I guess I'll check my rom twice, but it works perfect on pc emu.
Lordus, do you know why jEnesisDS keeps on remembering the rom names as I add them to my setup, instead of chronologically, even when I delete jEnesisDS.sav?
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I guess I'll check my rom twice, but it works perfect on pc emu.
Lordus, do you know why jEnesisDS keeps on remembering the rom names as I add them to my setup, instead of chronologically, even when I delete jEnesisDS.sav?
Files are shown in the chronological order they were moved to the SD card (within this order they are sorted alphabetically though). This is just the order they are read from the card, jEnesisDS doesn't sort or remember them. The .sav file doesn't store any information.
So if you wanted the files to be shown alphabetically sorted, when adding new ones, you'd have to delete the ones already there, and move them all together (including the new files) onto your card again.
I know this is not really convenient and will see if i can do something about it.
report: Bonanza Bros worked on the last version but it freezes now.
Yeah, that's one of those games that changes the palette midframe (for the water effect), which is currently a problem. Hopefully this (and the slowdown) will be solved in the next version, but the sound and everything involved took all my time for the current release.
I have speed functions still somewhat and some sound gliches anyway i can alter a file to fix it ;x ? thanks i am running it on a ez5. I dldi patched it already.
Many thanks for this update.. For months I thought sound was not possible!
I noticed the sound FX sounds a bit poor, reminds me of the Genecyst.. e.g. the ring chimes in Sonic don't sound 'right'. I assume this is because PSG runs at 11khz? Could this be improved in future revisions? I could live with the cropping, but sound has to be as near dammit perfect as possible :D
Thanks again!
@Lordus
Do you know why EUR flagged games are running faster than US/J releases?
There are some games which were only released in EUR which are not working properly and even the sound is faster than it should it.
Great work though, thanks again. :thumbup:
That's what i expected ;) First i was told, please implement any kind of sound, even if it's just some of the sound effects. Then when there is something, people expect it to be perfect and will point out any shortcoming.
The sound currently runs at 16KHz and the ring chimes are not done by the PSG, but on a FM channel. One shortcut i had to take, to make it at all fast enough, is to update the envelope just once per frame, and not per sample. This can affect certain kind of sounds, where the envelope changes rapidly. I hope i can raise the overall sample rate a bit for the next version and slightly improve the sound, but it will most likely never sound like the real thing, sorry.
Yes, because all games run at 60Hz? While poorly converted EUR games that originally run slower than they should will run at normal speed, ones that were properly converted, or even explicitly done for PAL consoles, will run too fast. It is just very convenient for me to sync everything to the DS's refresh rate and to not have an extra handling for PAL games. Is it really worth it? I have my Mega Drives modded to run at 60Hz too, because i always found PAL games too slow ;)
EUR games go faster because jenesisds uses the DS vsync to limit framerate.
USA and JAP games have a framerate of 60 FPS, that's the same as NDS vsync.
EUR games have a framerate of 50FPS, but are running at 60FPS because of the NDS vsync.
To make EUR games run at the appropiate speed a timed framerate limiter should be used.
Edit: Oops... looks like Lordus replied while I was writing, sorry...
Hi Lordus, i just want to say that this release is bloody amazing! Your hard work is really apreciated, THANK YOU!
I was expecting some sound like 8 bit games, but you did what many considered impossible with the tiny DS, your skills are godlike :cool:
Now i wish you the best for next release(s), i hope fullspeed emulation will be possible one day, but your emu already reached the top of the DS homebrew scene with this one :thumbup:
Just amazing. great work.
Great!!! So when is the Full-speed, sound enabled, 100% accurate Xbox 360 emu coming out? The NDS is PLENTY powerfull enough :-D
Have fun over there and thanks for more fun stuff to do on the DS :)
I noticed something really interesting. Contra Hard Corps actually looks better than it does on the original Genesis! On the first stage, during the fight with the giant Godzilla-sized robot, the animation is much smoother. I remember on the original game that the robot sprites would look a little chunky as they tilted back and forth, but on the emulator they bend and twist smoothly, with no chunkiness, like a really good mode-7 effect. Does anyone have any idea why this is?
Anyway, this emulator is amazing. Awesome work! Thank you!
Wow great work. The sound is perfect, this is much better than picodrive. Well done!
Nice optimization you have made to jenesis, Lordus :)
I will finally get my first DS linker tonight and I can't wait to test which seems to be the best genesis emulator available on this platform !
