[GensKMod] version 0.7 is out

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KanedaFr
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[GensKMod] version 0.7 is out

Post by KanedaFr » Fri Feb 23, 2007 2:08 pm

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 ;)

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Post by Fonzie » Fri Feb 23, 2007 2:24 pm

Uber great :)
Congratulation and many thx.
With Kmod, its now possible to push a game in less than 3 days for sure :P

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Post by Stef » Fri Feb 23, 2007 2:58 pm

Agreed !
This tool is very usefull for all genny developers ;)
Thanks again Kaneda for your great work :)

ob1
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Post by ob1 » Fri Feb 23, 2007 3:51 pm

Do I have to congratulate once more ?


Definitely yes !
Thank you Kan' !

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Post by Pascal » Fri Feb 23, 2007 6:38 pm

great release as usual :)

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Post by ob1 » Fri Feb 23, 2007 7:06 pm

Stef wrote:Agreed !
This tool is very usefull for all genny developers ;)
Thanks again Kaneda for your great work :)
Some bravos for you guy, too.

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Post by Stef » Fri Feb 23, 2007 7:07 pm

ob1 wrote:
Stef wrote:Agreed !
This tool is very usefull for all genny developers ;)
Thanks again Kaneda for your great work :)
Some bravos for you guy, too.
Thanks :) but why ?
Gens is outdated from a long time, it's nice to see it used for that task ;)

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Post by TmEE co.(TM) » Sat Feb 24, 2007 10:24 am

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 !!!
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

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Post by Stef » Mon Feb 26, 2007 9:16 pm

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

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Post by Fonzie » Mon Feb 26, 2007 9:19 pm

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.

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Post by Stef » Mon Feb 26, 2007 9:30 pm

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.
In fact i just realised it wasn't opening my rom.
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 ;)

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Post by Fonzie » Mon Feb 26, 2007 10:33 pm

^^ 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 :D

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Post by KanedaFr » Tue Feb 27, 2007 8:47 am

Stef wrote:
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.
In fact i just realised it wasn't opening my rom.
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 ;)
Yes...I changed the path to avoid language.dat/.... to be on the rom directory

I didn't try throught command line, you're right...sorry

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Post by KanedaFr » Tue Feb 27, 2007 8:49 am

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.
strange it hanges now, I didn't change the WriteByte stuff....

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Post by Stef » Tue Feb 27, 2007 9:35 am

KanedaFr wrote:
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.
strange it hanges now, I didn't change the WriteByte stuff....
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't ;)

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