock-on/areplay.bin"
Sonic & Knuckles:  "/usr/local/home/.genplus/lock-on/sk.bin"

After changing the lock-on option, you must reload the game rom.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on February 23, 2015, 12:53:34 am
I addition to the above changes, analogue stick support has been added and the speedup on menu exit bug has been mostly squashed.

https://drive.google.com/file/d/0BwYi4RGX-HSaRzJEcGlYME5EcEU/view?usp=sharing

EDIT:
Minor graphical menu change
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: Xaijiqq on February 23, 2015, 02:46:39 am
request: when selecting save/load state can you make it so that "Save state 1" is highlighted instead of "Back to the main menu"?  maybe move the menu selection to the very bottom.  i think its better to be able to see the screenshot immediantly after selecting save/load.  thanks for all the updates :D
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: kaio on February 23, 2015, 06:49:43 am
Thanks for new build, but which of them latest?
Analog works in two builds (#1 & #161). Game genie works only in #1 post opk, but present in misc. options in #161 too. Also have an issue: B button doesn't work in Misc. Menu.
And finally - "cheats" folder tree no need anymore?
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on February 23, 2015, 07:22:15 am
request: when selecting save/load state can you make it so that "Save state 1" is highlighted instead of "Back to the main menu"?  maybe move the menu selection to the very bottom.  i think its better to be able to see the screenshot immediantly after selecting save/load.  thanks for all the updates :D

This was a deliberate design decision to prevent trigger happy users from accidentally saving over their SS1 file.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on February 23, 2015, 07:33:54 am
Thanks for new build, but which of them latest?
Analog works in two builds (#1 & #161). Game genie works only in #1 post opk, but present in misc. options in #161 too. Also have an issue: B button doesn't work in Misc. Menu.
And finally - "cheats" folder tree no need anymore?

Looks like something may have broken following the latest code merge.
#161 is 3 commits ahead of #1 but I had to resolve some conflicts as we were both working from the same file.
I'm not sure why analog would work in #1 as I hadn't added the code at that point.
Shin-nil did all the game genie code and I have not tested it.

Can you confirm analog is not working in #1 but game genie is working?
Can you also confirm game genie is not working in #161?

I've just checked the code merge and all seems to be present. Did you remember to quit and restart the emulator after changing Lock-on as per the instructions in #1?

I am unable to resolve this until later today but it shouldn't be difficult to fix.
And thanks for spotting the B button issue,I'll fix that as well.

Finally thankyou for all your testing and bug reporting, it really helps to speed up development.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: Xaijiqq on February 23, 2015, 08:19:01 am
request: when selecting save/load state can you make it so that "Save state 1" is highlighted instead of "Back to the main menu"?  maybe move the menu selection to the very bottom.  i think its better to be able to see the screenshot immediantly after selecting save/load.  thanks for all the updates :D

This was a deliberate design decision to prevent trigger happy users from accidentally saving over their SS1 file.
oh i see, no biggie
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: kaio on February 23, 2015, 01:18:15 pm
I tested both versions. #1 have a working Lock-on system but haven't analog option. #161 version have everything but works only analog control. Lock on system doesn't work. In both cases all lock-on roms are equal.
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: care16la20 on February 23, 2015, 03:22:25 pm
Quote
Bug found:
On Phantasy Star 2, if the scaling is on, the emu crashes right after selecting the game. Pretty sure this is possible to happen with other games as well.......
I cannot replicate this. I get the normal Sega logo  with all graphics settings set to 'on'.

Can you confirm latest firmware (http://www.gcw-zero.com/updates), latest dev release (https://drive.google.com/file/d/0BwYi4RGX-HSadTF1bXlLUGNUUkE/view?usp=sharing) is being used, any details about the rom used such as region for example and the status of the various graphical settings if possible. The more info, the greater the likelyhood I can find and fix it ;)

Hi,
Latest firmware but probably not latest release (due to the amount of effort and versions heheh)
Its the (Brazil) version (Brazilian rom translated) Try with this one and that probably gonna give the same issue for you too... (black screen requiring an reset on the system)

With Phantasy star 3 that has also an brazil rom, this doesnt happen...
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: David Knight on February 23, 2015, 07:43:58 pm
Hi,
Latest firmware but probably not latest release (due to the amount of effort and versions heheh)
Its the (Brazil) version (Brazilian rom translated) Try with this one and that probably gonna give the same issue for you too... (black screen requiring an reset on the system)

With Phantasy star 3 that has also an brazil rom, this doesnt happen...

It works for me. Maybe try using a newer version of Genesis Plus GX?