I'm also curious, how hard is it to code on DS and what are the most significant HW restriction regarding a genesis emulator ?
;)
Thanks. It's not harder than to code for anything else ;) Of course to get anywhere with the speed, a lot of parts were written in ARM assembler and heavily customized and optimized.
You'd have to make a lot of compromises and not have compatibility and accuracy as your main goal, except you want a slide show.
For a HW renderer one main problem is, that the DS doesn't have per tile priority. You can make up for that with its 4 layers, but then you loose the ability to scale in hardware (just 2 layers can). Another thing is, that the maximum layer dimensions are 64x64, so you get into trouble if a game uses 128 cell backgrounds.
The maybe biggest problem is, that the DS can "only" address 1024 tiles per layer, so you have to find a way to deal with that. You could use 2 layers to display the tiles with higher indices, but you already need them for the priorities..
Of course there are solutions to most problems, but sometimes they are not really obvious.
If you decide to work on the DS and have any specific questions, feel free to ask.
Great work, thank you a lot!
Download file is corrupted.
It doesn't work for me.... Its the Jenesis Console but blank.....
i would like to say sorry and congrats
sorry for doubting you in the past i let my psp and it system power get to my head but this is good news for you ds owners this is awesome i dont even have a ds anymore but im very happy that lordus got the sound for you guys
Im sorry Dark_alex you are still my bro hereo but lordus is my hero and i dont even have my ds anymore
i just wish homebrew was easy on the psp like it is on the ds i dont use homebrew on my slim i love it too much but i do it on the fat i just want to know why it homebrew so complicated on the psp
Easiest method would be to use the FATsort program on your computer rather than copying everything off and on again. I do this all the time, as the slot-2 Supercard menu sorts chronologically as well rather than alphabetically.
You could also look into the "MCTool v0.16" program if you want an alphabetical sorter app that works directly on the DS itself. It also functions as a DS-side CHKDSK for card diagnostics on the go. Very useful.
Thanks for the awesome release, Lordus! I was amazed when I watched the video of the beta. After running the final version on my DS, I have to say I am amazed again at how much the sound has improved since then.
After putting it through its paces through various games, in addition to what has been said already, I noticed some minor quirks that occurred. I don't know if these are fixable or not, but I would like to point them out.
- In Sonic & Knuckles, being in a special stage for so long can sometimes garble up the sound a bit which can only be fixed by reloading the game.
- Puyo Puyo doesn't seem to have any sound playing at all for some reason. Dr Robotnik's Mean Bean Machine, which is basically a modified version of this game doesn't have any problems however, neither does Puyo Puyo Tsu, a sequel to the game.
- In Road Rash, the theme seems to be missing some of the melody. However, start a race and then finish it or get wrecked/busted to return to the track selection and the missing melody now seems to be playing fine.
- Gunstar Heroes has some areas of the game which seems to run rather slowly, notably in the Dice Maze. I would disregard this since a Genesis/Megadrive emulator on the DS is demanding. But the odd thing is jEnesisDS is still reporting it to be playing at 60 FPS.
- After loading a saved state, the music from before the state was loaded continues to play.
Anyway, I hope I don't sound like I'm complaining about it. This is an excellent release that not only makes jEnesisDS hands down the best Genesis/Megadrive emulator for the DS, but one of the best homebrew software for it imo, and I'm loving it. I'm actually using jEnesisDS even more than I play DS games. I mean, this is a Genesis/Megadrive emulator running on the DS at full speed and with sound! I can't say it is anything less than it being made of win.
Keep up the good work! :)
Nice! Thanks SO much! It's nice to finally hear the nostalgic Sonic the Hedge Hog theme in the right key! Awesome work. I'm still a little disappointed since it dosnt seem to play Mortal Kombat 3 :( . THAT is the ONLY flaw. Other than not being able to play MK3, this thing is PerfecT. Please try to see what u can do about making it mk3 compatible. NICE.
Also "Streets of Rage 2" (which was and IS AGAIN my favorite game of all-time from the 16-bit era) WORKS FABULOUSLY!!! THINKS!!!!!!!
This emulator is just simply amazing, I have been following it since day one and now to see it with sound that is near perfect?... Just crazy, I would own a DS just for this!
I see, so rendering was definitely already a challenge... and from what I've seen, the screen resolution also don't suit very well to the most common genesis resolution (vertical scaling seems to throw some lines and horizontal scaling seems not possible)
If you don't have any way to do tile priority, that means you have to emulate priority of Window/A/B/ Sprite planes through software and so can't take any advantage of the DS ability to manage 4 layers?
