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Player (68)
Joined: 5/5/2007
Posts: 65
A minor error; the About screen still says "Movie 9Z".
Post subject: Re: ASPI ASPI ASPI
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Dammit wrote:
SCD still requires ASPI and ASPI is still unsupported in non-Itanium Win64. Any advice for installing it in XP 64 or Vista 64? I think it's been done before. I tried tinkering with the sys and dll files but still No Drive Detected. Upthorn, can you make a Gens dialog to ask for a CD image directly, without looking at drives? That would be one way around this. We're never gonna use real CDs for recording or playback anyway.
You already can load CD images directly. Use the Open ROM dialog (Perhaps this should be renamed to "Open ROM/Image" or something like that?). It also lists CD images. If for some reason, it doesn't work for you just by looking in the right directory, try switching the "Files of Type" drop-down list to "Sega CD images".
Post subject: Re: ASPI ASPI ASPI
upthorn
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Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Dammit wrote:
SCD still requires ASPI and ASPI is still unsupported in non-Itanium Win64. Any advice for installing it in XP 64 or Vista 64? I think it's been done before. I tried tinkering with the sys and dll files but still No Drive Detected. Upthorn, can you make a Gens dialog to ask for a CD image directly, without looking at drives? That would be one way around this. We're never gonna use real CDs for recording or playback anyway.
Actually, according to nitsuja, SegaCD will not sync if you use the ASPI stuff. You have to go to file->open rom->(whatever).iso or file->open rom->(whatever).cue
How fleeting are all human passions compared with the massive continuity of ducks.
Experienced player (590)
Joined: 1/11/2007
Posts: 103
OK, thanks. Now I am prepared to watch SCD movies. And make them. I discovered another problem: CUEs won't load if they refer to a BIN with a space in the filename, even if you use quotation marks. Workaround: remove or replace space characters.
Post subject: Re: ASPI ASPI ASPI
upthorn
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Joined: 3/24/2006
Posts: 1802
upthorn wrote:
Dammit wrote:
SCD still requires ASPI and ASPI is still unsupported in non-Itanium Win64. Any advice for installing it in XP 64 or Vista 64? I think it's been done before. I tried tinkering with the sys and dll files but still No Drive Detected. Upthorn, can you make a Gens dialog to ask for a CD image directly, without looking at drives? That would be one way around this. We're never gonna use real CDs for recording or playback anyway.
Actually, according to nitsuja, SegaCD will not sync if you use the ASPI stuff. You have to go to file->open rom->(whatever).iso or file->open rom->(whatever).cue
Aqfaq wrote:
It seems that if I have another window active, the Gens on the background is still affected by my hotkeys. I have frame advance assigned to "Q", so when I write "Aqfaq" here on the forum, 2 frames are advanced in Gens.
That doesn't seem to happen for me... what operating system do you use?
upthorn wrote:
Savestate upgrades for all Gens platforms.
So, does this mean that some Genesis games that previously desynched might work properly now?[/quote] yes.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: ASPI ASPI ASPI
Editor, Expert player (2478)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
qqq q qq
upthorn wrote:
what operating system do you use?
Win XP. Tested it again and indeed "background input" seems to be enabled by default. Edit: Oh, also it's ONLY the hotkeys. Controller input is not registered while using other programs.
Post subject: Re: ASPI ASPI ASPI
upthorn
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Joined: 3/24/2006
Posts: 1802
Aqfaq wrote:
qqq q qq
upthorn wrote:
what operating system do you use?
Win XP. Tested it again and indeed "background input" seems to be enabled by default. Edit: Oh, also it's ONLY the hotkeys. Controller input is not registered while using other programs.
Bug verified, found, and fixed. Now if only I could figure out why it doesn't do it with controller input I could give gens a "background input" feature...
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 7/13/2006
Posts: 61
This is fantastic news. I just did a test run and everything is working great. Thank you very much for all of your work. I've been waiting to see this since I joined the site 2 years ago. I've kept checking back a few times a month and crossing my fingers and now Sega CD save states are a reality. Again, thank you. Quick question. I don't know if this is something you're able to fix or if it's something written deeper into the image file code. When I try to load a cue file that points to iso/wave files it won't load them and asks me for mp3 files. I can load the iso directly and it works fine. I'm an audio snob and rip my games into wave or flac files. Is this something that can be fixed easily in one of your next releases, or should I just suck it up, compress my waves to mp3 and quit whining?
upthorn
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Joined: 3/24/2006
Posts: 1802
White Label wrote:
Quick question. I don't know if this is something you're able to fix or if it's something written deeper into the image file code. When I try to load a cue file that points to iso/wave files it won't load them and asks me for mp3 files. I can load the iso directly and it works fine. I'm an audio snob and rip my games into wave or flac files. Is this something that can be fixed easily in one of your next releases, or should I just suck it up, compress my waves to mp3 and quit whining?
