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MagicEngine 1.1.2 update
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dmichel
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PostPosted: Sat May 10, 2008 6:57 pm    Post subject: MagicEngine 1.1.2 update Reply with quote

I think this update fixes all the problem that were reported. Smile

- added a new option in the pce.ini file '[misc] screen_resolution' to display the current screen resolution of the PC-Engine under the FPS counter

- moved the 'fullscreen' option from the ratio menu to the zoom menu, like that it's now possible to select fullscreen stretch while preserving the aspect ratio, this can be useful for exemple for those who have a 16:9 wide monitor

- fixed the slow down problem when the Supergrafx emulation was enabled

MagicEngine 1.1.2
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PostPosted: Sat May 10, 2008 8:47 pm    Post subject: Reply with quote

Order of the Grifin looks diferint (not cropt) on Ootake than on MagicEngine.
How dose the real pce show it?[/img]
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denzilla
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PostPosted: Sat May 10, 2008 9:49 pm    Post subject: Reply with quote

Not used to such rapid updating. You're going to spoil us, David Smile
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Kaminari
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PostPosted: Sat May 10, 2008 11:57 pm    Post subject: Reply with quote

Order of the Griffon uses splitscreen, which is not (yet) supported by ME. The main window is in 256x224, while the character status bar is in 336x224. Since splitscreen and overlays are already present in MEFX, it's only a matter of time before it's implemented in ME Smile
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michaeljamesjohnson
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PostPosted: Sun May 11, 2008 9:19 am    Post subject: Reply with quote

Thank you for the resolution meter!!!
Tested with Ys Book I and II and I see the horizontal res change between 256 and 320! =)

One question about the .ini file:

"extended horizontal resolutions (320/352)"

Are you saying that the only extended horizontal resolutions beyond 256 are 320 and 352? Just want to make sure ME will output 512 as well.

Per Wikipedia:

"Resolution

X (Horizontal) Resolution: variable, maximum of 512 (programmable to 256, 352 or 512 pixels)

Y (Vertical) Resolution: variable, maximum of 242 (programmable in increments of 1 scanline)

The majority of TurboGrafx-16 games use 256240, though some games, such as Sherlock Holmes Consulting Detective did use 512224. Chris Covell's 'High-Resolution Slideshow' uses 512240."

http://en.wikipedia.org/wiki/Turbografx#Resolution

Not sure why they leave out 320...you might want to update the Wiki site Wink

EDIT: Interesting, just tested RTYPE and it is 336x242. This resolution meter is really helpful!
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dmichel
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PostPosted: Sun May 11, 2008 10:40 am    Post subject: Reply with quote

michaeljamesjohnson wrote:
Thank you for the resolution meter!!!


Very Happy

Quote:
Are you saying that the only extended horizontal resolutions beyond 256 are 320 and 352? Just want to make sure ME will output 512 as well.


No no, it supports 512 too, the Sherlock Holmes CDs use it, as well as a backset ball HuCard (TV Sports Basketball?).

The PC-Engine has three resolutions 256 (5Mhz), 336 (7MHz), and 512 (10MHz), but for each resolution different overscans are possible. MagicEngine 1.0 was not supporting all the different overscans, only 256, 336, and 512. When you enable this option all the overscans works, I mentionned only 320/352 as they are the most used.
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PostPosted: Sun May 11, 2008 2:16 pm    Post subject: Reply with quote

dose the PCE suport interlaced mode (480) like the sega genesis?
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dmichel
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PostPosted: Sun May 11, 2008 4:26 pm    Post subject: Reply with quote

No, the PC-Engine doesn't have an interlaced mode.
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Laahel
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PostPosted: Sun May 11, 2008 8:44 pm    Post subject: Reply with quote

Hey, nice update, great thanks for the fullscreen/ratio thing, really usefull on wide displays.
On a side note, when in the gui you select zoom x1, its the size of the zoom x2 that is displayer. All is ok when you're in game. Is this intended ? (Not that i really bother now Wink, just wondering)
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GHS
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PostPosted: Mon May 19, 2008 2:56 pm    Post subject: Reply with quote

Arcade Card games dont work well (graphics mesup)
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Chr!x
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PostPosted: Wed May 21, 2008 8:10 am    Post subject: Reply with quote

Hi !

When MAC OS X 1.1.2 will be release ? Before end of may ?
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dmichel
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PostPosted: Wed May 21, 2008 11:41 am    Post subject: Reply with quote

Yes, I will try before the end of the month.

It should have been ready already but I'm having some problems with my computer, I can't do any programming at the moment. Sad
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Tomaitheous
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PostPosted: Wed May 21, 2008 4:25 pm    Post subject: Reply with quote

Any chance the audio emulation will be updated for ME? (i.e. pairing channels for 10bit audio?). Did you add "return to zero" audio emulation recently? I thought I saw it from an audio capture of the emulator.
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dmichel
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PostPosted: Wed May 21, 2008 7:45 pm    Post subject: Reply with quote

I will update it in ME 1.2.

Pairing channels doesn't work well in the current version because of DirectX. I play each PCE channel on a different DX channel and apparently DX can't sync them together so there's always some delay between the channels. I think I will go back to one DX channel in the next version and do the mixing myself.

What do you mean by "return to zero"? Is it when the channel is turned off?
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Tomaitheous
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PostPosted: Thu May 22, 2008 3:26 am    Post subject: Reply with quote

Return to zero:
(low hz sinewave)


It's when the DAC values drifts back to 0 volts. You'll notice this at lower sample output, but it has an immediate drop then slows - non linear (like a drain of a capacitor with a resistor).

Edit:
That would be great about supporting the audio mixing Very Happy
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