(https://dl.dropboxusercontent.com/s/spyzt3650y5zmnc/screenshot082.png?dl=0)
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on February 23, 2015, 08:34:41 pm
I tested both versions. #1 have a working Lock-on system but haven't analog option. #161 version have everything but works only analog control. Lock on system doesn't work. In both cases all lock-on roms are equal.

Thanks, this wasn't a merge issue after all, I'd not pulled all of Shin-nil's changes. I'll upload a new combined version shortly when I've made a few more changes...

Game genie tested and working
A-stick tested and working
B button now works in Misc menu
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: Kouen Hasuki on February 24, 2015, 09:31:21 pm
Cheers for all the hard work!
Title: Re: Genesis Plus GX - Experimental Build (15-feb-2015)
Post by: care16la20 on February 27, 2015, 01:59:46 am
Hi,
Latest firmware but probably not latest release (due to the amount of effort and versions heheh)
Its the (Brazil) version (Brazilian rom translated) Try with this one and that probably gonna give the same issue for you too... (black screen requiring an reset on the system)

With Phantasy star 3 that has also an brazil rom, this doesnt happen...

It works for me. Maybe try using a newer version of Genesis Plus GX?

(https://dl.dropboxusercontent.com/s/spyzt3650y5zmnc/screenshot082.png?dl=0)


Yep, you were correct; Getting the latest version solved this and also some games running faster than it should like Castlevania for ex.....

Thanks !!!
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on February 27, 2015, 08:02:10 am
Great  :)

No recent updates as I've been trying to fix an important bug which randomly causes an infinite loop when entering the menu. There's also a less critical bug which causes the rom load to fail. I need to fix these before a release.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: AtariHERO on February 27, 2015, 12:05:04 pm
Great  :)

No recent updates as I've been trying to fix an important bug which randomly causes an infinite loop when entering the menu. There's also a less critical bug which causes the rom load to fail. I need to fix these before a release.

what about previous sega sg 1000 support ?
will it be back ?  ::)
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on February 27, 2015, 08:28:08 pm
Are there issues with sg1000? The games I have tested (HERO, congo bongo) play well. I have seen no reported issues.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: AtariHERO on February 27, 2015, 11:06:28 pm
Are there issues with sg1000? The games I have tested (HERO, congo bongo) play well. I have seen no reported issues.

Do they need to be zipped?
.sg files renamed to bin do not work
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on February 27, 2015, 11:29:01 pm
Mine are zipped. Unzipped they are .SG which are not recognised as roms by gMenu.

Rename your roms .SG and then zip them, they should run fine.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: AtariHERO on February 28, 2015, 01:15:52 pm
zipped they work ok  ;D
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: Kouen Hasuki on March 01, 2015, 10:45:18 am
Just a thought here but would it be possible to get a few sound options implemented?

To be more exact, A Volume boost option since its not all that loud right now at max volume and maybe a Mono / Stereo option (and if Hz if possible)
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: Xaijiqq on March 08, 2015, 12:26:57 am
appears that outrun europa GG has the color issue
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on March 08, 2015, 08:25:14 am
appears that outrun europa GG has the color issue

Have you tried changing the file to  .sms?
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: Xaijiqq on March 08, 2015, 11:54:26 am
ohh, its one of those ???
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: TimeDevouncer on March 11, 2015, 02:23:51 pm
Where's the save folder of the old build? I want to continue Snatcher in the new version.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on March 11, 2015, 07:27:20 pm
Where's the save folder of the old build? I want to continue Snatcher in the new version.

For Snatcher (MCD) you will need to put your old save in $HOME/.genplus/saves/cd. However as multiple saves are now implemented you will need to rename your savefile. e.g. Snatcher.bin.gp rename it to Snatcher.bin.gp1 for savestate 1. Then just load the file from the Load menu as normal.
 
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: TimeDevouncer on March 11, 2015, 08:11:42 pm
Where's the save folder of the old build? I want to continue Snatcher in the new version.

For Snatcher (MCD) you will need to put your old save in $HOME/.genplus/saves/cd. However as multiple saves are now implemented you will need to rename your savefile. e.g. Snatcher.bin.gp rename it to Snatcher.bin.gp1 for savestate 1. Then just load the file from the Load menu as normal.

Thanks for the reply but...where's the save folder for the old build of genplus gx?  :-[
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on March 11, 2015, 09:00:34 pm
Where's the save folder of the old build? I want to continue Snatcher in the new version.

For Snatcher (MCD) you will need to put your old save in $HOME/.genplus/saves/cd. However as multiple saves are now implemented you will need to rename your savefile. e.g. Snatcher.bin.gp rename it to Snatcher.bin.gp1 for savestate 1. Then just load the file from the Load menu as normal.

