Regen 0.93 Beta 4 + new Debuggers

AamirM's Regen forum

Moderator: AamirM

Post Reply
AamirM
Very interested
Posts: 472
Joined: Mon Feb 18, 2008 8:23 am
Contact:

Post by AamirM »

Hi,
Sound issue: Phantasy Star III

Disclaimer: I heard this problem using your injected in_gme.dll which I understand is somewhat outdated.

The song "Skyhaven" seems a little louder than the other ones, and it distorts very noticeably. Related to CV: Bloodlines BGM 26 crackles? I think so.

Just noticed that "Satellite" is also pretty loud and might be distorting.
Can you provide the savestates please?
There isn't a very good UI to show whether the "Overclock M68000" feature is enabled. Perhaps a checkmark next to the menu entry might do? Also, what do I need to do to turn the overclocking back off?
Noted down. A dirty way to turn off overclocking is to restart the emu :) .

stay safe,

AamirM
SmartOne
Very interested
Posts: 77
Joined: Sun Sep 21, 2008 5:18 am

Post by SmartOne »

AamirM wrote:Can you provide the savestates please?
I suppose if VGMs played with VGM_PLAY will suffice. I'm not playing through the whole grueling RPG. :P In that case, I'll just send you the rom I build.

EDIT: http://www.sendspace.com/file/9tnkdv

The Phantasy Star III songs don't sound as bad (if at all) in Regen, but I included other known problematic songs.
Snake
Very interested
Posts: 206
Joined: Sat Sep 13, 2008 1:01 am

Post by Snake »

AamirM wrote:By the way, shouldn't Kega be doing this itself with those fixed aspect options?
No, because that wouldn't be a "Fixed Aspect", would it?

Kega does exactly what the *users* asked for it to do. Now that a user has asked for something else, it does that too...
SmartOne
Very interested
Posts: 77
Joined: Sun Sep 21, 2008 5:18 am

Post by SmartOne »

In a new version of Kega, an automatic option would be greatly appreciated. :D
AamirM
Very interested
Posts: 472
Joined: Mon Feb 18, 2008 8:23 am
Contact:

Post by AamirM »

Hi,
SmartOne wrote:I suppose if VGMs played with VGM_PLAY will suffice. I'm not playing through the whole grueling RPG. Razz In that case, I'll just send you the rom I build.
I'll try that out today.
Snake wrote: Kega does exactly what the *users* asked for it to do. Now that a user has asked for something else, it does that too...
Okay, thanks for clearing that up.

stay safe,

AamirM
SmartOne
Very interested
Posts: 77
Joined: Sun Sep 21, 2008 5:18 am

Post by SmartOne »

Feature Request: VGM logging at the correct sample rate!
AamirM
Very interested
Posts: 472
Joined: Mon Feb 18, 2008 8:23 am
Contact:

Post by AamirM »

Hi,
SmartOne wrote: Feature Request: VGM logging at the correct sample rate!
Its up to the VGM player (or plugin) to play it at the correct rate. VGM is just a file containing writes to the sound chips.

stay safe,

AamirM
SmartOne
Very interested
Posts: 77
Joined: Sun Sep 21, 2008 5:18 am

Post by SmartOne »

That's what I thought, until the responses on this thread said differently: http://forums.project2612.org/showthrea ... =2865#2865
SmartOne
Very interested
Posts: 77
Joined: Sun Sep 21, 2008 5:18 am

Post by SmartOne »

SmartOne wrote:That's what I thought, until the responses on this thread said differently: http://forums.project2612.org/showthrea ... =2865#2865
Either way, VGM logging (and playback!) would be great features for your emulator. Highest quality WAV writing!
Snake
Very interested
Posts: 206
Joined: Sat Sep 13, 2008 1:01 am

Post by Snake »

SmartOne wrote:That's what I thought, until the responses on this thread said differently: http://forums.project2612.org/showthrea ... =2865#2865
Completely wrong.

VGM logs writes at 44100Hz, which is overkill. That, however, has nothing to do with the playback rate. You can interpret the file at 44100Hz, and playback the output at anything you like.

So, yes. The quality of existing VGMs *WILL* go up. Nothing will need to be re-logged, and emulators do not need to be changed in any way.
SmartOne
Very interested
Posts: 77
Joined: Sun Sep 21, 2008 5:18 am

Post by SmartOne »

That's a huge relief. :P Re-logging all those VGMs would be a job. I'll inform that thread. :)
AamirM
Very interested
Posts: 472
Joined: Mon Feb 18, 2008 8:23 am
Contact:

Post by AamirM »

Hi,
SmartOne wrote:
SmartOne wrote:That's what I thought, until the responses on this thread said differently: http://forums.project2612.org/showthrea ... =2865#2865
Either way, VGM logging (and playback!) would be great features for your emulator. Highest quality WAV writing!
Regen already logs wav at the correct rates (without any resampling at 53267hz in superhq mode) if thats what you wanted.

stay safe,

AamirM
Snake
Very interested
Posts: 206
Joined: Sat Sep 13, 2008 1:01 am

Post by Snake »

SmartOne wrote:That's a huge relief. :P Re-logging all those VGMs would be a job. I'll inform that thread. :)
To put it another way - nothing that's been 'discovered' I didn't already know (apart from CSM, which is *not* used in any games anyway - even then I already knew about it, just not how it was used - because nothing uses it ;)) and Kega already logs VGMs just fine, right? ;)
AamirM
Very interested
Posts: 472
Joined: Mon Feb 18, 2008 8:23 am
Contact:

Post by AamirM »

Hi,

Mega Turrican track 2 does actually enables the CSM mode but yeah doesn't really makes any difference.

stay safe,

AamirM
DarkCless
Newbie
Posts: 5
Joined: Thu Oct 09, 2008 3:33 pm

Post by DarkCless »

Hi, first of all thanks for your hard work in this excellent emulator. It quickly became my first choice in Genesis emulation and really have been enjoying it so far. I have a few ideas & suggestions I want to share

- In the readme it says 'only 2x filters are supported for now'
Does it mean it is possible to manually add Super2Xsai filter by putting it into the plugin folder ? If not , I'd like to kindly suggest it because I believe it makes nice graphics without taxing the system much

-I thought an option such as 'switch to full screen on rom load' may come handy

Thanks again for the nice work

DarkCless
Post Reply