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View topic - Meka 0.80 with new sound engine *TESTERS WANTED!*

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Post Posted: Mon Dec 01, 2014 6:50 pm
I'm adding windows resizing now!

I am manually creating a .sym file but not actually involving WLA-DX. I imagine WLA-DX probably wouldn't like it.
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Post Posted: Tue Dec 02, 2014 1:09 am
It's on SVN If you fancy trying.
- you can now resize most windows by clicking on the lower-right corner of a window. that include resizing the game box* (not the tiles viewer or tilemap viewer yet)
- you can change the font of some windows in the .CFG file.

*demonstrating with awful 150% scaling. may or not matter for debugging a game!
meka_resize.PNG (39.33 KB)
meka_resize.PNG

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New build
Post Posted: Tue Dec 02, 2014 1:12 am
- added new fonts
- added the possibility to resize windows by clicking on lower-right corner
- added the possibility the change some fonts in .CFG file
- fixed some GUI focusing issues
- made scrollbar easier to use

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Post Posted: Tue Dec 02, 2014 8:18 am
I recently configured this read-only mirror: https://github.com/svn2github/meka for webby monitoring of what's going on...

That scaling is pretty ugly. Is there an easy way to get back to 1:1?
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Post Posted: Tue Dec 02, 2014 11:29 am
Maxim wrote
I recently configured this read-only mirror: https://github.com/svn2github/meka for webby monitoring of what's going on...

i'll set up an official one.

Quote
That scaling is pretty ugly. Is there an easy way to get back to 1:1?

Yes just resize the window!
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Post Posted: Tue Dec 02, 2014 2:09 pm
Awesome!
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bancomicsans.com
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Post Posted: Tue Dec 02, 2014 2:36 pm
I feel threatened.
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Post Posted: Tue Dec 02, 2014 4:11 pm
And a sprite viewer would be awesome, also...
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Post Posted: Tue Dec 02, 2014 5:04 pm
Why not allow arbitrary font filename and size specification instead of the fixed list we have right now? I guess some parts really rely on fixed-width fonts, but it would be nice to be tolerant...
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Post Posted: Tue Dec 02, 2014 6:15 pm
Maxim wrote
Why not allow arbitrary font filename and size specification instead of the fixed list we have right now? I guess some parts really rely on fixed-width fonts, but it would be nice to be tolerant...

Yes I probably need to clean that code up to allow for arbitrary files. However I don't expect people really want to bother to "pimp" and tweak MEKA so much. Right now it'd be more useful if I can add that selection in the emulator and/so some form of scaling.
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Post Posted: Tue Dec 02, 2014 6:31 pm
I guess so... but all developers have their One True Monospace Font (and even some variable-width fonts) and will want to put it in there.

Consolas hinting for ClearType goes very badly with whatever render you're using :( and the size is somehow much larger than Comic Sans.
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New build
Post Posted: Mon Dec 15, 2014 9:38 pm
- Added support for Korean Hi-Com 3-in-1 and 8-in-1 mapper.

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Post Posted: Sun Dec 21, 2014 12:28 pm
Ok. In a vain attempt to bring this up again. I still have the issue of the game screen freezing or 'sticking' for a frame or so every few frames.

I've tried all the builds I can find. I've tried Windows XP, Vista, 7 32 bit and 7 64 bit. I've tried a Toshiba netbook, a Dell laptop, an AMD based desktop and, finally, an Intel based desktop. I've tried onboard AMD GPU, Intel GPU, a Radeon 9600 and a GTX 780. I've also tried different screen refresh rates (59, 60, 120 and 144 Hz) and resolutions using a new cfg every time. The issue is always present.

Surely, I can't be the only person that this is happening to. That's a lot of systems and setups to have tried!
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Post Posted: Tue Dec 30, 2014 4:08 am
You said game. Is it a specific game?
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Post Posted: Tue Dec 30, 2014 9:29 am
The game shouldn't make a difference.

Probably an issue with my synching code, never been good at that. Will look into it, it's not of the issue preventing me to label it 0.80 for real.
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Post Posted: Sat Jan 17, 2015 5:40 pm
Hello all,
I'm experiencing an strange problem: Meka doesn't detect my joypad.