That depends. If, the lines for your WAV files read like
FILE "Lunar - The Silver Star 02.wav" WAVE
and work when changed to
FILE "Lunar - The Silver Star 02.wav" WAV
Then it should be an easy fix. Otherwise, I have absolutely no idea.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 7/13/2006
Posts: 61
I just tried editing the file type in the cue from WAVE to WAV and it didn't work. It pops up an error message that says... Couldn't use audio file "C:\Directory\Track2.wav" for track 2 because WAV files are not supported. Please use either BINARY audio tracks or MP3 files. I can change the file type in the cue file to BINARY and it will show up in the emulated CD player, however, the audio cracks and pops. Weird.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Good job Upthorn and nitsuja for this new and INTERESTING :D version.
Joined: 7/13/2006
Posts: 61
Again, thank you for this. I'm a few days into my high score run of Double Switch. After playing this game for 15 years I'm finally going to know what the maximum score is! I've been told by the guy who did the port of the Windows version that my score in the mid 130s is unholy. Ha.
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I'm getting the same error as White Label, but my ISOs DO have mp3s, not WAVs. Any idea why this might be happening?
Previous Name: boct1584
Post subject: Gens 10a release
upthorn
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Joined: 3/24/2006
Posts: 1802
Mostly bugfixes, but a few minor new features as well. New in version 10a:
  • fix for cue files that refer to iso files that have spaces in their filename (nitsuja)
  • fix for directinput hotkeys not working when a rom hasn't been loaded yet (nitsuja)
  • safeguard against people forgetting to turn on SegaCD Perfect Synchro (nitsuja)
  • Prevented "there is no disk in drive" error spam if a file in the recent ROMs list is on a removed disk (nitsuja)
  • warn about completely missing SegaCD audio when playing or recording a movie (nitsuja)
  • Fixed bug where certain hotkeys would be read when window was out of focus (Upthorn)
  • New RAM Watch UI (adelikat)
  • Autofire now accounts for lag (nitsuja)
  • Fixed bug where CD Audio was very crackly (Upthorn)
  • Extended Sega CD BRAM Autoformat for sizes other than 64kb (nitsuja)
  • New hotkey to watch movie from start (nitsuja)
  • PWM audio volume level fix (nitsuja)
  • Increased audio quality during slow motion and fast-forward. (nitsuja)
  • Some safeguards against file I/O errors (nitsuja)
  • Menu typo fixes and garbage collection (nitsuja)
  • Added Background input option, where all hotkeys and controller buttons will be read regardless of window focus (Upthorn)
  • "Add Sound to AVI" now defaults to on (Upthorn)
  • "Add Sound to AVI" now saves to config (Upthorn)
Executable, with source patch (10 to 10a) included.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Joined: 3/24/2006
Posts: 1802
Solon wrote:
I'm getting the same error as White Label, but my ISOs DO have mp3s, not WAVs. Any idea why this might be happening?
Is there a .cue file with the same name as the .iso? You might try renaming or deleting it. Additionally, make sure that the .mp3 files are named correctly ("isoname xx.mp3", where "isoname.iso" is the name of the iso) and that you don't accidentally have a set of .wav files in there, too.
How fleeting are all human passions compared with the massive continuity of ducks.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Should I report 10a bugs in this thread? - Even with background input turned off, Gens accepts background input! The input it accepts is specifically shift key, bound to frame advance. - Gens 10a no longer seems to differentiate between right shift and left shift, which 9.5c did. Request: - Do not include a .cfg file that overwrites the user's settings (key bindings, directories, etc).
upthorn
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Joined: 3/24/2006
Posts: 1802
Truncated wrote:
Should I report 10a bugs in this thread? - Even with background input turned off, Gens accepts background input! The input it accepts is specifically shift key, bound to frame advance.
The change I made to fix that bug was accidentally reverted in the next change commited. I thought I got it back in, but it looks like I forgot one line of code.
Truncated wrote:
- Gens 10a no longer seems to differentiate between right shift and left shift, which 9.5c did.
Well, it does when reading, but not when setting hotkeys. This should be a simple fix, let's see what I can do about it.
Truncated wrote:
Request: - Do not include a .cfg file that overwrites the user's settings (key bindings, directories, etc).
That was a one-time mistake.
How fleeting are all human passions compared with the massive continuity of ducks.
CrazyTerabyte
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Joined: 5/7/2005
Posts: 74
Huh, I think there should be a link to this topic (or a link to relevant posts on this topic) at this page: http://tasvideos.org/EmulatorResources/Homepages.html#Gens Or even better, a link to the project homepage.
upthorn
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Joined: 3/24/2006
Posts: 1802
CrazyTerabyte wrote:
a link to the project homepage.
