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WIP 2005-09-18 0.72 Beta 3, with tilemap viewer
Post Posted: Sun Sep 18, 2005 7:23 pm
Last edited by Bock on Sun Sep 18, 2005 11:36 pm; edited 2 times in total
 MEKA 0.72 WIP 20050918
 ----------------------
  - Miscellaenous:
    - (WIP) Fixed screenshots being fully transparent. [Omar]
    - Updated various tidbits in the configuration file. [Omar]
  - Development:
    - Added tilemap viewer. [Omar]
      - Shows tilemap, hovering or clicking a tile shows specific info
        about it, allows filtering BG/FG, disabling tile flipping, tile
        flipping, display of scrolling box, with or without raster effects.
    - Cleaned Technical Information Viewer content, renamed a few fields
      to their official names, removed redundant information. It's not
      yet all clean. [Omar]

 MEKA 0.72 WIP 20050910
 ----------------------
  - Development:
    - Debugger:
      - Added line history. Navigate history by pressing Up/Down.
        List or search in history using HISTORY (HI) command. [Omar]
  - Fixed various bugs: scrollbar display during theme switch,
    memory editor scrollbar crashing, etc.
  - Sources/Project
    - (Win32) Now linking to zlib.lib instead of zlibs.lib (name for standard
       static build of ZLIB).


Earlier ChangeLog for MEKA 0.72 include a full switch to hi-color video mode, legacy palette modes removed, reoverhaul of the theme system, new debugger commands, multiple instance of the memory editor, etc.

Download:
Win32 binary - http://www.smspower.org/meka/snapshots/meka-2005-09-18-win32.zip
Sources - removed, see next post

Screenshot of tilemap viewer:
http://www.smspower.org/meka/gallery/meka072-tilemap-wip-02.png
As you can see, the green scroll box can be confused in game showing greens. I'll find a solution.
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WIP 2005-09-19 0.72
Post Posted: Sun Sep 18, 2005 11:35 pm
Minor update.
- Added black & white border in tilemap viewer.
- Added fadeout when quitting (only 32-bits mode supported).
- Fixed source package (yesterday's one was broken).

Download:
Win32 binary - http://www.smspower.org/meka/snapshots/meka-2005-09-19-win32.zip
Sources - http://www.smspower.org/meka/snapshots/meka-2005-09-19-srcs.zip

Screenshot of tilemap viewer:
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Post Posted: Mon Sep 19, 2005 6:39 am
The meka.cfg file is not present in all the packages linked here. And as for the menu bug, here is the screenshot:
http://www.republika.pl/belegdol/temp/menubug.png
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Post Posted: Mon Sep 19, 2005 7:41 am
Isn't the previous screenshot wrong? The score section is shown as being scrolled horizontally.
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Post Posted: Mon Sep 19, 2005 9:12 am
Maxim wrote
Isn't the previous screenshot wrong? The score section is shown as being scrolled horizontally.

It uses the VDP register bit to lock scrolling of the 2 top rows. I was considering weither or not to support that (perhaps make it disablable). Then if I want to support the equivalent vertical bit I would not know how to render it =)
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Some issues
Post Posted: Mon Sep 19, 2005 1:58 pm
Games which switch the name table address mid-screen (Road Rash is the only one I know) aren't handled well. In EmuKon, there's an option to switch tilemap address, overriding the active one at the end of the frame, which at least makes all possibilities available.

Codemasters games aren't properly handled yet.

Possibly unrelated: when using Ctrl+Backspace to do a hard reset, sometimes the emulation speed would become very slow. I was watching Gauntlet's title screen effect, Meka set to 60Hz NTSC, and pressing Ctrl+Backspace several times makes it reset and sometimes emulate more slowly (it looks like about 6Hz but I can't be sure). F3/F4 didn't make it go back to normal speeds.

In the Hang On screenshot above, the displayed area boundary line sometimes has 3 black pixels. I guess it's your algorithm for making the boundary have top edges on horizontal splits, but it's a bit confusing; I can't think of a better solution, though. Maybe don't do the horizontal black line if the difference in X scroll is less than 5?
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Post Posted: Tue Sep 20, 2005 10:31 am
Belegdol wrote
The meka.cfg file is not present in all the packages linked here.

It should be created on first launch. Any problem with it? I admit that I'm oscillating between putting it in release packages or not.

Quote
And as for the menu bug, here is the screenshot:

Thanks. Will work it out eventually :|
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Post Posted: Tue Sep 20, 2005 10:50 am
Oh, it is created indeed. I must have missed something. And how about linux binary? It really shouldn't have exe extension, because in case someone is using wine it may be treated as a windows binary. Just to remind.
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Gauntlet minor bug
Post Posted: Sun Sep 25, 2005 11:10 pm
Maxim wrote
Possibly unrelated: when using Ctrl+Backspace to do a hard reset, sometimes the emulation speed would become very slow. I was watching Gauntlet's title screen effect, Meka set to 60Hz NTSC, and pressing Ctrl+Backspace several times makes it reset and sometimes emulate more slowly (it looks like about 6Hz but I can't be sure). F3/F4 didn't make it go back to normal speeds.

I tracked it down, I think it's a minor bug in Gauntlet. If RESET if pressed during boot up sequence it does that.
When you press CTRL-Backspace in Meka, it triggers a hard-reset but also emulate software reset while Backspace is pressed in default settings... I'll try to find a workaround.
[Edit] The hardwired CTRL-Backspace and ALT-Backspace shortcuts now "eat" the backspace key so it fixes this behavior.
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Post Posted: Sun Oct 16, 2005 2:12 am
Just a small mistake I found in this version -- In the tilemap viewer, the checkboxs for turning on/off display of FG/BG seem to be swapped. e.g. When the BG box gets unchecked, you suppose that background tiles would stop being displayed, but instead the FG ones turn off. Same goes vice-versa.
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Post Posted: Sun Oct 16, 2005 2:48 pm
DMEnduro wrote
Just a small mistake I found in this version -- In the tilemap viewer, the checkboxs for turning on/off display of FG/BG seem to be swapped. e.g. When the BG box gets unchecked, you suppose that background tiles would stop being displayed, but instead the FG ones turn off. Same goes vice-versa.

You're right. Consider it fixed (next build).
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