Both Majin Tensei games are really good
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By your logic, all Atari 2600 games should be totally bug-free, or the occurrence of bugs should be extremely unlikely.
How'd that work out in reality?
I'd be very surprised to learn that any rippable SPC (i.e. excluding music engines that depend on 65816-side data streaming) from any game hasn't been long-since ripped by now
The crash still happens with the latest git revision. I'll take a look later and see what's going on, thanks for pointing it out.
Are you aware of bsnes mercury? It includes Super FX over clocking.I'm familiar with it, though I haven't used it before. Personally I'm not sure if SuperFX overclocking is the sort of thing I'm interested in adding to an accuracy-oriented emulator though.
Nice! Missed this one. But about data: still we could have a diversification about read and read-written?
The debug does not show the address to the FX-BUS?
While this looks great and everything appears to be adequately made, there is one problem that irks me though, I write my code in Hex, not in ASM. So I prefer to write A90A or C905 rather than LDA 0A or CMP 05 for instance. The issue with this is that you cannot continue writing after one byte, sure you can press left after filling in one byte but that seems needlessly mundane and a step backwards to what is provided by Geiger's SNES9X. Also if you do use that method and you go to the end of the line instead of cycling back to the next bit of hex as you'd imagine the writing cursor is within the address line, which is just sort of silly. Another issues I have is with pasting, when you go to paste it doesn't even write to code... it doesn't write to anything really.
All in all it is a great looking emulator with good compatibility but some of the more crucial debugging aspects are still a bit finnicky and need some work. A great effort though.
Having done some romhacking back in the day I can say quite confidently that I hate soft patching. I've had quite a few problems with it and I remember a lot of people who also did. I think it's important to remember adding features for the sake of having them can also add layers of complexity and bugs that you might not want.
Look: Konami delists itself from New York Stock Exchange
Maybe they are not making too much money anymore?
Oh dear god I'll be trying this out as soon as possible.
Edit: Oop. Missing libgomp-1.dll on launch.
Edit 2: Are we allowed to make feature requests at all? Probably an easier one, but could we allow any button on the keyboard be used as a button assignment? I know you have to use Shift + something to allow the shift key, but it'd be preferable if we could just use 'Shift' as a button. Same thing with Ctrl. I know later bSNES version allowed that, not sure if that's really a 'bad' idea or not though.