jEnesisDS v0.7 + ApprenticeMinusDS v0.2.6 released

Destructobot

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Lordus has released version 0.7 of jEnesisDS, his awesome Sega Genesis emulator for the DS. Also included is the initial release of ApprenticeMinusDS, his new Sega Master System/ Game Gear emulator.

********
v0.7 *
********
- Fixed bug in Z80 core, preventing some games from having sound (Wonderboy, etc.).
- Fixed bug in 68000 optimization, that could make some games hang (Bonanza Brothers, etc.).
- Changed sound handling and doubled sample rate for PCM sound, resulting in slightly better sound quality.
- HW renderer partially rewritten, many glitches should be gone, some are still there (and will probably not be easy to fix ever)
- Sprite rendering completely rewritten in ASM. Should be faster and fix most of the sprite issues.
- Implemented mid frame palette updates (water effects in Sonic games, Castlevania, etc.). Note, that this just works, if a game is constantly fast enough, so slowdowns can still cause colors to flicker).
- Many little optimizations in memory handling and the CPU cores. Should reduce slowdowns.
- Added option for sprite masking (Landstalker etc.). It is not 100% emulated, just faked to be enough for most games using it (disable it, if sprites are missing, that should be there).
- Added option to change between 3- and 6-Button pad (just works, if the option is applied BEFORE loading a game). When 6-Button pad is disabled, L+R can be used to move the visible screen area, X to center it.
- Added sound state to the savestates, so that the correct tracks should play now when a state is loaded. Savestates are still not 100% reliable and loading old states can potentially cause problems.
************************
v0.2.6 preview release *
************************
- Enhanced Z80 ASM core used in jEnesisDS.
- SMS/GG emulation.
- 10 Savestates per game.
- Rewind and fast forward feature.
- Settings can be saved per game.
- Fully rendered by the DS 2D hardware.
- Perfect sync option, that actually syncs every scanline (emulated scanline to DS scanline).
This option is more accurate, and needed for some games to look correctly, but it can be problematic to use it, when "Rewind" is enabled.
- sample accurate (almost ;P) PSG emulation.
- Stereo sound for GG games.


Known issues:
- timing is not exactly correct yet, so some games might not work, or have glitches.
- No FM emulation (yet?)
- Sprite updates need to be improved, sometimes there can be glitched sprites atm.
- Many more, that i don't remember now..

Download: http://gbatemp.net/index.php?download=2274
 

Destructobot

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He can't. Deal with it. That issue comes up in every discussion of jEnesisDS, and it just isn't possible with the hardware renderer. He has to use all four of the DS's background layers to emulate the Genesis backgrounds, and the DS can only scale two background layers at a time.

An older version that used a software renderer did have full scaling, but it didn't run at full speed and it didn't have sound.
 

DanTheManMS

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Curse you Destructobot for taking the words right out of my mouth.
wink.gif


I'm not entirely sure it's the "2 layers vs 4 layers" thing though. I thought it was more of an issue of tile mode supporting only vertical scaling (by skipping scanlines) vs framebuffer mode supporting both vertical and horizontal scaling. Tile mode uses the DS's 2D hardware and is obviously faster, hence why Lordus has focused his efforts on using this one rather than the framebuffer mode.

To the one who asked, if you're interested, the version that has both modes is v0.4a. They're separate *.nds binaries. Also note that vertical scaling is actually already enabled by default and has been since v0.5 or somewhere around there.
 

Destructobot

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I got that bit about the background layers from your second post in the jEnesisDS topic you started on the Pocket Heaven boards.

Wait, that's not it. I'll try and find the right post.


Edit: I can't find the post I was thinking of. It was either on a different forum or I just made it up. Either way, Lordus has stated many many times that horizontal scaling is probably never going to happen in the hardware renderer, so people should feel free to stop asking about it.
 

jhoff80

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Anyone else have issues with Sonic and Knuckles attached to Sonic 3? Sonic 3 works fine alone, as does Sonic and Knuckles, but the rom of them attached doesn't seem to be recognized, though I guess its possible I have a bad rom.
 

DanTheManMS

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Destructobot said:
Edit: I can't find the post I was thinking of. It was either on a different forum or I just made it up. Either way, Lordus has stated many many times that horizontal scaling is probably never going to happen in the hardware renderer, so people should feel free to stop asking about it.

It could very well be another forum, or a random post on this one. I go to several different forums that could have potentially discussed jEnesisDS at some point in time.

In any case, yeah the question does get asked too much, but by this point I usually just tell them to read the ReadMe and be done with it, hehe.
 

SylvWolf

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Great emulator. Not perfect but, seeing as this is the DS, it is very impressive. People like Lordus are the ones that fuel the homebrew scene. ApprenticeMinusDS is pretty good too. Compared to SMSAdvance, it has a bigger screen, better compatibility and can directly access the file system, but doesn't have save states. If he implemented save states at some point, it would just blow SMSAdvance out of the water.
 

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