Regen for Linux and Windows
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Ok, you know what time it is. I've decided to make another release of the package with everything you'll need to run Regen right off the bat, this time for v0.93 Beta 3.
Stuff included in this package are;
-Latest Regen test executable (v0.93 Beta 3).
-Required Fonts folder and makefile executable, to prevent crashes and to allow you to customize the fonts.
-Updated Readme and History files (which are updated for v0.93 Beta 3).
-Updated Cheats files, for those whom could use them.
-All working rendering plugins 2X and below.
Notable changes are;
-Added Regen v0.93 Beta 3 executable.
-Added AamirM's updated NTSC plugin.
-Edited some cheat files and removed old ones.
Download: Regen v0.93 Beta 3
Also, I've updated the history file, and did fixed a couple of typos in the Notes file (I've included both) and you can download those from here.
Enjoy!
Stuff included in this package are;
-Latest Regen test executable (v0.93 Beta 3).
-Required Fonts folder and makefile executable, to prevent crashes and to allow you to customize the fonts.
-Updated Readme and History files (which are updated for v0.93 Beta 3).
-Updated Cheats files, for those whom could use them.
-All working rendering plugins 2X and below.
Notable changes are;
-Added Regen v0.93 Beta 3 executable.
-Added AamirM's updated NTSC plugin.
-Edited some cheat files and removed old ones.
Download: Regen v0.93 Beta 3
Also, I've updated the history file, and did fixed a couple of typos in the Notes file (I've included both) and you can download those from here.
Enjoy!
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I tried out the new windows beta, and honestly, it kinda works through wine (not that that would be ideal). Some issues, if they matter...
In windowed mode, the screen stays gray, though I do get sound. If I turn on superfast rendering, it shows me the old doubled green funky view I told you about a long time ago. HOWEVER, the emulator runs very well (albeit a bit choppy) in fullscreen, and the visuals look just right. Aspect correction also works properly, though I'm having trouble setting the fullscreen resolution (I ended up having to set it properly in the ini file, I guess if you set it too high in the gui it checks your new setting and keeps the old checkmark as well... the original setting is the one actually used in that situation). Joypad detection works, but when I hit the "define" button, the program becomes unresponsive and doesn't ask me for buttons to press. If I press buttons anyway, they do get assigned (I don't know the order the buttons are asked for, so this is difficult). I managed to play through a whole level of sonic 3 in this fashion though, even with a detected but oddly configured gamepad. If the choppiness, lack of visuals in windowed mode, and weird controller config problem were taken care of, windows regen would be perfectly usable in linux.
EDIT: I totally forgot, some other issues... messages are displayed a bit garbled sometimes, though it wasn't an issue for me. The other, larger problem was that the top of the window would disappear after going in and back out of fullscreen. The File, Video, Sound menu still showed up, but not the regen beta part of the window.
In windowed mode, the screen stays gray, though I do get sound. If I turn on superfast rendering, it shows me the old doubled green funky view I told you about a long time ago. HOWEVER, the emulator runs very well (albeit a bit choppy) in fullscreen, and the visuals look just right. Aspect correction also works properly, though I'm having trouble setting the fullscreen resolution (I ended up having to set it properly in the ini file, I guess if you set it too high in the gui it checks your new setting and keeps the old checkmark as well... the original setting is the one actually used in that situation). Joypad detection works, but when I hit the "define" button, the program becomes unresponsive and doesn't ask me for buttons to press. If I press buttons anyway, they do get assigned (I don't know the order the buttons are asked for, so this is difficult). I managed to play through a whole level of sonic 3 in this fashion though, even with a detected but oddly configured gamepad. If the choppiness, lack of visuals in windowed mode, and weird controller config problem were taken care of, windows regen would be perfectly usable in linux.
EDIT: I totally forgot, some other issues... messages are displayed a bit garbled sometimes, though it wasn't an issue for me. The other, larger problem was that the top of the window would disappear after going in and back out of fullscreen. The File, Video, Sound menu still showed up, but not the regen beta part of the window.
I bring the trouble.
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Another Sonic 3 & Knuckles related thing to look at. In the Doomsday Zone with Sonic, the sound of the transformation has a distinct pop. Can anyone else confirm this? In Kega, the transformation sound effect goes from low to high to low with no issues.
Otherwise, I think the music is completely fine now. Just sound effect related issues.
Otherwise, I think the music is completely fine now. Just sound effect related issues.
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Oh! My bad! Well, hopefully someone can answer my questions about the .lang files. There are some lines I can't get into Japanese and I don't know why..DancemasterGlenn wrote:We all saw it, but it turns out that none of us are the Regen developer you were trying to reach. Therefore we had no response for you.
