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Found 5 results

  1. I have ran into this problem a few times running VJ in Linux, specifically Kubuntu 18.04 and later over the last few years, where the image of the game being played doesn't fill the window size or fullscreen properly. I have found a solution modifying the source for VJ, but I wanted to ask if there might be a simpler way of altering the code to achieve the same fix. I also wanted to make this post with the solution I have been using in case anyone else out there might be running into the same problem, and there isn't a better way to do this currently. Below is an image of what I am experiencing when opening VJ, and it holds true when playing a game windowed or in full screen. I am using version 2.1.3(final) source from the git repository. Here is a solution I am currently using to fix this. Before building Virtual Jaguar perform the following modifications to the source code: /src/gui/mainwin.cpp - Add the following line in the function MainWin::SetFullScreen, below the line where int newWidth is initialized. The line looks like this "int newWidth = (int)(aspectRatio * (double)r.height());". newWidth *= 2.2; Then alter the line just below, that looks like this "videoWidget->offset = (r.width() - newWidth) / 2;", multiplying r.width() by 2.2. It should now look like the line below. videoWidget->offset = ((r.width() * 2.2) - newWidth) / 2; /src/gui/glwidget.cpp - Now we need to multiply width() and hieght() function calls by 2.2, do this by altering the following lines. outputWidth = width(); --> changes to --> outputWidth = width() * 2.2; unsigned outputHeight = height(); --> changes to --> unsigned outputHeight = height() * 2.2; EDIT: I forgot to mention that the value 2.2 is a bit arbitrary according the the global scaling on your desktop. I actually don't know how to find the exact value you need according to a specific global desktop scaling. But raising and lowering the value should get what you are looking for. For example, 2.2 is scales the image a bit beyond the window and fullscreen borders, so I dropped it down to 1.75, and if fits great now.
  2. Hi, I wanted to share a new version of my Virtual Jaguar modifications to include a debugger. Except the screenshot feature, the new features are programming oriented. https://github.com/djipi/Virtual-Jaguar-Rx/releases I do changes and add features for my needs/requirements so it may be not relevant to you at all. The "Allow writes to cartridge ROM" option on and off has been fixed.
  3. Hi, Just wanted to share my debugger integration in Virtual Jaguar. Screenshot shows an example about how it looks like. Nothing can replace the real hardware but I wanted to give a try and modify the emulator. I have added the support of ELF/DWARF format because my toolchain is based on it, and such format can operate at source code level. If someone knows about QT and OpenGL integration, it can be helpful to me. Because, if I build the emulator under msys2 environement, I have a correct video output but if I build it with Visual Studio 2015, the output video remains black/empty.
  4. Just starting out on Jaguar emulation -- I'm trying to run "Gorf 2000" on Virtual Jaguar v2.1.2 (Windows 10). The emulator works (it runs the "Downfall" .j64 cart that comes with it). However, Gorf 2000 is a .jag file. Should that appear as an option in the "Insert Cartridge..." window? It only does if I force it to with "General->Show all files in file chooser", but it won't launch. How do I run it?
  5. Thanks to Shamus et al. I was not sure where to send this, so I will post it here. Attached is a patch against the current git version. Tested only on Linux/x86-64/Qt4. virtualjaguar-savestates.diff.txt There is a new 'Tools' menu, with Dump/Load and the option to choose from 10 save slots per game. Notes: Sometimes the audio will be screwed up after loading the save state. Try loading the state several times, by holding down the load button/key for a second or two. The escape key toggles full screen mode. (It was F9 ...) F5/F8 are mapped to Dump/Load. Fixed sample buffer overrun in DSPSampleCallback. Should compile with either Qt4 or Qt5. Stopped randomizing RAM contents on startup, in order to better compress the state file.
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