Thanks for the reply but...where's the save folder for the old build of genplus gx?  :-[

The following should be true from the 9th Feb build but Shin-nil is the best one to ask.

The savestates are now in filename format, previously though they used crc. You're looking for a long list of random letters and numbers ending in .gp0 in $HOME/.genplus/cd. You will need to rename it as e.g. "Snatcher(U).bin.gp1" assuming it's in .bin format. Unfortunately if you have saved different roms you will have to find out which crc code is the correct one.

Good luck ;)
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: kaio on March 12, 2015, 10:41:22 am
David Knight,
I am confused!
We have two test versions: GGenie works without Analog and Analog without GGenie. (#1 and #161).
We need to consolidate both versions!
And if you let me to create a "to do" list - IMHO.
1. Menu should go to "start+select" and "power slider".
2. Quick save and quick load by "Select + L" and "Select + R" in to the first slot.
3. ROM-based file mames for saves.
4. Default mapping Select = Mode (if applyed #1)
5. New icon - http://boards.dingoonity.org/gcw-development/genesis-plus-gx-experimental-build/msg121804/#msg121804 or another one...
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: David Knight on March 12, 2015, 04:32:16 pm
Here's the most recent version, I plan to make this version the release version unless there are any further features requested. I have asked Shin-Nil if he will release the sourcecode as it is his repository.

You may need to delete your current $HOME/.genplus/config.ini file.

Savestates will need to be renamed in order for them to be recognised.

Changelog:
Merged A-stick and Lock-on code
Fixed alignment issues in Remap menu
Added frameskip option (useful for fmv sequences in MegaCD games)
Filenames now used in savestates
Changed from Tremor to Vorbis library
Quicksave with SELECT+L, quickload with SELECT+R
Changed menu access to START+SELECT, Default SELECT = mode
Changed to free icon (thanks to Gab1975)

https://drive.google.com/file/d/0BwYi4RGX-HSaN0tLdHVMNEJEN0U/view?usp=sharing
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Shin-NiL on March 12, 2015, 07:22:24 pm
The source code repository is public now: https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0/
It will be easier to find the latest build too: https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0/downloads

Thanks for your hard work, David  ;)
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 12, 2015, 08:05:44 pm
The source code repository is public now: https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0/
It will be easier to find the latest build too: https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0/downloads

Thanks for your hard work, David  ;)

And thanks to Shin-NiL also  :)
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Juan on March 12, 2015, 10:52:09 pm
kudos to both of you, great port ;D
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: chevette on March 12, 2015, 11:46:43 pm
Thanks guys for this great emu. We appreciate your work!
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: care16la20 on March 13, 2015, 09:45:48 pm
Big thanks for the update !!!!

3 things:

1-The srm are being generated with ******.zip.srm   Is it possible to make it generate without the extension so, it would *******.srm ? Probably the save states are doing the same, didnt checked yet

2- Notice that the frameskip to 1 is set by default and I left at 0 ; Is it necessary on anything besides the mega cd fmv's if the user desires?

3- Any plans for 32x in the future? =p
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 13, 2015, 10:17:15 pm
1 Yes
2 No, don't think so. I tested various MD demos which really push the system and all run at full speed.
3 Not happening any time soon I'm afraid, it wouldn't run well on the gcw0 anyway. You can see how virtua racing struggles. Genesis Plus GX is more about accuracy then speed.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Jenova on March 13, 2015, 11:01:56 pm
hey everyone... what's the biggest difference and/or advantage of using this emulator over Picodrive 1.91?? I've used Picodrive and it works fine...

Thanks.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 13, 2015, 11:58:42 pm
From my testing sounds play more accurately and mastersystem games run better.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Gab1975 on March 14, 2015, 06:45:54 am
hey everyone... what's the biggest difference and/or advantage of using this emulator over Picodrive 1.91?? I've used Picodrive and it works fine...

Thanks.

IMHO the biggest advantages (over the Picodrive 1.91) are that GenPlus can use the audio compressed format (ogg vorbis) with the MegaCD/SegaCD titles and the properly emulation of the Game Gear ROMs (right colors assignment)! ;)
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Kouen Hasuki on March 14, 2015, 02:12:29 pm
As of this release still seems that Master System - Wonderboy III's sound is using the Genesis sound rather than the master system sound.

an odd but should be simple request, would it be possible to have a controller port option, While multiplayer may not be possible the reason why I bring this up is there is some games that was for the "Lightgun" accessory on the Master System, but if you put a standard controller in port 2 you could play with crosshairs (a good example off the top of my head is "Spacegun" the Taito arcade port)

Thanks!