It was previously working with my Fedora 20 system (I remember I had problems to get it to work too, but can't remember what I did), but I then made a fresh install of Fedora 21, while keeping my user folder. What I don't understand is that snes9x and pcsxr DO detect my joypad, but not Meka. Is there a rational explanation?

Thanks for your enlightment.

PS: my meka.inp content (some buttons are gone because of my tries to assign my undetected joypad buttons), just in case, but there is nothing noticeable.

[Joypad 1]
type                = joypad
connection          = 1
enabled             = yes
player              = 1
player_down         = joy stick 2 axis 1 dir 1
player_left         = joy stick 2 axis 0 dir 0
player_button2      = joy_button 1
player_start_pause  = joy_button 9
player_reset        = joy_button 6

[Joypad 2]
type                = joypad
connection          = 2
enabled             = yes
player              = 2
player_down         = joy stick 0 axis 1 dir 1
player_left         = joy stick 0 axis 0 dir 0
player_right        = joy stick 0 axis 0 dir 1
player_button2      = joy stick 0 axis 1 dir 1
player_start_pause  = joy_button 7


[edit] Well well well now it works, but I still don't get why. I did things randomly, merely following what was said here, not really aware of what I was doing. So I installed kernel-modules-extra, but Meka still didn't detect the joypad. After having switched off and restarted my computer, I realize it now correctly works. Is it because of the intallation I made? I don't know. What I can say is before installing this module, I tried to restart my computer with the joypad plugged in, just in case, and it didn't work.

Anyway, the point is not here. The point is mainly that after a fresh install (I'm talking about Fedora 20 and 21, I don't know for other systems) Meka does not detect correctly the joypad while other emulators do. It's not really a big deal because I somehow managed to get it to work (with no understanding whatsoever), but it's not really "plug and play", and there ins't any rational explanation yet.

By the way, if I'm a pain, it really not is intended. No, really. And sorry if it's messy. :)
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New build
Post Posted: Sat Feb 21, 2015 7:17 pm
Small release mainly for Sherpa who wanted a shortcut.

- Added ALT+V shortcut to start/stop VGM logging.
- Updated checksum and compatibility lists.
- Debugger: fixed "memedit" crashing with negative input values.

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Post Posted: Sat Feb 28, 2015 8:59 pm
There is a small bug in the controller configuration:

version: meka-2015-02-21-win32-proto
but also with: meka-2014-10-04-win32-proto

When you have 2 controllers connected to your system and want to use the controller detected as number 2 as player on you can manually fix it in meka.inp. (should only change the player that it is linked to, if you change the connection number for controllers 1 or 2 it gets broken)

It might be better if we configure that the controller on connection 2 should be used for player 1 from within meka.

Also this link in meka.inp results in a 404:
; - PPJoy joystick driver for Windows 2000/XP
; http://www.geocities.com/deonvdw/
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Post Posted: Sat Mar 07, 2015 3:43 pm
Maxim wrote
I recently configured this read-only mirror: https://github.com/svn2github/meka for webby monitoring of what's going on...


I have moved MEKA to a proper github repository now
https://github.com/ocornut/meka

And e-mailed the creator of svn2github to ask if we can delete the old svn2github version (hope he does).

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New build
Post Posted: Wed Apr 01, 2015 8:35 am
- Moved to github https://github.com/ocornut/meka
- Updated checksum and compatibility lists.
- Z80: Fixed emulation of R register (fixes 'Bubble Bobble', 'Hong Kil Dong' among others), fixed HALT timing, fixed CPDR [Calindro]
- VDP: Writing to palette sets the read buffer. Fixes test 10 of FluBBA's VDP Tester.
- VDP: Setting address via palette write preserve upper address bits. Fixes tests #4 and #15 of FluBBA VDP Tester.
- I/O: IO range 0x40..0x7F mirrors h-counter and v-count.
- Patch for BIOS 2.0..
- MSVC project cleanup, removed libpng binaries and unused files.