Oh God! That's what I've been forgetting to do these past few weeks. Oh man, how embarassing! Thanks for reminding me!
How fleeting are all human passions compared with the massive continuity of ducks.
Former player
Joined: 12/5/2007
Posts: 716
It's been almost a month since Gens 10 came out. Is there some kind of progress for the Linux build to receive an update, too? Is it even planned to also port the changes to a Linux version? From what I understand, the patch to create avis under Linux should be fairly easy to adapt (dunno anything about the ASM parts). Once again, I'm not a coder, but I'd be glad to help out in terms of testing the Linux build.
upthorn
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Joined: 3/24/2006
Posts: 1802
ShinyDoofy wrote:
It's been almost a month since Gens 10 came out. Is there some kind of progress for the Linux build to receive an update, too? Is it even planned to also port the changes to a Linux version? From what I understand, the patch to create avis under Linux should be fairly easy to adapt (dunno anything about the ASM parts).
It has always been my intent to mirror, or assist in mirroring, the windows changes in a Linux-native version of gens. However I have so far been unable to get any version of the linux gens source distribution to compile correctly, so no headway has been made on that as yet. Obviously, things would go faster in that respect if we had an experienced Linux coder with a working build environment on the team.
How fleeting are all human passions compared with the massive continuity of ducks.
Former player
Joined: 12/5/2007
Posts: 716
I'll try and take a look at which version I get to compile and which one I don't. /edit1 Ok, I got all four versions I tried to successfully compile and run! To start off, Gens "Grrl" v9f: there already was a precompiled binary in the tarball, no big deal. make clean && make and I got a gens that already supported playing .gmv files. Only thing to critique: no GTK, it's purely console based. /edit2: Getting a GTK interface was a pure pain. The GTK build can't play movies anymore, but hey, there's something to click around in! Get the patch here. Secondly and thirdly, Gens 2.12a with and without replay / AVI patch: without the patch, it struggles on several occasions. After stripping "-DGTK_DISABLE_DEPRECATED" from GTKCFLAGS in the Makefile, asm errors came up. This can be fixed by stripping "-O3" from NASMFLAGS, also to be found in the Makefile. Afterwards, it compiles great! But it couldn't play movies yet. After applying Bisqwit's patch and again removing the DEPRECATED parameter, it compiled and ran great. Even avi creating works great. Only thing: You'd have to recompile it everytime you want to change mencoder's options. Could be solved by also writing the video stream to a fifo file, I guess. And finally, there's Gens 2.15.2, also available from Sourceforge. This one provides a ./configure script, running it without any parameters doesn't harm anybody. It compiled fine, but doesn't support watching runs or creating AVI files. Maybe I can get Bisqwit's 2.12a patch to run on 2.15.2. We'll see. Oh, my setup: I'm running Gentoo Linux on x86, Kernel 2.6.26 gcc 4.1.2 glibc 2.6.1 nasm 0.98.39 GTK 2.12.10 If case you'd like me to check any other version, drop me a note. I hope this helps a bit.
CrazyTerabyte
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Joined: 5/7/2005
Posts: 74
Maybe I'm being a bit too naive right now, but... Can't upthorn make a patch (diff -Naurb old-gens/ new-gens/) between his unmodified (maybe without re-recording support) version and his most recent version? Then, ShinyDoofy could try to apply that patch to the most recent gens for linux version. Obviously, things won't go as smooth as I'm saying. Then, I think ShinyDoofy can generate such patch by himself. Maybe one of those graphical comparison tools can help: http://www.mibrahim.net/blog/2007/06/02/xxdiff-kdiff3-kompare-and-meld-comparison/ http://zoneit.free.fr/esvn/html-docs/apa.html
upthorn
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Joined: 3/24/2006
Posts: 1802
CrazyTerabyte wrote:
Maybe I'm being a bit too naive right now, but... Can't upthorn make a patch (diff -Naurb old-gens/ new-gens/) between his unmodified (maybe without re-recording support) version and his most recent version? Then, ShinyDoofy could try to apply that patch to the most recent gens for linux version.
I could, but several of the new features rely on features of windows, or directx. For instance, RAM search, and all of the input improvements. So, while you could get a partial port of features by applying the diff to the old linux source, there would still be a good deal of cleanup to do just to get it to compile again. And if you wanted to make all the features work, there'd be GUI code to translate from WINAPI to your preferred Linux GUI library.
How fleeting are all human passions compared with the massive continuity of ducks.
Former player
Joined: 12/5/2007
Posts: 716
CrazyTerabyte: all I can do is read the code and try to understand what is does. Unfortunately writing is a whole different thing for me. Applying patches might at least partially work, but as upthorn pointed out, it's even harder to rewrite code that relies on something that's not supported on your OS and that you also haven't worked with at all. Isn't there one developer on the team that could be able to create such patches?
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