That said... seems Spacegun locks up all controls even getting to the menu of the emulator! I have to Power+Select to exit the emulator
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 14, 2015, 06:56:08 pm
From my testing sounds play more accurately and mastersystem games run better.
To correct my statement, SG-1000 games are visible and Game Gear games play without colour problems. Picodrive plays Mega CD fmv better than Genesis Plus GX although as Gab1975 says Genesis Plus GX plays .ogg files.

As of this release still seems that Master System - Wonderboy III's sound is using the Genesis sound rather than the master system sound.

I'd forgotten about this, I'll look into it.

Quote
an odd but should be simple request, would it be possible to have a controller port option, While multiplayer may not be possible the reason why I bring this up is there is some games that was for the "Lightgun" accessory on the Master System, but if you put a standard controller in port 2 you could play with crosshairs (a good example off the top of my head is "Spacegun" the Taito arcade port)

Thanks!

That said... seems Spacegun locks up all controls even getting to the menu of the emulator! I have to Power+Select to exit the emulator

Yes, I need to find out why controls are locked out but I suspect I know the reason. Thanks for making this bug known.

I had spacegun for the Spectrum 128K, haven't played it in years, the graphics were awesome by speccy standards ;)
https://www.youtube.com/watch?v=C-yAl7kaaNE
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Gab1975 on March 14, 2015, 07:38:30 pm
I had spacegun for the Spectrum 128K, haven't played it in years, the graphics were awesome by speccy standards ;)

I agree, the graphic is awesome considering the restrictions of the ZX Spectrum video interface! ;)
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 14, 2015, 09:32:29 pm
As of this release still seems that Master System - Wonderboy III's sound is using the Genesis sound rather than the master system sound.

an odd but should be simple request, would it be possible to have a controller port option, While multiplayer may not be possible the reason why I bring this up is there is some games that was for the "Lightgun" accessory on the Master System, but if you put a standard controller in port 2 you could play with crosshairs (a good example off the top of my head is "Spacegun" the Taito arcade port)

Thanks!

That said... seems Spacegun locks up all controls even getting to the menu of the emulator! I have to Power+Select to exit the emulator

On my developmental build I have added lightgun support. Although it's still buggy at present it should work fine with some tuning. Note the small explosion centrally indicating the location of the (currently invisible) cursor. Also the menu is now accessible.

(https://dl.dropboxusercontent.com/s/77qw4arm0fwxcd2/Spacegun.png?dl=0) (https://dl.dropboxusercontent.com/s/vgpwfyw6rz2a091/spacegun2.png?dl=0) (https://dl.dropboxusercontent.com/s/wg1t7txywfzvr4b/spacegun3.png?dl=0)
This is not mapped to the second controller as this would restrict the cursor speed. Instead the game thinks we're using the lightgun. I'll map lightgun to the A-stick so we can vary the speed a little.

Because I am using hardware surfaces I have to draw my own cursor. You can see graphical corruption from the usual mouse cursor in the images to the right side of the screen. If anyone fancies making a nice one be my guest ;) I can add a cursor chooser to the menu.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: hi-ban on March 14, 2015, 10:26:52 pm
Because I am using hardware surfaces I have to draw my own cursor. You can see graphical corruption from the usual mouse cursor in the images to the right side of the screen. If anyone fancies making a nice one be my guest ;) I can add a cursor chooser to the menu.

For the cursor... Which image format, and which resolution? i think 16x16 15x15 may be a good size...
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 14, 2015, 11:18:04 pm
.bmp format would be fine, transparency is of course required :)

Screen res is (for SMS) 256x192 so 15x15 sounds fine.

It may be good to have a small range of sizes and colours as we don't know the background colour.


Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 14, 2015, 11:57:26 pm
As of this release still seems that Master System - Wonderboy III's sound is using the Genesis sound rather than the master system sound.

This is fixed, I've added a menu option, default is FM sound on but you can turn it off if you like now.

For those interested, a list of SMS games this effects is here (http://www.mobygames.com/browse/games/sega-master-system/tic,1/).
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: hi-ban on March 15, 2015, 01:38:49 am
.bmp format would be fine, transparency is of course required :)

Screen res is (for SMS) 256x192 so 15x15 sounds fine.

It may be good to have a small range of sizes and colours as we don't know the background colour.

