Author Topic: Gens KMod modifications for mapping  (Read 129247 times)

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Offline feos

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Re: Gens KMod modifications for mapping
« Reply #45 on: April 03, 2011, 04:20:39 am »
Oh man!
I got help on russian forum.

Now we really can change the canvas color just by running this LUA script in Gens11b or Gens11svn296
Code: [Select]
gens.registerbefore(function(address,size)  
  local p,t=vdp.readpalette(1,1);
  local c=pal.getcolor(t[1],1);
  c.A=255;
  c.B=255;
  c.G=0;
  c.R=255;
  pal.setcolor(t[1],1,c);
  vdp.writepalette(1,t[1]);
end)
As you can see, it turns it from black to purple.
You can select any color though.

I think this brilliant fact shall be spreaded around VGMaps community.
that's my post on TASVideos:
http://tasvideos.org/forum/viewtopic.php?p=267800#267800
« Last Edit: April 03, 2011, 06:46:02 am by feos »

Offline feos

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Re: Gens KMod modifications for mapping
« Reply #46 on: September 28, 2013, 12:59:20 pm »
Finally managed to add pink backdrop to Gens-rr internally. What were the other needs for gens mapping?

https://www.vgmaps.com/forums/index.php?topic=1796.msg17295#msg17295

http://gens-rerecording.googlecode.com/files/Gens11svn.zip

Added saving screenshot to clipboard (yay!)
Added ability to remove HUD/messages from screenshots (4 years later):
 determined by Tools -> AVI -> Clean AVI screen.
 Blue Pause effect off by default.
« Last Edit: October 20, 2013, 03:06:16 am by feos »

Offline BumFengShui

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Re: Gens KMod modifications for mapping
« Reply #47 on: November 04, 2013, 09:53:03 pm »
Really the only thing I can think of that's missing is a map viewer, e.g. Visual Boy Advance [Tools - Debug - Map Viewer...]


Feedback, a few minor notes. ~ Gens11svn341 ~
- With compressed screenshots you have to open a blank canvas to copy/paste them into. You will lose all colors from secondary screenshots that are not in the original image if you don't.
- Cannot load WWF Raw 32x. (Sits on a blank screen.) [I have the bios required.]
- When I load a save state in Genesis Savestate Viewer the map graphics change to random colors & the sprites black out.

Offline feos

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Re: Gens KMod modifications for mapping
« Reply #48 on: November 08, 2013, 03:27:44 pm »
Map Viewer - in TODOs.
For pasting screenshots, specify the RGB mode in your editor.
WWF doesn't seem to run in other Gens' either.
Savestates for Gens-rr are different than the ones the Savestate tool was designed for.

Offline TerraEsperZ

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Re: Gens KMod modifications for mapping
« Reply #49 on: September 03, 2014, 10:37:40 pm »
I know this thread if way old but I finally moved to Gens11svn341 so I thought I should say something. Thanks for adding the pink background by the way, it's really helpful.

One feature that's missing and already requested on the Project page for the emulator is the ability to change values in memory. You have this great RAM search window but the button to create a code from an address is not active. I can manage thanks to Lua scripting and/or Cheat Engine, but it's really a weird omission.

I also noticed the screwed graphics in Genesis Savestate Viewer, but I guess we'd need to ask the author of that utility instead.
Current project:
Mega Man: Powered Up (PSP)

Offline feos

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Re: Gens KMod modifications for mapping
« Reply #50 on: September 06, 2014, 06:01:51 am »
You can patch RAM using Game Genie, here's the build where that dialog doesn't freeze the emulator, so that you can keep it open all the time:
http://tinyurl.com/med9p9e

Savestate Viewer is for Gens, the rerecording branch has quite some stuff added to savestates, so they won't work perfectly there.

EDIT:

Is elektropage.ru banned or something?
« Last Edit: September 06, 2014, 06:04:31 am by feos »

Offline feos

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Re: Gens KMod modifications for mapping
« Reply #51 on: November 06, 2014, 02:03:40 pm »
Bump. Gens with Hex Editor (for a whole bunch of memory regions)! Copy-paste included.
http://feos-tas.googlecode.com/svn/trunk/Misc/gens-mod.7z