Edit 9:15PM: Here's what I mean (reduced its size so I wouldn't kill internet connections)
俺はテメエの倒す男だ! 宜しく! お前はもう死んでいる...
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Hi,
But still the "Fullscreen Resolution" will be in english. I'll fix that.
stay safe,
AamirM
Have you seen a real rat in action . A real rat does in fact makes a high pitched noise and thats what that game is trying to do . If you get close to the rats (in the game ) you will hear that noise if you are away, then you won't. And the game really is trying to make that noise. Interestingly, all other emulators (except Kega and Regen) don't make that noise as you described but do you know why? Because frequency of the noise is very close to the maximum YM2612 can do and this sound does not get correct if you run YM2612 at a lower frequecy (44100 for instance). You can try this yourself, select the 44100 sample rate in Regen (or Kega) and the sound will disappear. The only reason I can think that you didn't get that sound in the real thing is bacause TV's lowpass filtering can severely attenuate this high frequency noise.Well, I have a good memory on this, and those sounds are NOT there on the original hardware. I mentioned this to Steve Snake when I first noticed it (I don't hear it in older versions of Kega), but he says it happens on hardware. We'll see. Wink I bet this issue is related to the Robocop FX issue too. Why the hell would a rat make such a high pitched noise?
Ahh...yes. These should not be happening. I am trying to fix these.Sonic 3 & Knuckles - Plane effects in Angel Island Zone Act 2 (which Kega does get right because I remember the sound from the real hardware), and the bumpers in Carnival Night Zone (Acts 1 and 2, which in Kega I can jump on and hear no problems). With the latter problem it sounds like it's being played too loud and it just pops.
I didn't wanted to bother everybody who as made language files, until the final release, just for four menu changes. But if you want, you can append the translations of the following to the language file like this:Hey, I was thinking of updating the Japanese lang menu in Regen, but I'm not sure if I have the correct template or not...as I don't have entries for "Aspect Ratio" and so on.. Is there one available?
Code: Select all
Overclock68000=
CorrectAspect=
AspectFrame=
Nah...You just wait for linux GUI. I am sorry that its taking a bit long but it'll be worth it. I promise.I tried out the new windows beta, and honestly, it kinda works through wine (not that that would be ideal). Some issues, if they matter...
I don't think this is a bug with anything. It was supposed to be this way .A bug on 2020 Toshi Super Baseball (Japan) or Regen?
stay safe,
AamirM
Add me to the list of people having problems with fullscreen resolution not being applied on Beta 3. I mean the default 640x480 sorta works on my HDTV monitor, but it doesn't have that kick that 1920x1080 (my native res) has. Oh, and I can't test out aspect ratio correction because of the fullscreen res not being applied. :/ Also:
E...Fuckin'...Gad! How do you do it? I tried and when I opened Regen, it crashed, forcing me to take the change back! o.oFras wrote:Ok, editing the .ini file works...
Until next post...
Yeah, that shouldn't be happening. King has reported that it happens in Sonic 3 and Knuckles as well. I'll be seeing what is causing that.SmartOne wrote:I don't know if this is related to the Sonic and Knuckles pop, but in the Sonic 1 Special Stages, the red bumper sound makes a pop or crackle. When you hit it, of course.
I don't know if this happens in other Sonic games.
EDIT:
Seems to be correct in older 0.85 release. Hmmm.....
I think I fixed it. I'll PM you the fixed vesion too for testing tonight.Add me to the list of people having problems with fullscreen resolution not being applied on Beta 3. I mean the default 640x480 sorta works on my HDTV monitor, but it doesn't have that kick that 1920x1080 (my native res) has. Oh, and I can't test out aspect ratio correction because of the fullscreen res not being applied. :/
EDIT:
Make sure Regen is closed. Edit regen.ini by changing the FullScreenResolution to 13, 14, 15, 16 or something. Restart Regen and then simply enter fullscreen.
stay safe,
AamirM
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Hi,
Great news. I have fixed all the poping/crackling sound in all the games reported (including Sonic 3 plane issue). It turns out that the YM2612 docs were wrong but thanks to Nemesis' latest tests/docs on the operator unit part of YM2612, I have fixed them now. MAME was getting it right but it wasn't very clear from their implementation what they were trying to do.
EDIT:
Re-uploaded the beta 3 with the sound and fullscreen fixes. Please re-download from the link given in my original beta 3 post. Hopefully King will make the new package.
stay safe,
AamirM
Great news. I have fixed all the poping/crackling sound in all the games reported (including Sonic 3 plane issue). It turns out that the YM2612 docs were wrong but thanks to Nemesis' latest tests/docs on the operator unit part of YM2612, I have fixed them now. MAME was getting it right but it wasn't very clear from their implementation what they were trying to do.