Let me know if you like this ones: https://app.box.com/s/7471l089za9b30j76p7k4pthaejcvcvb
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 15, 2015, 10:00:27 am
(https://dl.dropboxusercontent.com/s/cko0a20u4zlmiiy/spacegun4.png?dl=0) (https://dl.dropboxusercontent.com/s/n3qz38gms3xrjnk/rambo3.png?dl=0)
Looking good. Currently the cursor is not aligned correctly to mouse position. I'll fix that and the minor screen corruption. At least with a reference to mouse position this game is now playable :).
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: hi-ban on March 15, 2015, 10:59:22 am
Could i suggest that you try combining the red and white cursors to make a blinking cursor?

here is what it would look like:
(http://i.imgur.com/a3MNScZ.gif)

i have repackaged the cursors, combining the 2 frames in a single image, that way you only have to load a single surface and use alternating SDL_Rect values for the different frames:
https://app.box.com/s/2pzwoujjaoiwe7npt5uumuof3uasuogk
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 15, 2015, 03:08:54 pm
It's working fine but am concerned that this is within the range of frequencies that can trigger epileptic seizures, also red saturated flashing images are the biggest risk.. I'll make it an option but it should be off by default.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 15, 2015, 07:01:28 pm
Here's a build with lightgun support enabled. It works with Master System titles currently, I've tested with a range of settings but I may have missed something so let me know if there's any problems.

Thanks to hi-ban for the cursors :).

You will need to delete your config file or it may not work.

https://drive.google.com/file/d/0BwYi4RGX-HSaRkRLRWU4dFFxNDQ/view?usp=sharing

Oops, almost forgot, there's also the FM sound toggle option in the Misc. menu so you can choose whether to listen to enhanced sound or not in Monster Land ;).
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Xaijiqq on March 16, 2015, 07:05:58 am
so does the cursor only work with the analog?  the dpad doesn't work for me

I'll map lightgun to the A-stick so we can vary the speed a little.
sorry i overlooked this :P
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Aeter on March 16, 2015, 07:21:47 am
How about a short flash at gun fire only? Or am I asking for something impossible now?
Just one flash when a shot's fired.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 16, 2015, 07:51:44 pm
How about a short flash at gun fire only? Or am I asking for something impossible now?
Just one flash when a shot's fired.

No that's easy to do. I thought the point of the cursor flashing was to make it easy to see on a red background. It seems pointless just flashing once IMO.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: hi-ban on March 16, 2015, 08:06:25 pm
At least when i suggested the flashing cursor, it was exactly for that reason. Improved visibility.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Xaijiqq on March 16, 2015, 08:20:27 pm
any chance for a future option dpad cursor support and/or with a sensitivity adjustment?  btw i really like the diff cursors especially the flashing feature, nice touch ;) i'd love to see this for xmame&nes light gun games
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 16, 2015, 08:51:00 pm
At least when i suggested the flashing cursor, it was exactly for that reason. Improved visibility.

Agreed. It helps particularly when there are lots of moving sprites.

any chance for a future option dpad cursor support and/or with a sensitivity adjustment?  btw i really like the diff cursors especially the flashing feature, nice touch ;) i'd love to see this for xmame&nes light gun games

I'd intended to add a sensitivity adjustment but forgot. The D-pad is still mapped to the usual controls so would be useful to have if a game requires it. I could remap to D-pad to controller 2 when a lightgun game is recognised. I understand that the special weapons in Spacegun are activated by the controller in port 2 so it should be useful at least for this game. It also means that (in theory) you could have a 2-player game ;)

Can any SMS fans tell me how to activate the special weapons with the controller in port 2? I've searched the internet and not found the answer. I'd like to add this feature.


Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Kouen Hasuki on March 21, 2015, 04:24:17 pm
Can't wait to check this out when im done with the charity stream event
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 21, 2015, 06:36:32 pm
I've added lightgun sensitivity but I've still got to map and mapped player 2 to the D-pad and XYZ buttons to allow you to use special weapons in Spacegun. DONE

I also want to enable lightguns in genesis/mcd games as currently only the joypad is detected. Then it might just get it's official release ;)
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 21, 2015, 10:12:50 pm
Anyone for 2 player Lethal Enforcers? :D

(https://dl.dropboxusercontent.com/s/55wu68sjyyp9m0u/Lethal_Enforcers-2player.png?dl=0)

Player 1(crosshairs): A-stick+ A/B/C + START
Player 2(dot): D-pad+ X/Y/Z + SELECT
(Buttons are configurable)

Also special weapons are working in Spacegun now.
Title: Re: Genesis Plus GX - Experimental Build (22-feb-2015)
Post by: TimeDevouncer on March 22, 2015, 10:23:34 am
Where's the save folder of the old build? I want to continue Snatcher in the new version.

For Snatcher (MCD) you will need to put your old save in $HOME/.genplus/saves/cd. However as multiple saves are now implemented you will need to rename your savefile. e.g. Snatcher.bin.gp rename it to Snatcher.bin.gp1 for savestate 1. Then just load the file from the Load menu as normal.

Thanks for the reply but...where's the save folder for the old build of genplus gx?  :-[

The following should be true from the 9th Feb build but Shin-nil is the best one to ask.

