Release of FCEUXD SP 1.06
Here's a mini update of everybody's favourite NES emulator FCEUXD SP. Version 1.06 fixes two problems people reported on IRC today.
The first problem (reported by Gavin) was a bug in the conditional breakpoint code that occured when using numbers with leading zeros.
The second problem was reported by olaf who suggested that the automatically generated .deb debug files should only be created if the user actually used the debugger. From this release on the .deb files won't be created anymore if the user merely plays a game without debugging it.
Here are the files:
Download the FCEUXD SP 1.06 binaries
Download the FCEUXD SP 1.06 source code
The first problem (reported by Gavin) was a bug in the conditional breakpoint code that occured when using numbers with leading zeros.
The second problem was reported by olaf who suggested that the automatically generated .deb debug files should only be created if the user actually used the debugger. From this release on the .deb files won't be created anymore if the user merely plays a game without debugging it.
Here are the files:
Download the FCEUXD SP 1.06 binaries
Download the FCEUXD SP 1.06 source code
Comments
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Gavin on :
Griever on :
But didn't you think about some tutorials on debugging?
And yes, I've read all parasyte's docs
but it's not enough for me! =)
sp on :
I thought about writing a tutorial but it's at the very bottom of my priority list. I'd rather someone else would do it.
Reshaper256 on :
sp on :
thanks for reporting this issue. I'm going to have a look when I make the next regular update (but I do not yet know when this is).
Ice Ranger on :
The .deb fix was very nice.
I know this probably isn't a problem on your end, but would you know how to fix a problem with going full screen? It doesn't "invert" the colors, but something relatively close to it. It might be an issue FCEUXD(SP) has with my graphics card [NVIDIA] (but it didn't use to be a problem). I like using this as my main emulator because the extra options are there just in case I need them (to hack the RAM instead of inserting GG codes).
Send me an email if you need a screenshot in full screen (or not if it's just a problem on my end, if so, just tell me so I just won't bother with full screen).
Thanks, the updates on this are keeping me interested. Good job. It's certainly kept me in the NES game info finding.
sp on :
it's not necessary to get a screenshot of this. I'm pretty sure I know what it looks like, I've had some troubles when ALT-TABbing out of DirectX games before and it looked like what you describe.
Unfortunately I can't help you with this issue. I've never even looked at the code that draws the screen and I wouldn't know how to fix it as graphics programming just isn't my thing.
nko on :
Please release PSP version!!
ice ranger on :
Ice Ranger on :
Oh, and I have an actual suggestion this time. Can you make the program not "lose" the hex editor's find box if you close the hex editor without closing the find box? You have to restart the program if you close the hex editor before closing the find box in order for the find box to become available again. Man, that's wordy.
gah on :
Does that steering pad give out some non-standard signal, or what is the problem? *Help!*.
sp on :
unfortunately that's something I'm not familiar with. Sorry.
mg on :
sp on :
m.gambrell on :
Mark Doliner on :
I've created an "fceultra-discuss" mailing list. You might be interested in joining.
https://lists.sourceforge.net/lists/listinfo/fceultra-discuss
kuja on :
I recently just upgraded the game to the MMC5 mapper as I likely may want to really use it for my hack. I've been able to setup the PRG and CHR correctly ...but for some reason concerning the CHR, the emulator just only disaplays the background graphics as sprites while when I look at the PPU Viewer, and the Nametable Viewer, the background graphics show up just fine, but not on the screen.
I've tested in 3 different other emulators and this problem does not occur at all, only in FCEUXD V 1.0a and up. I've tried also in the latest FCEUXD SP 1.06 and it still is wrong.
Here's 2 screenshots to prove it.
http://geocities.com/garnet86404/weird.PNG - this is with fceuxd
http://geocities.com/garnet86404/ghgfh.PNG - this is when testing with Nestopia
I heard that there might be a new version of fceuxd too in IRC, is this true?
It sucks though because I can't really continue doing anything (at the momment anyway) since fceuxd is the only emulator with the hacking tools and stuff other than just staying with MMC3 for now.
sp on :
thanks for your bug report. I can't say I'll personally look into it because I'm not familiar with the mapper code at all.
That's where the new version of FCEUXD comes in. People are currently working on a version of FCEUXD that combines several forks of the program into one. This merge already includes improved mappers, so maybe the problem is already fixed. If it's not I'll tell someone who does mapper stuff once the merger is complete.
Ryan Thompson on :
sp on :