CrabEmu 0.1.9 Released

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CrabEmu 0.1.9 Released

Post by BlueCrab » Fri Feb 27, 2009 8:06 pm

I've been sitting on this release a bit longer than I would've liked to, so I decided it would be a good time to just release it. This new release of CrabEmu adds a Qt "port" (and support for Linux) along with many other changes to the emulation. Here's a high-level overview of what exactly has changed in CrabEmu 0.1.9 (in relation to the Dreamcast port, and general stuff):
  • Fix a lot of cycle counting issues in CrabZ80.
  • Added support for the SMS VDP's H-Counter.
  • Added support for utilizing a BIOS ROM with SMS and Game Gear emulation (also, added a BIOS replacement).
  • Added support for the IO Control and Memory Control registers on the SMS.
You can download CrabEmu 0.1.9 from https://sourceforge.net/project/showfil ... _id=664632 . Enjoy the release and please report any bugs that you may happen to find.
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Re: CrabEmu 0.1.9 Released

Post by Maturion » Sat Feb 28, 2009 6:00 am

Great release and keep up the good work!

I am really impressed that there's Linux support, I'll try to build this this evening.
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Re: CrabEmu 0.1.9 Released

Post by Nico0020 » Sat Feb 28, 2009 1:17 pm

love to see linux support, thanks for the release!
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Re: CrabEmu 0.1.9 Released

Post by Maturion » Sun Mar 01, 2009 11:48 am

CrabEmu has been featured on the popular German homebrew/gaming website Gamefreax.de as homebrew of the week.
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Re: CrabEmu 0.1.9 Released

Post by BlueCrab » Sun Mar 01, 2009 3:03 pm

Maturion wrote:CrabEmu has been featured on the popular German homebrew/gaming website Gamefreax.de as homebrew of the week.
Wow... That's.... interesting? I didn't think it was all that impressive of a release myself... :lol:
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Re: CrabEmu 0.1.9 Released

Post by Nico0020 » Sun Mar 01, 2009 4:48 pm

congrats blue crab, lol
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Re: CrabEmu 0.1.9 Released

Post by Maturion » Wed Mar 04, 2009 10:13 am

And now, it has been front-paged on ngemu.com: http://www.ngemu.com/frontpage/?p=vB119093
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Re: CrabEmu 0.1.9 Released

Post by Christuserloeser » Fri Mar 06, 2009 6:51 pm

Thanks a lot for this update! Looking forward to give it a try asap.
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Re: CrabEmu 0.1.9 Released

Post by law56ker » Mon May 17, 2010 1:08 am

Any updates on this, bluecrab?
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Re: CrabEmu 0.1.9 Released

Post by BlueCrab » Mon May 17, 2010 8:43 am

Sadly, I haven't had all that much time to work on it, and since the last release, there's been almost no changes to the Dreamcast version at all. The source code is up on the sourceforge project, and whats in the subversion repository there is the latest version of the code.

I want to try to do a new release sometime in the near[ish] future, but I can't really promise much. Other projects, work, and classes have kept me pretty busy.
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Re: CrabEmu 0.1.9 Released

Post by Christuserloeser » Mon May 17, 2010 2:30 pm

FM support would be totally kick ass! :naughty:

Maybe you could check against fMSXdc which does emulate the 2413 IIRC.
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Re: CrabEmu 0.1.9 Released

Post by BlueCrab » Mon May 17, 2010 3:45 pm

Christuserloeser wrote:FM support would be totally kick ass! :naughty:

Maybe you could check against fMSXdc which does emulate the 2413 IIRC.
The problem would be that I don't think the core of the emulator would be fast enough to emulate the FM hardware in addition to what it has already. Truth be told, CrabEmu is quite slow, and always has been that way. Its partially my relative inexperience with emulation compared with some of the greats (Charles MacDonald, etc), and partially that it hasn't really been that much of a problem (except when I first released it on the Dreamcast). I've always favored accuracy over speed, perhaps to a fault.