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Post Posted: Wed Apr 08, 2015 5:20 am
There is a way to enable bilinear filtering?
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Post Posted: Sat Apr 11, 2015 4:27 pm
This is the best 8bit sega emulator but it has some lacks, It would be great adding:
- Full resolution Game Gear (I mean 256x192 res instead of 160x144)
- Gear to gear feature
- Custom size borders for Game Gear games, when they are on 256x192 res. since some games need vertical borders only and anotther games need both like Megaman (a portion of the right side appears left side)
- Quad render plugin

Well I can test it, but what need to be tested ¿sound?
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Post Posted: Sat Apr 11, 2015 5:22 pm
dklohucz wrote
There is a way to enable bilinear filtering?


Sorry no bilinear filtering.

FeRcHuLeS wrote
This is the best 8bit sega emulator but it has some lacks, It would be great adding:
- Full resolution Game Gear (I mean 256x192 res instead of 160x144)
- Gear to gear feature
- Custom size borders for Game Gear games, when they are on 256x192 res. since some games need vertical borders only and anotther games need both like Megaman (a portion of the right side appears left side)
- Quad render plugin

Well I can test it, but what need to be tested ¿sound?


Probably should add some extra options to play GG games in full resolution but that's not priority.
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Post Posted: Sat Apr 11, 2015 7:31 pm
@Bock, could you make meka's debbuging tools for game gear to sms easier to use for rookie ones? and about meka what is needed to be tested since I want to help. (I don't know if I fit)
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Post Posted: Sat Apr 11, 2015 8:43 pm
I could but I don't have so much programming time for Meka. So by the time I make it better you'll probably won't be a rookie anymore :)
No specific testing needed, test what you naturally need to use.
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USB Joystick bug
Post Posted: Thu Apr 16, 2015 5:03 pm
The USB joystick bug is still there in the latest release (WIP v0.80 (01/04/2015)). This is what I've already reported back:

Hi.

With most version after Meka 0.73, including the latest one from July 25 2013, as soon as I enable the joypad, the emulator slow down and become "jerky" (the emulator freeze for a faction of a second) and I suddenly see a lot of "PushSampleRequestBufs overflow" . No problem with keyboard or mouse. Meka 0.73 work just fine with my joypad. Tried to switch to opengl and 22050 hz, same thing.

I have practically every emulator ever released on my PC and non of them have this issue. If I unplug *every* joystick, still same issue. All drivers are up to date.

The strange thing is if I run Meka 0.80 in VMware, no problem at all. I can enable joypad, map my joystick and play a game with my joystick, no slow down.

My spec:

Windows 7 ultimate 64 fully updated
Asrock Z68 Extrem4 GEN3 (USB2 = Intel, USB3 = Etron EJ168)
Intel 2500K
16GB RAM
Nvidia GTX 660
3 X LCD monitors
PSX USB adapter joypad
Razer Onza tournament edition Xbox 360 joypad
Gravis Extrminator digital gamepad
Anker 5000dpi laser gaming mouse

Thanks!
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New build
Post Posted: Wed May 06, 2015 8:48 am
MemoryViewer: Fix crash when active editing a memory region that goes off (e.g. hard reset while editing SRAM).
Added support for SC-3000 Survivors Multicart cartridge emulation (in development).

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PushSamplesRequestBufs() issue in PAL mode
Post Posted: Fri Aug 07, 2015 6:14 am
When Meka is in NTSC mode everything is fine. When I switch to PAL mode, it seems to be skipping frames and in the message window I get a continous flow of PushSamplesRequestBufs() issues. I have tried to switch between the various display and audio settings in the setup, but to no avail. I also tried to search the forum for PushSamplesRequestBufs() but there's nothing. What could I do?
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Post Posted: Fri Aug 07, 2015 2:54 pm
It's an oops bug.. I haver never finished implementing the new audio system. If someone wants to look at it, that's pretty much the only thing blocking the 0.80 release.
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Post Posted: Sat Sep 26, 2015 10:04 am
There seem to be issues with the sound system in NTSC mode, too. I'm currently experimenting with having PSGlib update the sound data only every other frame instead of every frame, and it suddenly became very noticeable that MEKA seems to skip frames randomly all over the place. I don't know if this only applies to the sound or to everything else, too, but it becomes very apparent with a lower update frequency on the sound frames. I don't get any of the PushSamplesRequestBufs() messages in NTSC mode, though.

It's quite strange, actually, as the frame skips don't seem to be linked to anything that's happening on screen. Sometimes it runs for minutes without any problems, then it suddenly skips lots of frames in very short amounts of time, even if the program does nothing else beside playing the music.

