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Posted

There isn't a naming convention required for the ROMs (personally, my ROMs are from the GoodSMS set). It can't read zip files just yet, but I plan on it having zip file support.

Posted

Well, I fixed full screen support earlier. For some reason, it would only allow resolution changing twice and then it would crap out. I'm also happy to announce that I've gotten state saving/loading to work (albeit in my own proprietary format). Below is a screenshot of me running Hang On/Safari Hunt in 320x240 full screen mode, yay?

 

olafsms13.PNG

Posted

This looks really cool! And on EFnet you told us about movie recording/saving, which sounds awesome! :) Keep up the good work!

Posted (edited)

Another great announcement for the day: I've just finished adding in movie recording/playing! I thought ahead with file size in mind -- it will not record Sega Game Gear input data if it's not a Sega Game Gear game being played. It's only 1 byte per read, but, that can add up during a movie and I'm just trying to be efficient anyway. Hooray!

 

:)

 

EDIT: You beat me to the announcement, Mooney. Poop.

Edited by olaf
Posted

Yet another work-in-progress showing! This time I've optimized the black and white palette that was originally distributed with vbSMS. Below are a few comparisons between emulator windows and palettes...

 

olafsms-vs1.PNG vs. olafsms-os1.PNG

 

Look at the tops of the mountains, Sonic's contrast, and the floor.

 

olafsms-vs2.PNG vs. olafsms-os2.PNG

 

Look at the flowers, mountains, and character clothing.

 

olafsms-vs3.PNG vs. olafsms-os3.PNG

 

The real test... how... horrible.

 

olafsms-vs4.PNG vs. olafsms-os4.PNG

 

A Sega Game Gear game... the actual palette is still wrong, but the optimized black and white palette makes a difference (makes games more tolerable to play with the horrible palette).

Posted

Looks like I better start collecting some roms for this when you release it. I am truly impressed. BTW, you said earlier about adding sound support but never said if you actually had or not.

Posted

No, I have not added in sound. This will more than likely require the help of someone else, as sound is *absolutely* not my thing. I haven't asked anyone yet, but I know someone people who can. Let's not be disgruntled that sound support will be a little late! Also, I have added layer disabling, below are some screenshots of it in action.

 

olafsms-layer1.PNG

 

No layers disabled.

 

olafsms-layer2.PNG

 

The background layer disabled.

 

olafsms-layer3.PNG

 

The sprite layer disabled.

Posted

Wow. Those are some amazing improvements! When are we gonna see a release? :P

Posted

Well, I was unhappy with the way full screen mode looked (stretched graphics causing ugliness), so I fixed it. Now, when switched into full screen mode, olafsms will scale the screen properly in relation to the Sega Master System's original resolution (which most emulators do anyway, but I was having trouble with). I have also added in saving of screenshots and the option to switch into full screen mode when you load a ROM.

 

Last, but certainly not least, I've done some rather extensive work on how input is handled. I made it completely configurable (vbSMS was not configurable at all) and added a configuration window for it. In related news... I've added support for PC gamepad input! What's great about my method for this is, the buttons/directions are technically mapped to your keyboard configuration, and it also detects PC gamepads "on-the-fly". If for some reason you decide you don't want to play with the keyboard anymore (or some other off-the-wall situation), just plug in your PC gamepad without closing/restarting the emulator! Below are screenshots of the newly updated configuration windows.

 

olafsms-wfs.PNG

 

olafsms-wi.PNG

 

Also, Mooney, I'm thinking about making a release pretty soon.

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