Also, I started CrabEmu as a project to write everything in the core of it myself. That means, if I am going to do FM emulation, I'm going to write it myself, and that requires more time than I have at the moment. I know that seems a bit stubborn, but that's the way the project has been for me, and the way I want it to continue to be.
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Re: CrabEmu 0.1.9 Released

Post by Basil » Tue Dec 13, 2011 11:19 am

Time to test it.
First i noticed that rom browser doesnt support subfolders, at first time i put game gear and sms roms in separate folders like crabemu/roms/gg and crabemu/roms/sms and it was displayed 'insert rom cd' so i put everything into rom folder and it did the trick.
As for emulation what i tested i didnt noticed anything wrong ... but games doesnt show fullscreen! i played before Sms Plus and it do show fullscreen.
Also can you tell what conrols is ? How to rerurn from game to game selection ? I'm now sure but it looks like when i push start to pause a game nothing happens...
So can you add fullscreen display in next version that looks almost ready at svn ?
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Re: CrabEmu 0.1.9 Released

Post by BlueCrab » Tue Dec 13, 2011 1:14 pm

Basil wrote:Time to test it.
First i noticed that rom browser doesnt support subfolders, at first time i put game gear and sms roms in separate folders like crabemu/roms/gg and crabemu/roms/sms and it was displayed 'insert rom cd' so i put everything into rom folder and it did the trick.
The SVN version does support subdirectories in the ROM browser.
As for emulation what i tested i didnt noticed anything wrong ... but games doesnt show fullscreen! i played before Sms Plus and it do show fullscreen.
CrabEmu on the Dreamcast shows as close to fullscreen as it can without distorting the original aspect ratio.
Also can you tell what conrols is ?
Controls are listed in the README file. You cannot change them. A = Button 1, B = Button 2, D-Pad = D-Pad. It'll automatically pick up the first two controllers plugged in (at least in SMS mode).
How to rerurn from game to game selection ?
Also listed in the README. (Left Trigger + Y)
I'm now sure but it looks like when i push start to pause a game nothing happens...
Start is mapped to the Game Gear start button in Game Gear mode and to a Z80 NMI in SMS mode (which is what the Pause button on the SMS console did).
So can you add fullscreen display in next version that looks almost ready at svn ?
Personally, I do not like it when the graphics are stretched out of proportion, and that's why they are the way they are right now. That said, I haven't touched CrabEmu's code in a while, and if there were a new release any time soon, it'd probably end up being whatever's in the SVN right now. I doubt I'll have any time to work on the code any time soon either, unfortunately.
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Re: CrabEmu 0.1.9 Released

Post by Basil » Tue Dec 13, 2011 3:17 pm

Sorry for not reading readme fully...
The SVN version does support subdirectories in the ROM browser.
Oh, that's good, thanks.
I do not like it when the graphics are stretched out of proportion, and that's why they are the way they are right now.
Ok, maybe you can add in future an option to allow change it to fullscreen because it looks too small on my tv? At least this feature seems to be only one missing for me...
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Re: CrabEmu 0.1.9 Released

Post by Stryfe » Thu Dec 29, 2011 4:02 pm

BlueCrab wrote:The SVN version does support subdirectories in the ROM browser.
Any clues on how to compile the SVN Dreamcast version on Linux. It doesn't seem to be as simple as running a makefile...
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Re: CrabEmu 0.1.9 Released

Post by BlueCrab » Thu Dec 29, 2011 8:35 pm

It shouldn't be any harder than just building it from the Dreamcast Makefile that's in there, at least its not on my machine. As long as you have a recent version of KOS and a sane version of GCC it should work just fine.

Also, I've added in an ugly stretched graphics (aka fullscreen) mode to the Dreamcast version in the SVN. Hold Left Trigger while selecting a ROM to enable it. Be warned, it looks particularly ugly with Game Gear games. :lol:
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Re: CrabEmu 0.1.9 Released

Post by Basil » Sun Jan 01, 2012 6:54 pm

Thank you for filling my request about fullscreen!
Is it 0.1.9 or 0.2.0 version at SVN ?
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Re: CrabEmu 0.1.9 Released

Post by BlueCrab » Sun Jan 01, 2012 8:10 pm

The version in the SVN is the current code, as it stands. It is later than 0.1.9, but since I've not released a 0.2.0, it can't be called that either. :wink:
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Re: CrabEmu 0.1.9 Released

Post by Christuserloeser » Wed Jan 04, 2012 12:09 pm

I am really looking forward to the next release. :grin:
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