The savestates are now in filename format, previously though they used crc. You're looking for a long list of random letters and numbers ending in .gp0 in $HOME/.genplus/cd. You will need to rename it as e.g. "Snatcher(U).bin.gp1" assuming it's in .bin format. Unfortunately if you have saved different roms you will have to find out which crc code is the correct one.

Good luck ;)

Thanks again, first of all sorry for my bad english :-[ , my problem are:

- In the first version of Genplus, we can't use save/load states, right? I save with the game option (Sega CD's backup ram cartridge option).
(http://oi61.tinypic.com/i1y4xj.jpg)
- I don't know where this save is for the OLD Genplus version. AND, the new version of Genplus doesn't save with the SegaCD's backup ram cart option ???. I use it with a new game, but when I reboot, the save is gone. In old version this type of save works fine.

Anyway, thanks for your work ;)

Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Shin-NiL on March 22, 2015, 03:56:28 pm
I'm sorry, I just forgot to fix that ::)
It should be ok in the next build, the save files will be /usr/local/home/.genplus/saves/cd/scd.brm and /usr/local/home/.genplus/saves/cd/cart.brm ;D

In the old Genplus version (not OPK), these same files were saved in the current "genplus" executable dir.


EDIT: please check the project download page (https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0/downloads) to get the latest build.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: TimeDevouncer on March 22, 2015, 04:18:05 pm
Oh my God! How fast!

Thank you so much, I try it this night ^^
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: kaio on March 27, 2015, 06:57:15 pm
Did anybody try to run pier solar?
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 27, 2015, 08:05:59 pm
Did anybody try to run pier solar?

Yes, it runs.

(https://dl.dropboxusercontent.com/s/0j2xdqhj6y8ytbp/piersolar.png?dl=0)

I've still got to finish the lightgun code though so no official release yet.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Spaceman on March 27, 2015, 09:12:43 pm
I've been intensively testing GCW emulators all week since purchasing last week.
My only issues I have with this emulator (it was great on the wii) is the light gun icon stays onscreen when running Snatcher. Games that have dual controls such as Snatcher also have this issue.
Would be great, if you are going to continue using the joystick as a light gun (great idea) have it go to sleep mode until it is moved.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 27, 2015, 09:33:28 pm
I've been intensively testing GCW emulators all week since purchasing last week.
My only issues I have with this emulator (it was great on the wii) is the light gun icon stays onscreen when running Snatcher. Games that have dual controls such as Snatcher also have this issue.
Would be great, if you are going to continue using the joystick as a light gun (great idea) have it go to sleep mode until it is moved.

Agreed, lightgun will sleep after 5 seconds or so when I get around to it ;).
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: kaio on March 28, 2015, 07:24:32 am

Yes, it runs.

Thanks, David Knight!!!
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: tekkaman on March 29, 2015, 09:49:01 pm
I have an older version of this emulator. To update is just overwriting?
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 29, 2015, 10:49:43 pm
I have an older version of this emulator. To update is just overwriting?

Yes, you should just be able to replace your old opk with the new one.

If you get any problems just delete your "$HOME/.genplus/config.ini" file, it will generate a new one for you.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: tekkaman on March 29, 2015, 11:10:31 pm
Thanks. So far this emu has made quite some progress. It's more stable now. I would like to have custom button configurations. For games like Street of Rage and some Shmup.

I only notice 2 bugs so far:
Popful Mail doesn't work. Probably because it needs Perfect Synchro enabled and I don't see it in this emulator

I use Sonic CD Beta to get japanese music in the US version. It works fine that way in Picodrive. But here there's a music issue. It plays the music for the into fmv but nowhere else.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 29, 2015, 11:49:21 pm
Thanks. So far this emu has made quite some progress. It's more stable now. I would like to have custom button configurations. For games like Street of Rage and some Shmup.

I only notice 2 bugs so far:
Popful Mail doesn't work. Probably because it needs Perfect Synchro enabled and I don't see it in this emulator

I use Sonic CD Beta to get japanese music in the US version. It works fine that way in Picodrive. But here there's a music issue. It plays the music for the into fmv but nowhere else.

Per-game control configuration is doable but will be tackled post-release.

No perfect synchro is too taxing to be emulated. Popful Mail should work however, Genplus uses a workaround detailed here (http://code.google.com/p/genplus-gx/issues/detail?id=29).

