GroovyBee Posted March 26, 2010 Share Posted March 26, 2010 I know there is a more cycle accurate version of ProSystem in the works but v1.3e is all we've got at the moment. I've back-ported most of the Wii changes (like HSC support) to the current PC version. Are there any other features developers would like? So far on my list is :- - RAM filled with random values and not 0x00 - Done - SaveKey support. - Developer debug port - Done (in an a personal copy of an older version). - Latest Underball NTSC palette. The developer debug port allows values written to a specific memory location in the 6502 memory map to be written into a file on the PC. Its nothing like having a fully capable debugger but its better than nothing. I'm also going to make changes to the saved state file. The Wii version adds extra information to the file and then looks at file sizes to decide what it should do when it loads one back in. That's not a very robust approach to me so I'm going to add a version number. Don't worry old save state files will still work. The new save state files will not be compatible with older versions of ProSystem though. There will be some changes to the prosystem.dat file so that HSC, SaveKey etc. can be enabled/disabled on a per game basis. Before anybody asks I'm not going to try and make the emulator more compatible with the back catalogue of games. These modifications are to help fellow homebrewers. I'm not going to add a complex debugger front end either because it could potentially be wasted effort with a new version on the horizon. Any other developer requests? Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 26, 2010 Author Share Posted March 26, 2010 If anybody has links to ProSystem ports to other target machines that would be good too. I think it would be better if there was one set of source code that could be built for various targets. Then at least all emulators would be on a level playing field and therefore bugs would be fixed and improvements made across the board. I'll look at the integration of other systems after I've made the changes to the current PC version. Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted March 26, 2010 Share Posted March 26, 2010 Nevermind - I just re-read your initial post and saw that you added HSC support already Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 27, 2010 Author Share Posted March 27, 2010 Progress update :- Core HSC support - Done. Windows HSC GUI changes - Nearly done. Random RAM values - Done. Saved state - Done. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 27, 2010 Author Share Posted March 27, 2010 Its going well this afternoon Windows HSC GUI changes - Done Windows HSC *.ini changes - Done Underball NTSC palette - Done Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 27, 2010 Author Share Posted March 27, 2010 I'm adding a status bar at the bottom of the emulator window. This will show the current state of the left and right difficulty switches and if the HSC has been accessed by the game. Since I'm not a windows programmer its slow going . The status bar has been added to the window I just need to populate it with information now. Quote Link to comment Share on other sites More sharing options...
Underball Posted March 27, 2010 Share Posted March 27, 2010 I'm adding a status bar at the bottom of the emulator window. This will show the current state of the left and right difficulty switches and if the HSC has been accessed by the game. Since I'm not a windows programmer its slow going . The status bar has been added to the window I just need to populate it with information now. Does this mean that Difficulty switches will act as click-on click-off switches, as opposed to having to hold them down? Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 27, 2010 Author Share Posted March 27, 2010 Does this mean that Difficulty switches will act as click-on click-off switches, as opposed to having to hold them down? Yep! The holding down behaviour is *so* annoying. Quote Link to comment Share on other sites More sharing options...
Underball Posted March 27, 2010 Share Posted March 27, 2010 (edited) Does this mean that Difficulty switches will act as click-on click-off switches, as opposed to having to hold them down? Yep! The holding down behaviour is *so* annoying. Now the harder question is, can this become part of the core code, as opposed to the Windows GUI code, so I can put in into the PSP port without too much trouble? Edited March 27, 2010 by Underball Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 27, 2010 Author Share Posted March 27, 2010 Now the harder question is, can this become part of the core code, as opposed to the Windows GUI code, so I can put in into the PSP port without too much trouble? Its not really a "Core" thing. Give me a link to the PSP port source code and I'll have a look at it after I've done the PC version. Ideally I'd like the PSP, Wii and PC versions to share the same set of Core source with some build flags for differences. Obviously each target machine will still need its own GUI and miscellaneous support code. Quote Link to comment Share on other sites More sharing options...
