I guess you see 30 FPS only, du to the 30 Keys Per Second limit.Fonzie wrote:About genskmod... I was benchmarking my last demo and i figured out that genskmod had a Step/Step animation.
It is Shift+Esc... So I ran my demo and pressed Shift+Esc and the demo was moving almost each time... If the Step/Step is really 1Frame/1Frame, it means that my demo runs almost 60fps...
Are you sure there isn't a mistake there? Does it really go frame/frame or two frames / two frames?
Bah, if there isn't any mistake... its just crazy how the 68K is fast O_o
[GensKMod] version 0.6 is out
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That explains the lag between keystroke (or button press (I use gamepad, modified MD 6-buttoner)) and event in game...Stef wrote:I guess you see 30 FPS only, du to the 30 Keys Per Second limit.
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I have some wishes for later Kmod releases [I hope, I've post it in right place]
1. To Add 5th (or maybe 5..7th) "rom-independed" color palette, which could be used (if selected) by default instead of VDP palettes 0..3, making possible to view VRAM data even if VDP palettes not initialized yet (all black).. For example, Gens' VDP debugger uses some grayscale palette when star-key pressed some times.
2. If it possible, to add ability to view RAM in same format as VRAM ("Tiles" 8x8).. So it makes possible to view graphics construction in memory before it was copied to VRAM.. (Here also can be used additional palette, see "1")
3. To add PlaneA,PlaneB,Window viewers (as HEX-tables). Also their HEX-values could be AND-masked, to hide priority-pal-mirror bits's values and left just tile-numbers and vice versa.. Also VSRAM and HScrollTable viewers in same way.. Maybe this all not very useful, but when study it could really helps..
4. Using Layers-window, we can view just a parts of Planes.. Is it possible to view full planes in additional windows? It makes possible to view planes updating while game scrolls image..
..Just some wishes (hope, undersatdable).. Anyway, Thanks!
1. To Add 5th (or maybe 5..7th) "rom-independed" color palette, which could be used (if selected) by default instead of VDP palettes 0..3, making possible to view VRAM data even if VDP palettes not initialized yet (all black).. For example, Gens' VDP debugger uses some grayscale palette when star-key pressed some times.
2. If it possible, to add ability to view RAM in same format as VRAM ("Tiles" 8x8).. So it makes possible to view graphics construction in memory before it was copied to VRAM.. (Here also can be used additional palette, see "1")
3. To add PlaneA,PlaneB,Window viewers (as HEX-tables). Also their HEX-values could be AND-masked, to hide priority-pal-mirror bits's values and left just tile-numbers and vice versa.. Also VSRAM and HScrollTable viewers in same way.. Maybe this all not very useful, but when study it could really helps..
4. Using Layers-window, we can view just a parts of Planes.. Is it possible to view full planes in additional windows? It makes possible to view planes updating while game scrolls image..
..Just some wishes (hope, undersatdable).. Anyway, Thanks!
I'm always interested in what people are waiting for KModGrayLight wrote:I have some wishes for later Kmod releases [I hope, I've post it in right place]
a custom pal ? why not....1. To Add 5th (or maybe 5..7th) "rom-independed" color palette, which could be used (if selected) by default instead of VDP palettes 0..3, making possible to view VRAM data even if VDP palettes not initialized yet (all black).. For example, Gens' VDP debugger uses some grayscale palette when star-key pressed some times.
hmm....yes it is possible but I don't know if it is really interesting2. If it possible, to add ability to view RAM in same format as VRAM ("Tiles" 8x8).. So it makes possible to view graphics construction in memory before it was copied to VRAM.. (Here also can be used additional palette, see "1")
I mean it will be a copy of VRAM (or not since some stuff like the lib I use don't decompress data to RAM first but to VRAM)
If you're looking for where is the original data, I think you should look at DMA spy
I don't know if I can add mask easily, need to check Gens original source3. To add PlaneA,PlaneB,Window viewers (as HEX-tables). Also their HEX-values could be AND-masked, to hide priority-pal-mirror bits's values and left just tile-numbers and vice versa.. Also VSRAM and HScrollTable viewers in same way.. Maybe this all not very useful, but when study it could really helps..
but to view (and mod!!) VSRAm and HScroll is on my todo list.
I think I looked it some times ago and found it was impossible with Gens since the 'hidden' part aren't stored the same way as visible one.4. Using Layers-window, we can view just a parts of Planes.. Is it possible to view full planes in additional windows? It makes possible to view planes updating while game scrolls image..
but I need to recheck to work on the scroll mod I just talked
if some of you see some of this point very interesting, say it, I'll put them on top of my priority list
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Wish:
Possibility to turn of sound channels (either PSG or YM2612) like in Dgen.
To put some "shift lefts" to 32x PWM sound (it is very quiet).
Possibility to turn of sound channels (either PSG or YM2612) like in Dgen.
To put some "shift lefts" to 32x PWM sound (it is very quiet).
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I experencied some keys respond problems.
When i open some debug window (as YM2612 one), it looks that after sometime GensKMod doesn't reply to key events and seems somewhat freezed (but it isn't).
I used the beta version with "DAC update rate" i know know if others versions are impacted.
By the way, your "DAC update rate" is very usefull when you code some Z80 driver for DAC playing, i encourage you to keep this feature in future version
When i open some debug window (as YM2612 one), it looks that after sometime GensKMod doesn't reply to key events and seems somewhat freezed (but it isn't).
I used the beta version with "DAC update rate" i know know if others versions are impacted.
By the way, your "DAC update rate" is very usefull when you code some Z80 driver for DAC playing, i encourage you to keep this feature in future version