Sega CD issues of this type are core engine issues and are unlikely to be fixed by ourselves.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 30, 2015, 12:40:37 am
Released, please discuss/report issues here (http://boards.dingoonity.org/gcw-releases/genesis-plus-gx/).
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on June 19, 2015, 04:41:00 pm
So i extracted and renamed the opk to dge and the emulator works on my gamegadget but the screen shakes and its not really working but the games do load and the emulator has support. can anyone help me port this to gamegadget? its all i got till i can buy a zero. ugh
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on June 19, 2015, 11:57:59 pm
So i extracted and renamed the opk to dge and the emulator works on my gamegadget but the screen shakes and its not really working but the games do load and the emulator has support. can anyone help me port this to gamegadget? its all i got till i can buy a zero. ugh

Wow, I'm surprised it runs at all!

I don't own a game gadget but an sdk is available for it so it should be a matter of some minor modification to gcw0/main.c and recompiling. The source code repo is here (https://bitbucket.org/shin_nil/genesis-plus-gx-gcw0).
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on June 20, 2015, 01:55:40 pm
where can i go to learn how to do that? at this point i want to learn and do this myself. recompile... i think did that once in ubuntu and it was so difficult. lol. any places i can go to learn? TUTs? i will spend needless hours to add more support to this device and owners of it!
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 06, 2015, 12:33:57 am
ok so what values should i change in make.c file for proper dingoo a320 speed and jz4740 chip?

i have it open in a txt editor right now
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on December 06, 2015, 05:39:07 pm
With the recent addition of choice of renderer (software, double buffering or triple buffering) you should now be able to get it to work from the make file included in the gcw0 directory. Make sure you set the renderer to software in config.c line 82.

Code: [Select]
    config.renderer         = 2;    /* 0 = Triple buffering, 1 = Double buffering, 2 = Software rendering */
You'll also have no support for light gun games without some modification. Let me know if you have any problems.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 06, 2015, 06:50:29 pm
Hey i need to understand more on source code building for dingoo and porting gcw zero. how do you gys get dge data and the  game emuator data built from source code? i have installed a ubuntu VM and Cygwin installing right now. I seem to have build a gcw build folder with lots of .o files? I am really clueless on how i did that. how can i get all the source code to be built into usable DGE dingoo data?
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on December 06, 2015, 09:20:23 pm
Well I haven't built anything for the dingoo but you'll need the SDK for the console you are building for and the source code for the emulator you want to build.

In Linux you open a terminal, navigate the directory containing the makefile, alter the make file with a text editor to point to the correct path to your SDK and then type "make". This should build the executable (which you will have to rename 'genplus.dge').

If you get an error c+p the output here.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 02:53:04 am
awesome info i will try it now. I appreciate this, once i get the hang of it I am going to credit and give thanks to all people that helped allow me to port other emus like newer ones to us a320 owners.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 03:02:19 am
Should I build it for Opendingux or Dingux? Is OD better or more hassle free? lol
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 03:59:48 am
ok built the exe and files but the folder that was created has a bunch of .o files? object files? i dont need those right?
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 04:04:26 am
hmm seems like i built it. I had done this before but the GCW0 sdk was not installed, but it still built it? i must have installed some libraries or something that worked with the source. I made the software mode adjustments in the config.c and changed the gcwzero cpucycles from 3420 to 1710 in the main.c file. I hope im on the right track. thanks please continue to help me. i am sure other a320 owners would love this gens emu vs picodrive
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 06:26:40 am
Well I installed both Opendingux and GCW Zero SDKs to the OPT folder and have set the folder paths correctly in the terminal too. i can get the source to build with MAKE command, i also edited the makefile to point to my Opendingux SDK in the OPT folder. I have some issues however, the OD SDK does not work. It seems that the source for the gens plus gcw0 port is not compatible with the (2012 June 6 build) "that is my preferred rootfs.bin version"toolkit for that version opendingux release. The GCW0 SDK is the only one that works, its folder paths in the makefile match perfect the default sdk for the gcw0 SDK. I get the files built and the MAKE command works & I see the new files being created in the new folder dir BUT the exe program I get and after the DGE renaming to a proper a320 OD compatible DGE causes a crash to a black screen on my dingoo. I have renamed the main program to a .DGE file and everything, I think ill try to compile another EMU source available for the gcw0 and use ONLY it's SDK to make sure i am using the "MAKE" command and have the environment setup properly.  I also noticed that the DGE file I rename is larger than the same DGE type of file bunched inside the OPK archive. The .gcw0 executable file is smaller on the one already compiled and made for the released OPK. Maybe i need to convert this version I built into an OPK first then open it like I did with the first OPK that works. the compiled executable that is made for the gcw0 works but the speed is slow and the cpu is not properly coded for 433mhz dingoo a320 hardware. need proper values edited and for cpu and ingenic soc optimizations for a320s. im lost lol any help? :D
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 07:06:15 am
so even in Qemu GCW Zero emulation my compiled version crashes to Gmenu2, great. I am an idiot... :(

I installed so much sudo repo linux stuff today my head is gonna explode. Why on earth is the source code repo being built correctly but not working on any dingux or OD device?
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on December 07, 2015, 01:58:54 pm
If your makefile isn't correctly pointing to the compiler and libraries then it won't work on your device but may still compile. The .o files are object files that you don't need once you have compiled the executable.