The same program plays perfectly fine in Emulicious.
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Post Posted: Wed Dec 09, 2015 2:50 pm
I must have overlooked this post. I may not have a definitive answer and it could be I am mistaken, but if this is a bug, it is a pretty useful one.

I generally get those errors when the speed setting in MEKA does not match the original game. It consistently displays when the speed is set above the default for the game. It has not affected vgm logs in anyway.

Recently, when I worked on Battlemaniacs for the SMS, it clued me in since I got the errors when running it at 60hz. After inquiring more, I confirmed that it was actually meant to be run at 50hz, but it was not reprogrammed when released in Brazil (60hz).

I have not tested it in all cases, but my impression has been that it is consistent for a while. Most games I work with run at 60hz anyway, so I only see the issue when increasing the speed of the emulator.

It does tend to force off other important messages in the message box, but I have never had a serious issue with this.

It could my synopsis is not correct, but this is how it has seemed to me, and I use this emulator a lot, when logging vgms.
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Post Posted: Wed Dec 09, 2015 2:55 pm
FYI this bug affect sound output but won't affect VGM logging.
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Post Posted: Wed Feb 03, 2016 5:17 pm
disregard my post in the other thread - this time the audio works like a charm! but it only seems to work in 60HZ which is a bit sad =)) i will load a pal rom like trivial pursuit into it and see what it does.

edit:
does not work correctly! it does not affect .vgm logging, but still is pretty bad for programming needs =( there are some people who actually like 50HZ because they grew up with it! please fix if possible =) i can live with it tho, for the start a working 60HZ audio playback is enough for debugging and analyzation purposes! thanks, Bock =)
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Post Posted: Sun Feb 07, 2016 12:21 am
Last edited by Saemon on Mon Feb 08, 2016 3:40 pm; edited 1 time in total
The mekaw.exe from meka-2015-05-06-win32-proto file i downloaded from this site is not even starting.It fails to load and i'm forced to quit the application.I uploaded a log with the error description.I hope you can help me on this one.
mekalog.txt (638 B)

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Post Posted: Sun Feb 07, 2016 5:04 pm
Looks like an issue with loading files when your folder has non-Ascii characters in them (see "Nossa Família" part of your directory).
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Post Posted: Mon Feb 08, 2016 3:39 pm
Yes,that was it! I moved meka directory to the C: folder and now it's loading normally.Thank you Bock!
Older Meka versions didn't have this issue and loaded properly when i double-clicked mekaw.exe.What's so different with this new one that i can't use folders with non-Ascii names? Anyway,i loved the new sound engine.My Kujaku Ou now sounds as if it was a Genesis game!
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Post Posted: Wed Apr 20, 2016 4:56 pm
Does anyone know if you can get MEKA 0.80 to fullscreen on a secondary screen on a dualscreen rig?

If its not possible to do, then i would really like to ask for it as a future feature if more updates are done.
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Post Posted: Sat Dec 10, 2016 10:11 pm
Hello, I have built Mekanix on (Net-)BSD with the current version of Allegro 5.2.1.1. There are some minor issues. Switching to TV Type PAL/SECAM causes speed problems with the audio(playing music slow & fast).
The Messages Box shows a continuous stream of PushSamplesRequestBufs(): overflow <NUMBER> ><SMALLERNUMBER>.

Sound->Volume is fixed on 100% and all entries are grey.

"VGM start" causes an app crash maybe because it was started from a readonly directory.
aa.jpg (147.55 KB)
aa.jpg

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Post Posted: Sun Dec 11, 2016 9:11 am
The messages are for sound debugging, and somewhat require you to select matching TV type (NTSC/PAL) and speed (60Hz/50Hz). Any mismatch and it complains.
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Post Posted: Sun Dec 11, 2016 11:58 am
The new engine hasn't been finished and doesn't properly support 50 Hz unfortunately.
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Post Posted: Sun Dec 11, 2016 3:16 pm
Odd, it works for me :)
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Post Posted: Tue Dec 20, 2016 1:14 pm
where from can we download a .deb of the last version, i386 or amd64, or install from some ppa? i’m too lazy for compiling it from the source! :D
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