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Author Topic: Mednafenx-nes V6  (Read 259 times)

XPort

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Mednafenx-nes V6
« on: May 19, 2006, 02:05:00 PM »

MednafenX-NES - NES Emulator for XBox v6


http://mednafen.com/
http://xport.xbox-scene.com

What's New:

 - Trigger rumble when game memory changes
   Idea shamelessly lifted from nes6502  smile.gif

 - Trigger rumble when pressing emulator button

 - View all potential cheat code items
   Cheat Codes -> View Current Potential Matches
   Cheat Codes -> Continue Search for Cheat Code -> View List of Matches

 - View memory dump for cheat codes
   Cheat Codes -> View Memory Dump
   <get to list of potential cheat code items> -> <select an item> ->
      Jump to this Position in Memory Dump

 - Poke values into memory
   <get to list of potential cheat code items> -> <select an item> ->
      Poke value into selection
   <get to memory dump> -> <select line> -> <select byte> -> Poke


 - Added analog stick sensitivity configuration.  Use this to
   custom define your analog stick deadzones if you are experiencing
   drifting:
   Configuration -> Controller Configuration -> Controller # ->
   Change Analog Stick Sensitivity


Important Notes
===============


Trigger Rumble by Pressing Emulator Button
------------------------------------------

To assign rumble to an emulator button, go to Configuration ->
Controller Configuration -> Controller # -> Change Rumble Config

Select the emulator button, then configure the motor intensities and
durations.  "Continuous" means that the motor will stay on for as
long as you have the button pressed.  If "continuous" is not set, then
the motor will stay on for the time specified in the duration fields.


Trigger Rumble when Game Memory Changes
---------------------------------------

This works based off of the cheat-code system.  Let's say you are playing
a beat-em-up type game and your player has 5 slots of health.  First, you
will want to create a code that represents the players health.  Refer to
"Cheating System - How To Make Your Own Cheat Codes" in this document for
an explanation of how to create cheat codes.  Once you have the cheat code
set up that represents the health of the player, go to:

Cheat Codes -> List Cheat Codes -> <select player health code> ->
Configure Rumble

From here, you can set up the rumble values (same as with "Trigger Rumble
by Pressing Emulator Button).  When you're done with that, go to:

Cheat Codes -> List Cheat Codes -> <select player health code> ->
Rumble Enabled On

to select which controller will get the rumble activated.  You can also
choose to have the rumble activate on all of the controllers.  Then go to:

Cheat Codes -> List Cheat Codes -> <select player health code> ->
Rumble When

To select if you want the rumble to trigger when the value changes, decreases
or increases.  In this case, we'll want to set it to "Value Decreases"

Now when your health goes down, the rumble will activate.
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XaRaNn

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Mednafenx-nes V6
« Reply #1 on: May 19, 2006, 02:15:00 PM »

Wow great work. This is just too cool. Absolutely fun feature.

I sense many hours of adress searching ahead of me.
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dtw_2005

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Mednafenx-nes V6
« Reply #2 on: May 19, 2006, 03:15:00 PM »

Thanks Xport! I'm looking forward to messing with this.
Question, I'f cheats are used to freezed values, you can't attach rumbles to those values ... right?  I mean, if you set a value to not decrease (ex. health), then no rumble can be added to life decreasing, ect.  If I'm right in thinking this, is there any way to work around this? ---sidenote I'm sure nes6502 wouldn't mind, If I ported stuff and this were my idea, I'd take it as a compliment.  Maybee you could just share your work with him.
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XPort

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Mednafenx-nes V6
« Reply #3 on: May 19, 2006, 03:34:00 PM »

QUOTE(dtw_2005 @ May 19 2006, 05:22 PM) View Post

Thanks Xport! I'm looking forward to messing with this.
Question, I'f cheats are used to freezed values, you can't attach rumbles to those values ... right?  I mean, if you set a value to not decrease (ex. health), then no rumble can be added to life decreasing, ect.  If I'm right in thinking this, is there any way to work around this? ---sidenote I'm sure nes6502 wouldn't mind, If I ported stuff and this were my idea, I'd take it as a compliment.  Maybee you could just share your work with him.


The check for whether the value has changed (in order to see if rumble should occur) happens before the values are frozen.  So cheat codes and rumble will work fine simultaneously.
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madmab

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Mednafenx-nes V6
« Reply #4 on: May 19, 2006, 04:49:00 PM »

This is a neat feature that I kinda always wish emulators like MAME had.