Underball Posted March 27, 2010 Share Posted March 27, 2010 http://www.atariage.com/forums/topic/156322-psp7800-version-14/ Look no further... Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 28, 2010 Author Share Posted March 28, 2010 Last update for today :- Difficulty switch toggling - Done. State of difficulty switches on status bar - Done. State of HSC on status bar - Done. The status bar doesn't always display correctly when you resize the window. Since I'm not a windows guy I might put a call out to any Windows programmer gurus to give me a hand if I can't get it all going tomorrow. The last state of the difficulty switches will be saved in the *.ini file too. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 28, 2010 Author Share Posted March 28, 2010 Update :- Saving left/right difficulty switch settings to *.ini file - Done. I'm still having problems with the direct draw window overwriting the status bar. Hopefully that will get fixed today. Quote Link to comment Share on other sites More sharing options...
gdement Posted March 29, 2010 Share Posted March 29, 2010 I'm also going to make changes to the saved state file. The Wii version adds extra information to the file and then looks at file sizes to decide what it should do when it loads one back in. That's not a very robust approach to me so I'm going to add a version number. Don't worry old save state files will still work. The new save state files will not be compatible with older versions of ProSystem though. According to my notes, I think RIOT DRA/DRB aren't currently in the savestate file. There might be other things missing as well, not sure what was added to the Wii version. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 29, 2010 Author Share Posted March 29, 2010 According to my notes, I think RIOT DRA/DRB aren't currently in the savestate file. There might be other things missing as well, not sure what was added to the Wii version. They are in the Wii version and now in the PC version too. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 30, 2010 Author Share Posted March 30, 2010 Integrated the core Wii changes from version 0.3 (the latest). Yep! Ballblazer now has much funkier music . Its good to see games running at a speed approximating the real machine too. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted April 6, 2010 Author Share Posted April 6, 2010 I've modified the way display list interrupts are handled to try and match the hardware. What games have display problems in earlier versions of ProSystem? For example Commando in my latest version no longer has the yellow jitter over the text at the bottom of the screen . Quote Link to comment Share on other sites More sharing options...
Underball Posted April 6, 2010 Share Posted April 6, 2010 Kung Fu master had minor issues Quote Link to comment Share on other sites More sharing options...
+Mitch Posted April 6, 2010 Share Posted April 6, 2010 One on One had timing issues. Centipede and MIA both had display issues. Mitch Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted April 6, 2010 Author Share Posted April 6, 2010 Kung Fu master had minor issues The two coloured lines top left have disappeared with the update from the Wii source code modifications. Are there any other problems? One on One had timing issues. Centipede and MIA both had display issues. I haven't noticed anything wrong with Centipede. Can you elaborate on that? MIA crashes after the first level. However the sprites now animate correctly compared to 1.3e. What do you mean by One on One's timing issues? Quote Link to comment Share on other sites More sharing options...
+Mitch Posted April 6, 2010 Share Posted April 6, 2010 Kung Fu master had minor issues The two coloured lines top left have disappeared with the update from the Wii source code modifications. Are there any other problems? One on One had timing issues. Centipede and MIA both had display issues. I haven't noticed anything wrong with Centipede. Can you elaborate on that? MIA crashes after the first level. However the sprites now animate correctly compared to 1.3e. What do you mean by One on One's timing issues? The Centipede issues I was remembering were in MESS, so my mistake on that one. Now that I think about it, it seems like there needs to be a setting changed in the DAT file for MIA. I don't have an entry for it in my current ProSystem setup so that may be the issue. One on One plays three or four times faster than the correct speed. Though this may be out of scope for your current changes. Mitch Quote Link to comment Share on other sites More sharing options...
Underball Posted April 6, 2010 Share Posted April 6, 2010 One on one plays fine if you set: flags=1 in the dat file Quote Link to comment Share on other sites More sharing options...
+Mitch Posted April 6, 2010 Share Posted April 6, 2010 One on one plays fine if you set: flags=1 in the dat file Interesting, that does slow it down. I guess my DAT file is quite a bit out of date. Mitch Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted April 6, 2010 Author Share Posted April 6, 2010 There is a completely new dat file for the new version of ProSystem. Quote Link to comment Share on other sites More sharing options...
Underball Posted April 6, 2010 Share Posted April 6, 2010 One on one plays fine if you set: flags=1 in the dat file Interesting, that does slow it down. I guess my DAT file is quite a bit out of date. Mitch Not that far. I only stumbled upon that when I was working on the PSP port. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.