Search found 226 matches

by mkwong98
Sat May 23, 2020 4:04 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

Hi Sour, several people working with HD packs find it useful to have one of these: set loop points in the music track in the hires.txt file set two music files as a single track with one as introduction and one as looping use specific tags in the ogg file as loop points info like https://rpgmaker.ne...
by mkwong98
Sat May 16, 2020 7:30 am
Forum: NES Graphics
Topic: HD Pack's Mesen
Replies: 28
Views: 42720

Re: HD Pack's Mesen

Thanks i'll test it out, the tool is a life saver, with version 106 of the hdpack already available in dev builds of mesen, its features are increasing and more than capable of doing a 16bit style graphic pack so anything to speed it up and optimising the packs is a blessing. I did find a minor bug...
by mkwong98
Fri May 15, 2020 9:49 am
Forum: NES Graphics
Topic: HD Pack's Mesen
Replies: 28
Views: 42720

Re: HD Pack's Mesen

not sure where to post this, but mkwong98, finally making a pack with the latest hdpackeditor and theres an error with framerange saving incorrectly (as hex) and crashing when more than 9 frames Thanks, I updated the editor to use dec when pack version is 103 or above. Please see if this fixes that...
by mkwong98
Tue Feb 18, 2020 7:42 pm
Forum: NESemdev
Topic: An idea: emulating dirty pin connector?
Replies: 7
Views: 4015

An idea: emulating dirty pin connector?

Having some graphic glitches due to dirty pin connection is part of my childhood memory, so I think it would be fun to have an option to emulate this. How would you implement this? How dirty or which pin can get dirty and yet the game is still playable? And what other HW defects can you think of?
by mkwong98
Thu Sep 19, 2019 7:26 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

Hi Sour, if I have a LUA script which I want to run with a HD pack, is it possible to set a game specific script to run automatically as soon as the game starts? Thanks.
by mkwong98
Sat Aug 10, 2019 5:16 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

I have a problem with <background> tag and it would be nice if you can change the behavior of this tag. Currently if the background image contains transparent area, then the emulator shows solid white in that area. Is it possible to change this behavior so that if an area in the background image is ...
by mkwong98
Fri Aug 09, 2019 8:41 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

Hi Sour, I'm looking up HD pack tags in the online documentation using Chrome and some of them are too long to display in one line but they don't warp and there is no horizontal scroll bar. This one for example: https://www.mesen.ca/docs/hdpacks.html#lt-background-gt-tag Can you fix that when you ha...
by mkwong98
Thu Aug 08, 2019 8:00 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 350
Views: 150097

Re: Mesen-S - SNES Emulator

I hear there's one guy who's even considering hires texture replacement packs for SNES tiles! :p To be honest, I'm still not convinced there's much point to it - the SNES has much less restrictions than the NES to start off, giving it more colors isn't that useful, and increasing the resolution ten...
by mkwong98
Wed Jun 26, 2019 4:20 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

Thanks, I'll try that.
by mkwong98
Wed Jun 26, 2019 10:45 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

Hi Sour, I'm using Nametable viewer and there are problems with 2 games: "Captain Tsubasa Vol. II - Super Striker" and "Dragon Ball Z II - Gekishin Freeza!!". Can that be fixed? Thanks.
by mkwong98
Fri May 17, 2019 10:35 pm
Forum: NESemdev
Topic: Defining a cross-emulator save state format
Replies: 12
Views: 14833

Re: Defining a cross-emulator save state format

You might not have complete information needed for another emulator, but some things can be extrapolated. For example, if you have the current CPU or PPU memory map, you can fill in what the values for mapper latches should be. If you know the PPU raster position that the save state would happen at...
by mkwong98
Fri May 17, 2019 2:52 am
Forum: NESemdev
Topic: Defining a cross-emulator save state format
Replies: 12
Views: 14833

Re: Defining a cross-emulator save state format

tepples wrote:How are you going to define a representation for the internal state of hundreds of mappers? That'd be a lot of work.
Yes, that is definitely a lot of work. But as all authors of emulators with save state functionality have done it already, why not spare newcomers from reinventing the wheel?
by mkwong98
Thu May 16, 2019 7:09 pm
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

The NES doesn't keep track of the total number of cycles, no, but emulating it properly requires knowing if the current cycle is "odd" or "even" for DMA/etc, so keeping track of the cycle count solves that requirement. Also, like supercat said, some mappers (and various other things) rely on the cy...
by mkwong98
Thu May 16, 2019 2:24 am
Forum: NESemdev
Topic: Mesen - NES Emulator
Replies: 834
Views: 368020

Re: Mesen - NES Emulator

I'm not too sure what distinction you're making between the "emulation" and "emulator" state? From my point of view, 99% of the content of save states is vital "emulation" state. For example, the real NES hardware does not keep track of how many CPU cycles have passed since running the game so the ...