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 Post subject: Re: Mesen - NES Emulator
PostPosted: Tue May 02, 2017 5:25 pm 
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Location: Seattle
We've recently seen the release of a bunch of brand new emulators (Any-Yes, Mesen, Nintaco), all of which were (I believe?) developed against our modern set of tests, so should be pretty accurate.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Tue May 02, 2017 6:12 pm 
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Joined: Sun Jan 22, 2012 12:03 pm
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Location: Canada
BaconIsGood16 wrote:
why is it not mentioned on TASVideos's NES Accuracy Test Chart?

Because that chart is years out of date and Mesen is a relatively new emulator.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Fri Jun 09, 2017 8:11 pm 
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Posts: 130
The debugger in Mesen is very well done, but there are some features it doesn't seem to have that would be helpful for me.

When the debugger is open, Pause is disabled in the main emulator window. This makes things difficult if I want to break while something is happening on-screen, as I have to quickly switch to the debugger window, open the Debug menu, and choose Break. It would be nice if Pause caused the debugger to break instead when it's open. It'd also be nice to have an option to break whenever the debugger window becomes active.

Controller buttons can't be set to a certain state in the debugger, so there seems to be no way to, for example, keep the A button held while debugging. Something like checkboxes representing each button would work, at least for normal controllers.

Values in the Watch pane are only updated while breaking. It'd be nice to have it update every frame while the game is running too, or have an option for that.

It'd be nice if blocks in the debugger could be explicitly marked as data bytes or words, and show up as .db or .dw lines in the debugger even when "Show Only Disassembled Code" is checked.

Related to that, though this is a bit niche in comparison: the FDS BIOS has several functions that take pointer arguments inline after the jsr. Though you have the labels already, it'd be nice if it could actually show up as jsr LoadFiles / .dw $1234, $5678 and so on automatically.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Fri Jun 09, 2017 8:22 pm 
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Location: Seattle
Nicole wrote:
Related to that, though this is a bit niche in comparison: the FDS BIOS has several functions that take pointer arguments inline after the jsr. Though you have the labels already, it'd be nice if it could actually show up as jsr LoadFiles / .dw $1234, $5678 and so on automatically.
There are a bunch of places throughout NES-land that do function parameters that way. nescom's clever-disasm calls it a TrailerParamRoutine.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sat Jun 10, 2017 6:21 pm 
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Joined: Sun Feb 07, 2016 6:16 pm
Posts: 208
Thanks for the feedback!

Breaking when trying to pause would make a lot of sense - I'll add that. Breaking on debugger focus too (as an option).

Being able to set the controller's input is something someone else has asked for, too. It's mostly a matter of coming up with a proper UI and finding space to fit it in, too - I can't really add too much to the main debugger window if I want to keep it usable on lower resolution laptops. It would probably need to be some sort of separate tool window.
Also, if you turn on the "Allow input when in the background" option, you can use a gamepad to hold down keys while in the debugger (won't work with a keyboard). It's far from ideal, but it's a workaround for that limitation atm.

An option to automatically update the watch should be fairly easy - initially I hadn't done that for performance concerns, but a lot has been done to speed up the expression evaluator since then, so it should be fine to update it once a frame or so (assuming there aren't hundreds of watch expressions)

Forcing specific blocks to show as bytes or words might be a bit tricky since there are already so many other options to control what is shown or not. Maybe the best way would be a general option to "Always show verified data" that would work with the other disassembly options + 3 actions: "Mark as data (bytes)", "Mark as data (words)" and "Clear data flag"? Would that be flexible enough for what you need to do?

As for arguments after JSR, I guess I could add some options to labels that would allow you to configure those (e.g name & size of each parameter)?


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sat Jul 22, 2017 8:06 pm 
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Joined: Thu Feb 26, 2015 2:37 am
Posts: 38
Is there a way to turn off the Recent Game Selection feature?


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sun Jul 23, 2017 4:56 am 
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uVSthem wrote:
Is there a way to turn off the Recent Game Selection feature?
No, there isn't. Is there any reason you would need to turn this off?


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sun Jul 23, 2017 5:42 am 
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It's a feature I never use. I'm not a save state kind of guy. I would rather turn it off and save a few writes to my drive.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Wed Jul 26, 2017 5:30 pm 
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uVSthem wrote:
It's a feature I never use. I'm not a save state kind of guy. I would rather turn it off and save a few writes to my drive.
I doubt it'll have much of an impact on even an SSD's longevity (an hour of internet browsing most likely writes more cache data on a disk than Mesen would if you used it daily for a year), but I added an option to disable the screen (and turn off the disk reads/writes associated with it) along with another option to reset the game instead of resuming where you left off when clicking on a game (which is something other people have requested).


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Wed Jul 26, 2017 5:34 pm 
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Joined: Thu Feb 26, 2015 2:37 am
Posts: 38
Thank you.

Sour wrote:
uVSthem wrote:
It's a feature I never use. I'm not a save state kind of guy. I would rather turn it off and save a few writes to my drive.
I doubt it'll have much of an impact on even an SSD's longevity (an hour of internet browsing most likely writes more cache data on a disk than Mesen would if you used it daily for a year), but I added an option to disable the screen (and turn off the disk reads/writes associated with it) along with another option to reset the game instead of resuming where you left off when clicking on a game (which is something other people have requested).


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