If your interested in learning to port to your device then I'd suggest googling for makefile tutorials.

The dingoo processor is slower than the gcw0 so it is not going to work at full speed without frame skip or other substantial optimisations. Picodrive is more optimised so is likely to be a better choice for your device.

I can compile you a version for the dingoo but given I have zero free time the earliest I will be able to do this is on Thursday.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 06:31:43 pm
Dude that would be awesome. I would love to talk more too. you seem to know a lot and I am really interested in helping out the community. I really appreciate that. take your time. I mean i couldn't ask for more.

when you do compile it can you make a short tut on what you have installed and links in the proper order? i want to follow what you did and learn so I can quit bugging people and just be a part of the community. I installed cygwin x86 and x64 versions i have a vitualbox machine running Ubuntu x86. I know I am close in figuring out this mess.

How can i make sure I have the libraries installed? I always update with the SUDO apt get etc... command and updates for my libraries. I also install all check boxes when I installed Cygwin it took 4 hours to get all the libraries installed. I have opened up the makefile with WORDPAD and found the early lines that point to the gcw0-toolchain folder in thr OPT folder. I have adjusted those to point into my SDK of choice and to the custom directories I made in the OPT folder.

I am not lazy and really tried hard on this but man, I will say i respect you guys that CAN compile and do this properly. I WILL LEARN THIS, I have to now that I have started this mess haha :D

I really appreciate the help and the fact that you offered to make me a build for my a320. please if you can take as much time as you can to do so and explain the steps on here for other amateurs that may want to do so too? :D
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 07, 2015, 07:46:00 pm
Actually my friend when you build it just link me to the urls where i can download all the main tools and sdk compilers you use. If I knew exactly what EXACT programs and libraries runtimes etc i needed and what order to install them... I may not be having Makefile issues :)

Link the urls of what programs and libraries I will need with the download Urls and such. or you could upload a zip file with all tools numbered in order i need to install them. any way that is easiest for you.

Does you project have a donate button?
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on December 08, 2015, 10:47:16 pm
I had a quick go at a dingoo build tonight but the build failed, it looks like the default sdk doesn't come with zlib.

I'll have to build this library first...unless it's already built and available elsewhere. ;D

To install the SDK I just followed these (https://code.google.com/p/dingoo-sdk/source/browse/trunk/dingoo_sdk/ReadMe.txt) instructions, it was easy to install and the sample code compiles fine.
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 09, 2015, 04:40:22 am
thanks so much I will try to do it again too. can you attempt another build? why would it fail? hmm
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 09, 2015, 04:43:21 am
Zlib is a common library. I am sure its available on linux. I have no idea about this in depth. I will dive into getting the SDK installed. I thought I could just install Opendingux SDK as I wanted it to be usable in Gmenu2. I guess I should use the .app / .sim configuration and run it on native Dingux?
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Radioboy86 on December 11, 2015, 07:40:41 pm
I had a quick go at a dingoo build tonight but the build failed, it looks like the default sdk doesn't come with zlib.

I'll have to build this library first...unless it's already built and available elsewhere. ;D

To install the SDK I just followed these (https://code.google.com/p/dingoo-sdk/source/browse/trunk/dingoo_sdk/ReadMe.txt) instructions, it was easy to install and the sample code compiles fine.

Any news? haha my builds failed too. I have no idea what to do :D
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: circuitbent on March 17, 2016, 11:30:04 pm
Why isn't this posted in the main Downloads page? I just checked this out and it's working great!
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Shin-NiL on March 18, 2016, 12:31:44 am
Please, check this (http://boards.dingoonity.org/gcw-releases/genesis-plus-gx/)  ;)
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: David Knight on March 18, 2016, 07:10:59 pm
Please, check this (http://boards.dingoonity.org/gcw-releases/genesis-plus-gx/)  ;)

Still being actively developed (https://github.com/DavidKnight247/Genesis-Plus-GX/commits/master) :)
Title: Re: Genesis Plus GX - Experimental Build (12-mar-2015)
Post by: Qubits on May 26, 2016, 06:35:14 am
Is it possible to select the clock speed (NTSC or PAL) for Europe or USA / Japanese roms ? And if not is it on NTSC by default or does it automatically detect the clock speed of the rom ?