[GensKMod] version 0.7 is out
Moderator: BigEvilCorporation
[GensKMod] version 0.7 is out
0.7 was released some minutes ago
yes, 32X is now supported
I added some requests (5th pal) and fixed some bugs (thanks for the reports)
read the updated doc file for list
hope you'll enjoy it
yes, 32X is now supported
I added some requests (5th pal) and fixed some bugs (thanks for the reports)
read the updated doc file for list
hope you'll enjoy it
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KMod 0.7 is freakin' awesome !!!
Thanks should go to Stef for making Gens (Without it there's no KMod) and Kaneda of course for putting all this great stuff in it !!!
Thanks should go to Stef for making Gens (Without it there's no KMod) and Kaneda of course for putting all this great stuff in it !!!
Mida sa loed ? Nagunii aru ei saa
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
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I got some troubles with KMod 0.7
My dev rom make the emulator to hang where it work perfectly with Gens or Fusion.
I noticed some strange behavior with the previous version (KMod 0.6 beta), for instance, i got a bug in my Z80 init code which was setting 0x2002 bytes of RAM to 0 (instead of 0x2000). In theory the address just overlap but here that just make KMod to hang.
With version 0.7 i got some more troubles :-/ I'll complete the message as soon i discover what cause this trouble to KMod 0.7
My dev rom make the emulator to hang where it work perfectly with Gens or Fusion.
I noticed some strange behavior with the previous version (KMod 0.6 beta), for instance, i got a bug in my Z80 init code which was setting 0x2002 bytes of RAM to 0 (instead of 0x2000). In theory the address just overlap but here that just make KMod to hang.
With version 0.7 i got some more troubles :-/ I'll complete the message as soon i discover what cause this trouble to KMod 0.7
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In fact i just realised it wasn't opening my rom.Fonzie wrote:Yo stef Actualy, sometimes, Kmod can appear hang because your code generate too many error / second (so it flood and litteraly freeze the message box log... until its full).
Are you sure it's not this problem? It was just an idea... sorry if its bigger problem than that.
It seems Kaneda made some changes in the command line stuff.
It doesn't use anymore the current directory as default directory or something like that. About the 0.6 version weird behavior, you're probably right, maybe a lot of message was generated making KMod look freezed, but wasn't really
^^ I found a little (we can call it a bug, maybe, its not a problem for me anyway) wierd thing.
In a 32x game, when you watch 32x framebuffer/palette, megadrive VDP palettes gets stretched/distorded.
It may not be important but maybe it can make the Kmod unstable, that's why I wanted to inform you about .
Thx a lot kaneda for this great update
In a 32x game, when you watch 32x framebuffer/palette, megadrive VDP palettes gets stretched/distorded.
It may not be important but maybe it can make the Kmod unstable, that's why I wanted to inform you about .
Thx a lot kaneda for this great update
Yes...I changed the path to avoid language.dat/.... to be on the rom directoryStef wrote:In fact i just realised it wasn't opening my rom.Fonzie wrote:Yo stef Actualy, sometimes, Kmod can appear hang because your code generate too many error / second (so it flood and litteraly freeze the message box log... until its full).
Are you sure it's not this problem? It was just an idea... sorry if its bigger problem than that.
It seems Kaneda made some changes in the command line stuff.
It doesn't use anymore the current directory as default directory or something like that. About the 0.6 version weird behavior, you're probably right, maybe a lot of message was generated making KMod look freezed, but wasn't really
I didn't try throught command line, you're right...sorry
strange it hanges now, I didn't change the WriteByte stuff....Stef wrote: I noticed some strange behavior with the previous version (KMod 0.6 beta), for instance, i got a bug in my Z80 init code which was setting 0x2002 bytes of RAM to 0 (instead of 0x2000). In theory the address just overlap but here that just make KMod to hang.
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I should retest it, in fact i was doing word write instead of byte write. I guess that KMod was logging them (incorrect Z80 access), making it looks like hanged, but it wasn'tKanedaFr wrote:strange it hanges now, I didn't change the WriteByte stuff....Stef wrote: I noticed some strange behavior with the previous version (KMod 0.6 beta), for instance, i got a bug in my Z80 init code which was setting 0x2002 bytes of RAM to 0 (instead of 0x2000). In theory the address just overlap but here that just make KMod to hang.