Rumble pack support for old games.  (IMG:style_emoticons/default/biggrin.gif)
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foxxfella

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Mednafenx-nes V6
« Reply #5 on: May 19, 2006, 05:52:00 PM »

Thats great Xport, by the way any chance you might add the option to map 2nd player buttons to joy 1? Gyromite needs a damn 2nd player to open the collums, only have 1 joystick. would be nice.

take care. cool.gif
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Diontae18

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Mednafenx-nes V6
« Reply #6 on: May 19, 2006, 06:54:00 PM »

I see you've implemented the idea nes6502 presented the other day. Nice work. smile.gif
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nes6502

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Mednafenx-nes V6
« Reply #7 on: May 19, 2006, 07:01:00 PM »

Very impressive! Nice to see you got it working.
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_8ight

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Mednafenx-nes V6
« Reply #8 on: May 19, 2006, 09:41:00 PM »

hey xp, nice work once again!  i see that mednafen also emulates tg-16.  any chance of seeing that... or is it even worth the port?  i'm unfamilure with it.  hugo has a pretty low compatibility compared to all the other emus ported.  anyway, thanks for the continued work.  good stuff.
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Thraxen

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Mednafenx-nes V6
« Reply #9 on: May 19, 2006, 09:58:00 PM »

QUOTE(_8ight @ May 19 2006, 10:48 PM) View Post

hey xp, nice work once again!  i see that mednafen also emulates tg-16.  any chance of seeing that... or is it even worth the port?  i'm unfamilure with it.  hugo has a pretty low compatibility compared to all the other emus ported.  anyway, thanks for the continued work.  good stuff.


You're in luck.  He has already ported that part of Mednafen... notice the thread titled "Mednafenx-pce V2" on the front page?  That's it (pce = PC Engine).  And, yes, it is worlds better than HuGo... especially for CD games.
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_8ight

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Mednafenx-nes V6
« Reply #10 on: May 19, 2006, 10:06:00 PM »

QUOTE(Thraxen @ May 20 2006, 05:05 AM) View Post

You're in luck.  He has already ported that part of Mednafen... notice the thread titled "Mednafenx-pce V2" on the front page?  That's it (pce = PC Engine).  And, yes, it is worlds better than HuGo... especially for CD games.


oh crap.  i totally missed this.  sorry about that.  thanks for the direction.  great news.  happy days!
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dtw_2005

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Mednafenx-nes V6
« Reply #11 on: May 19, 2006, 10:49:00 PM »

Hey xport,  I've been using the rumble system, setting up different stuff ... I've been working on super mario brothers for quite a few hours.   I have a sugestion for another rumble feature.  There is rumble for value changes, increases, and decrases ... but could you add when value = xx.  For instance, when you get a star on smb, a value clicks on ... if i could set rumble when value = star on ... that would be cool.  I've fixed it where [rumble when star value turns on] but the duration can't last as long as the star does.  What do you think?  Oh, and if anyone wants my configuration for smb, ill upload it when I get it finished ... I'd assume you could copy the save and rename it for hacks and such and it'd would work with them...maybee?
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XPort

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Mednafenx-nes V6
« Reply #12 on: May 20, 2006, 11:09:00 AM »

QUOTE(dtw_2005 @ May 20 2006, 12:56 AM) View Post

Hey xport,  I've been using the rumble system, setting up different stuff ... I've been working on super mario brothers for quite a few hours.   I have a sugestion for another rumble feature.  There is rumble for value changes, increases, and decrases ... but could you add when value = xx.  For instance, when you get a star on smb, a value clicks on ... if i could set rumble when value = star on ... that would be cool.  I've fixed it where [rumble when star value turns on] but the duration can't last as long as the star does.  What do you think?  Oh, and if anyone wants my configuration for smb, ill upload it when I get it finished ... I'd assume you could copy the save and rename it for hacks and such and it'd would work with them...maybee?


I just made a new version that allows for triggering when equal to a specific value, not equal to a specific value, > specific value, and < specific value.  Unfortunately xbins is down atm so nowhere to put it.

The new version will be incompatible with the old vesion though - so you'll need to redo your rumble settings in the new one.
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Diontae18

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Mednafenx-nes V6
« Reply #13 on: May 20, 2006, 11:21:00 AM »

HI, I don't know what version it was when you've implemented my most requested feature , a "Memory Editor" (For Us Advanced Code Experts), But I'd like to say THANK U! I do have a couple of questions though regarding the memory editor. I noticed when browsing an in-game's memory, you have this trigger that say "Press R Stick Button For Help", but it doesn't work for me (though I don't need any help). Also, can you make it so that we can view characters such as text, numbers, and symbols when using the memory editor, Like how the psx Gameshark pro allowed? Thanks In Advance.

 biggrin.gif
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juliobbv

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Mednafenx-nes V6
« Reply #14 on: May 20, 2006, 02:00:00 PM »

Hi Xport. Thanks for porting this excellent emulator. Congratulations. smile.gif I have a feature request. Can you implement an option to set a custom global palette for all games? The default palette is inaccurate (the dark colors go too bright) and in extreme cases makes some games look horrible to watch. Example: Megaman in cutman stage. With the NTSC TV emulation pallete adjust only makes it worse. I want to use the BMF final 2 and 3 palette. Again thanks for your attention.

Best wishes
Julio
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