I imagine the 3 other layers can be used to address the 1024 higher patterns and deals with 32x128 or 128x32 scrolling planes...
Have you already read the rendering code of genesis plus ? Charles Mc Donald has really wrotten a smart designed and fast engine to deal with layer priority, so far the best I have seen in any opensource genesis emulator
PS: Btw, is anything like fullscreen quad texturing using the 3D hardware possible ?
Anyway, I just finished playing with some games and I must say that even if you can not be as accurate as you would like, rendering/sound/speed as they are actually make the perfect compromise and already a pretty enjoyable experience :)
Great work Lourdy ;)
I dunno if someone mentioned it or if it was in the previous version...but i noticed the option to adjust the screen...though the screen's a bit still somewhat wide when centered...love the option =)
Anyways, thanks for the release! Makes for a fun train ride :thumbup:
Thanx for not letting this project go downhill like so many others have ... Lovin' the sound ! great work.
It did freeze after I beat Sonic The Hedgehog Green Hill Act 1............But otherwise great!
Strange that, Sonic 1 is one of the games I've had no problems with. But then none of the games I have tried so far (many) have crashed on me yet unless I mess about with the emulator settings in-game, a few have on me then but that is understandable.
Sonic 1 works nearly spot on for me with only a few sound errors graphic problems in the Labyrinth Zone. Seems every Sonic level with water has some sort of problem with it. :rolleyes:
BTW, Try Sonic 1 Megamix. I was really surprised to find that it works with this emulator flawlessly! I can't find anything wrong with the graphics or sound and it's a fan made game!
About the sound problems: it's just not perfect yet, and if the ARM7 which handles the sound is not fast enough, some commands sent to the sound chips can be missed. This doesn't always have to happen at the same spot, or at all. I'll be working on that. In fact i already have a version here, that doesn't have this issue anymore and has much cleaner sound all together, but other problems.. Will most likely be fixed in the next release.
I have to look into the games having no sound, but i am pretty sure i know what causes it, just that it wouldn't have been a fast fix for this release.
I couldn't really reproduce the Gunstar Heroes issue, and I've already played through it several times before without seeing it. Can anyone else confirm this?
I also couldn't really think about anything that could cause it.
The problem with savestates is simply, that i didn't change them. Meaning the state of the Z80 and the sound chips is not saved. I am so lazy, am i not?
No, i don't have to emulate anything in software, because the DS has 4 BGs, that i can use to emulate the tile priority. The difficulty is just, that you have to track tile mappings, because there are just 1024 tile indices you can use on the DS.
It also wouldnt be easy to use 2 BGs to emulate the 128 cell mode, because they need to wrap.
But as i said, i have ideas and i will try to solve the issues as good as i can.
Maybe i am strange, but i don't like to use nor even look at any other code, but do this all by myself based on documentation and tests. And i think i managed quite well so far.
There is a Genesis Plus port for the DS out already as far as i know, and i think it's doing like 5fps? Maybe someone knows, i didn't really try it.
I don't think you will get very far with any kind of software rendering, no matter how optimized. I had an ARM asm software renderer before, that was in my opinion already quite optimized (maybe not as good as the Genesis Plus renderer, i don't know), but could not achieve more than 30fps in average.
I can't get it to work. I've tried two diffrent DLDI patchers and its not playing a thing. it gets past the first screen and then freezes with i get to the second screen. I used Dldinoap and Dldino-apatch to try and patch them with the DLDI for MMD.
Any suggestions
Oh yeah im using a Max Media Dock with a 1 gig CF in it with the 1.22 boot me
WOOT!
That is all that is needed...
This is great! Before I always had to hum the Sonic songs, now no one has to listen to me hum to myself and think I'm a freakin' weirdo, lol.
I have one request, however. How come you have not integrated the ability to scale horizontally? There are many games, like Columns for instance, that I cannot play because I cannot see everything on the screen.
Other than that, the emulator is looking great. You should find the code to put the emulator in sleep mode (when closing the DS.) Keep up the good work!
My first post here:
Thanks Lordus!! Your jEnesis is the best thing to have on my R4DS! It really brings back all the sweet and nostalgic memory.
Keep it up, and should you need any help in any kind, please just post it on your site. I'm sure many people would be keen to help as much as we could (not sure I can be much of a help, but in case I can do something, I definitely will).
Cheers :)