Robert Posted October 16, 2006 Posted October 16, 2006 What naming convention is used for roms? Can it read zip files?
olaf Posted October 16, 2006 Author Posted October 16, 2006 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.
olaf Posted October 17, 2006 Author Posted October 17, 2006 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?
Robert Posted October 17, 2006 Posted October 17, 2006 Yay! You're doing very well with this! Keep up the good work.
Mooney Posted October 17, 2006 Posted October 17, 2006 This looks really cool! And on EFnet you told us about movie recording/saving, which sounds awesome! Keep up the good work!
olaf Posted October 17, 2006 Author Posted October 17, 2006 (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 October 17, 2006 by olaf
olaf Posted October 18, 2006 Author Posted October 18, 2006 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... vs. Look at the tops of the mountains, Sonic's contrast, and the floor. vs. Look at the flowers, mountains, and character clothing. vs. The real test... how... horrible. vs. 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).
Haldrie Posted October 18, 2006 Posted October 18, 2006 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.
retroK Posted October 18, 2006 Posted October 18, 2006 Thanks olaf for the amount of work you put in there.
L.S.D Posted October 18, 2006 Posted October 18, 2006 The Lemmings screen do me in already! I can't wait to use this Keep it up, Olaf!
olaf Posted October 18, 2006 Author Posted October 18, 2006 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. No layers disabled. The background layer disabled. The sprite layer disabled.
retroK Posted October 18, 2006 Posted October 18, 2006 Maybe you can simulate sound by putting in comic style speech balloons with e.g. bang, boom... j/k
Mooney Posted October 18, 2006 Posted October 18, 2006 Wow. Those are some amazing improvements! When are we gonna see a release?
olaf Posted October 19, 2006 Author Posted October 19, 2006 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. Also, Mooney, I'm thinking about making a release pretty soon.
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