KGen / KGen98 / Kega / Kega Lazarus / Kega Fusion (1997)
KGen
KGen, short for Kega Genesis, was released in August 1997 by Steve Snake, alongside Kode (coudei) and Muzak Ltd for MS-DOS. The project was developed over a two-month period, from June to August. Describing the emulator, it works on the command line, without its own interface (gaining a GUI from September 1997), had a VSync function to run games on a Pentium 200 with twice the speed of a regular Mega Drive, and the regular console speed on a Pentium 133, as well as screenshots (in .PCX format), keyboard and joypad control configuration, frameskip, region switching, and good emulation of the YM2612 sound chip, and from October 1997 of PSG Sound. The emulator also had save states, however, unlike other emulators, here it was called snapshots, and saved them in KSS format.
From September 1997 onwards, save states began to be loaded in GSV format, corresponding to the Genecyst emulator. In May 1998, a front-end (interface) for Windows mode of the emulator was released by Airds, called Kgen Loader, and was updated until August 1998. The same person also created versions for GenEm for Mega Drive and ESNES and Snes9x for SNES. Steve had help from some people on the project, such as Colin Rodgers and Stuart McKenna with information about the Z80A and 68K microprocessors, his friend Warren Mills for information about his own Z80 emulator, and the creator of the Magic Engine for PC Engine, David Michel, helping with some questions, among others. The emulator had eight versions between August and October 1997, when it ceased its activities.
KGen98
In late 1997, Steve began to create an emulator for MMX processors, a new Intel technology released earlier that year. Due to several optimization tricks used in the emulation, the speed gained by MMX processing was barely noticeable, causing Steve to give up on the idea, which was called KGen-X. After that, he began to develop KGen98, completely rewritten and with better performance than KGen-X, releasing it in June 1998 for MS-DOS. In addition to better performance, it also rewrote and improved part of the GUI, added support for Game Genie, improved video quality, with the addition of scanlines, 8/16-bit mode, among others, and brought stereo sound quality to the emulator. Your save state can now be created and accessed within the game, no longer needing to go to the main menu. KGen98 had only four versions, all in June. Also in June, the Kgen Loader front-end also began to support Kgen98.
Due to the success of his emulator, Sega called Steve to be the lead programmer for the Sega Smash Pack project for Windows. To do this, they used Steve's Kgen98, which received some changes and got a new look. The collection was released in 1999, with eight games: Golden Axe, Shinobi, Phantasy Star II, OutRun, Columns, Sonic Spinball, Altered Beast and Vectorman. Next comes Sega Puzzle Pack, also released in 1999, with the games Dr. Robotnik's Mean Bean Machine and Columns III, as well as the puzzle Lose Your Marbles created by Sega in 1997. And finally, comes Sega Smash Pack II, which contained the games Comix Zone, Flicky, Kid Chameleon, Shining Force, Sonic The Hedgehog 2, Super Hang-On and Vectorman 2, in 2000. At the time, he receives a proposal from Sega to create a new emulator especially for the future Sega Smash Pack packages, which would be released for Dreamcast and GBA, but Steve refuses and the project is developed by other creators. These releases without Steve were Sega Smash Pack Volume 1 in 2001 for Dreamcast and Sega Smash Pack in 2002 for GBA.
After almost four years away, Steve resurfaced alone with the launch of Kega in January 2002 for Windows, which came with the Sega CD feature, already used in the competitor Gens. Kega did not use any of the KGen98 source code, except for parts of the 68k and Z80 cores. The rest was completely rewritten from scratch, and now with Windows support. The difference was its speed and compatibility with games.
Kega (Interface/Menus)
It came completely revamped, with a completely different interface and several other options included, such as bios configuration for emulated consoles, various screen sizes, TV mode, the selection of quality in hz for sound, giving the choice between 11025, 22050 and 44100Hz, the Perfect Sync option, which synchronized the two 68k SegaCD cores for perfect synchronization (being suggested only for powerful PCs and for specific games), among others. Kega also had support for games compressed in .zip format (only for SMD games). The differential of the project was that the code had been created by Steve himself.