EDIT:
Re-uploaded the beta 3 with the sound and fullscreen fixes. Please re-download from the link given in my original beta 3 post. Hopefully King will make the new package.
stay safe,
AamirM
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Excellent. Downloading it now, and will create a new package here in a bit.
EDIT: Sonic 3 & Knuckles sounds fine now. Robocop Vs. The Terminator still has that weird sounding sound effect for the flame thrower weapon compared to Kega.
Oh yes, any chance at getting an INI option to extent the limit for the amount of GG/Hex/PAR codes for a single effect? 25 in my case would do, haha. Shame that was never possible on the real hardware (I really used to bitch about the 5 code limit back in the day).
EDIT: Sonic 3 & Knuckles sounds fine now. Robocop Vs. The Terminator still has that weird sounding sound effect for the flame thrower weapon compared to Kega.
Yeah, you're probably right. I probably never heard it in the game because of that. Guess Snake was right too, hehe. Oh well, I'll be cursing those rats every time I play that level from now on.AamirM wrote:Hi,Have you seen a real rat in action . A real rat does in fact makes a high pitched noise and thats what that game is trying to do . If you get close to the rats (in the game ) you will hear that noise if you are away, then you won't. And the game really is trying to make that noise. Interestingly, all other emulators (except Kega and Regen) don't make that noise as you described but do you know why? Because frequency of the noise is very close to the maximum YM2612 can do and this sound does not get correct if you run YM2612 at a lower frequecy (44100 for instance). You can try this yourself, select the 44100 sample rate in Regen (or Kega) and the sound will disappear. The only reason I can think that you didn't get that sound in the real thing is bacause TV's lowpass filtering can severely attenuate this high frequency noise.Well, I have a good memory on this, and those sounds are NOT there on the original hardware. I mentioned this to Steve Snake when I first noticed it (I don't hear it in older versions of Kega), but he says it happens on hardware. We'll see. Wink I bet this issue is related to the Robocop FX issue too. Why the hell would a rat make such a high pitched noise?
Oh yes, any chance at getting an INI option to extent the limit for the amount of GG/Hex/PAR codes for a single effect? 25 in my case would do, haha. Shame that was never possible on the real hardware (I really used to bitch about the 5 code limit back in the day).
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Oh yes, new pack. Nothing else new but the new executable...
Download: Regen v0.93 Beta 3 (Release 2)
Download: Regen v0.93 Beta 3 (Release 2)
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Ok, I think I found something else, and something else too...
-In X-Men (U) [!], the sound the Juggernaut makes when running sounds higher pitched than what I remember from the real hardware and Kega. I believe Kega gets this particular case right.
-In X-Men (U) [!] in the Excalibur's Lighthouse level when you're fighting Apocalypse, the sound he makes when powering up has a buzzing sound behind the normal sound (normal sound sounds fine).
-In X-Men (U) [!], the sound the Juggernaut makes when running sounds higher pitched than what I remember from the real hardware and Kega. I believe Kega gets this particular case right.
-In X-Men (U) [!] in the Excalibur's Lighthouse level when you're fighting Apocalypse, the sound he makes when powering up has a buzzing sound behind the normal sound (normal sound sounds fine).
Last edited by King Of Chaos on Sun Aug 31, 2008 6:09 pm, edited 1 time in total.
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Hi,
stay safe,
AamirM
It'll be a bit easier for me if you can provide the savestates . Oh, I forgot to look into the Robocop sound issue . Thanks for its savestates. But I would really like a real recording of this (I mean without any filtering, just directly from YM2612).Ok, I think I found something else, and something else too...
-In X-Men (U) [!], the sound the Juggernaut makes when running sounds higher pitched than what I remember from the real hardware and Kega. I believe Kega gets this particular case right.
-In X-Men (U) [!] in the Excalibur's Lighthouse level when you're fighting Apocalypse, the sound he makes when powering up has a buzzing sound behind the normal sound (normal sound sounds fine).
Now why can't everybody be like you?? . I'll update VGM plugin when I finish some work in Regen.The Sonic bumpers don't crackle anymore, but they do sound punchy. That's probably because Regen is more accurate. </blind faith> Very Happy
Feature request: VGM/VGZ playback, since your sound engine is the most accurate.
Glad to hear its fixed.Now all resolutions are selectable. Wink
stay safe,
AamirM
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I wonder if Nemesis or Tiido can do some hardware in-game recordings for you? Perhaps a topic needs to be made on the SpritesMind forums asking for assistance with sound testing from the YM2612 to check/verify possible core issues. Question is, would anyone be willing to help/test with that? Hmmm.
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