Posts Tagged ‘sound’

RACE! state saving update

Sunday, September 14th, 2008

My initial attempt at implementing state saving in RACE! turned out to be more successful than anticipated. I was able to save, then load Sonic The Hedgehog: Pocket Adventure successfully, with the exception of sound, and I have a fairly good idea where to look to fix the problem (possibly the program counter of the Z80 chip).

Thanks to NeoPop’s existing state saving code (and thus neopop_uk), for pointing me in the right direction.

Tape loading bug fixed in Fuse PSP

Thursday, July 24th, 2008

I tracked down the source of the tape loading freeze: the problem is in the sound code, and should be fixed in the next release.

Good to be back

Thursday, February 28th, 2008

While I continue waiting for days on end for my next GameFly rental, I wanted to let you know what’s been going on lately.

First, fMSX 2.5.1 release is coming up tomorrow. This release should fix mostly sound issues, and bring fMSX PSP up to par with the official distribution.

Second, a ColEm release should be around the corner, though it will mostly be a maintenance release.

Finally, it may interest some of you to know that I’m currently trying to implement adhoc gameplay for one (and then many?) of the emulators. Things are going well so far, so here’s to hoping…

UPDATE Gaah, I meant 3.5.1, not  2.5.1

fMSX update coming soon

Tuesday, February 26th, 2008

As many of you may have noticed, fMSX has recently been updated to version 2.5. For us PSP folk, the importance of the release is mainly in its fix of sound playback when loading save states. This is a great fix, as I often saved two separate states when playing SD Snatcher, to prevent this sort of issue.

Another great feature of this release is that the source code now includes full Unix code, which may help others port this great emulator to other platforms.

Stay tuned!