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View topic - A major update of Emulicious is available

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  • Joined: 14 Apr 2013
  • Posts: 624
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A major update of Emulicious is available
Post Posted: Sat Feb 16, 2019 4:57 pm
A major update of Emulicious got released!

It comes with lots of improvements:

  • Finally, you can now play your favorite games using a USB game pad connected to your PC
  • The setup input dialog has been restructured
  • BIOS emulation for the SEGA Game Gear has been added
  • An option to skip all breakpoints has been added
  • Previously, screenshots taken from a Game Gear game had contained the offscreen area. This has been fixed.
  • Fixed a bug with expressions that could lead to misbehavior of the emulated system
  • The Memory Editor now shows the value of the selected byte in multiple formats
  • The Reference Hierarchy has been improved
  • The Outline has been improved
  • Several improvements of the disassembler
  • The emulation accuracy of the Light Phaser has been improved


Users of Emulicious can receive the update via the update system, others can check it out at
http://www.emulicious.net
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  • Joined: 05 Jul 2017
  • Posts: 67
  • Location: Cornwall, United Kingdom
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Post Posted: Fri Mar 01, 2019 6:03 pm
Great!

I really enjoy using Emulicious so thanks for your continued effort.
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  • Joined: 28 Feb 2016
  • Posts: 503
  • Location: Barcelona
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Post Posted: Fri Mar 01, 2019 10:36 pm
Awesome support !!!!

Thanks a lot !!!!! Best emulator/debugger ;)
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  • Joined: 22 Mar 2015
  • Posts: 228
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Post Posted: Thu Mar 07, 2019 4:27 pm
Congratulations, and.....finally support for controllers yeah!!!, I remember asking for this, such a fantastic emulator!!!
Btw does the gameboy have offscreen area as the game gear's??. I've read the Neogeo Pocket has but none of the emulators show that area.
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  • Joined: 14 Oct 2008
  • Posts: 511
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Post Posted: Thu Mar 07, 2019 11:08 pm
Game Boy has an internal tilemap of 32x32 tiles I believe though I don't know if it would count as "off-screen" area in the same sense as Game Gear as I think it is meant to have room to load upcoming map data before it is displayed, as the other Ni****do consoles have done.
I forget that it actually has two tilemaps as the other is known as a "window" because I guess it was a designated HUD layer?
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  • Joined: 22 Mar 2015
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Post Posted: Fri Mar 08, 2019 2:21 am
That's interesting, maybe that looks like garbage on screen, the GBA has actuallly that offscreen area that can be appreciated by running GBA games on the NDS (slot for NDS games) by using a flashcart as you mentioned.
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  • Joined: 19 Oct 1999
  • Posts: 14744
  • Location: London
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Post Posted: Fri Mar 08, 2019 9:27 am
Most 8-bit systems have a relatively small "offscreen area" in order to allow smooth scrolling. 16 bit or later usually had a bit more because it can offer more flexibility for the game engine, at the cost of extra RAM. However the game could still choose to draw only what it needs making the visibility of that area much less useful. It is still useful to see it when developing though.
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