In March 2002, Kega included the Game Gear and Master System consoles, having later depopularized the Meka emulator, which had been used until then for games on these consoles, mainly the Master System. The project has five versions released, the last one in March 2002.
In September 2002, Steve came up with an alternative version called Kega Lazarus. It was a new beginning for the emulator, and yet another new beginning for a Mega Drive emulator in Steve's history. Steve had suffered a hardware failure and lost all of Kega's source code, with the exception of the code for version 0.02 from January 2002, the third version of the emulator. Many of the changes from the emulator remained, and new ones appeared, such as a completely new Z80 core, faster Master and Game Gear emulation, and improvements to Mega and Sega CD emulation.
Kega Lazarus (Interface/Menus)
It was basically identical to Kega in terms of interface and options. The second version of Kega Lazarus came out only seven months after the first, in April 2003. This version was specifically for Master and Game Gear, with all sorts of improvements for the consoles, from compatibility, graphics, to performance. In the May 2003 version, it also added support for Sega's SG-1000 and SC-3000 consoles. In the latest version from June 2003, it improved support for the Sega CD, adding Bin/Cue support, improving ISO support, among others. Steve said that this version surpasses in every aspect the last version released by the old project, Kega.
Kega Lazarus (Game Gear/Ninja Gaiden)
The emulator had six versions, from the second to the fourth version, that is, three of them, dedicated almost exclusively to the optimization of the Master and Game Gear consoles. It is mentioned on some websites that the project would have added support for the 32X, but neither in the "readme" files, nor in the emulators themselves, this support was mentioned or implemented.
After a year without updating Kega Lazarus, Steve released his latest emulator, the acclaimed Kega Fusion, in July 2004. The project is the merging of part of the Kega and Kega Lazarus emulators with Kega Fusion. Much of the source code was rewritten from scratch, remaining as close as possible to Kega's previous projects, while maintaining the user interface and the emulator's functions. It was only after this new phase that Steve was able to support 32X in one of his emulators, releasing it in the first version of Fusion.
Kega Fusion (Interface)
As he described, it was the most accurate emulator of all at the time for emulating the add-on. In addition to all the console support, chip and processor emulation, tools and performance also present in Kega Lazarus, it adds many other functions to the emulator. Also in 2004, it supports rendering plug-ins such as 2xSai, hq2x, and two created by Snake, such as Double and DoubleRaw. At this time, it begins to overtake the Gens emulator, which until then had been the priority for games on the 16-bit console. Over time, all other Sega console emulators below the Sega Saturn begin to lose popularity due to Steve's emulator. From 2005 onwards, the emulator changes its numbering from 0.1 to 3.0.
The reason is that this numbering is linked to emulators that are still in a very early stage, which caused people to lack interest in downloading it. Steve then had the idea of changing this, and since Fusion was the third emulator in its Kega series, he put it as 3.0. In this version, from February 2005, it adds support for MP3 format in Sega CD game audio, in addition to the Pro Action Replay cheat. In February 2006, it adds support for Netplay, unlike many emulators that used to use the Kaillera server.
Kega Fusion (32X/Primal Rage)
In this version, users could choose the server they wanted to host their games. There were no updates in 2007. In 2008, there were also important updates, such as in December 2008 with support for SVP (Sega Virtua Processor), used to run the game Virtua Racing, which originally came in a special cartridge to generate 3D graphics. This support was initially brought to the PicoDrive emulator, Fusion's latest competitor. Also in the same month, Fusion began running on MacOS X.
In September 2009, it was Linux's turn to run the emulator. That month, Mac also got another version. The emulator also supported Direct3D thanks to its collaboration with DirectX. Its latest version, which is still used today, was released in March 2010. The emulator has had sixteen versions in total.
Come and discover the history of KGen, KGen98, Kega, Kega Lazarus and Kega Fusion in video on our YouTube channel.
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