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TheCloudOfSmoke
November 15th, 2007, 06:31
I don't know if you're ready for my suggestions but here I go. I have been wanting to see these features/option in the VBA for a long time but the project kind of died out but now my interest in the VBA has gotten crazy lately. So I thought that I might as well throw them at you since you're willing to work on the VBA. Please don't hate me mudlord. :innocent: :p These requests are based off of the last public alpha that you uploaded to the Developers Wanted thread.

General VBA emulator suggestsions:

Launcher and multiple ROM archive support. (I believe that this is being worked on)

Option to toggle fast fowarding like the option in Snes9x.

Make seperate directories for GB and GBC in the Directories... dialog. Currently, there is only an option for one directory for both GB/GBC roms. I have GB and GBC roms in different directories.

Option to disable Gameboy Internal Battery Saves. This is useful when running ROMs/VBA from a CD and the VBA cannot write to the CD. The error message that pops up every minute gets very annoying.

Have the emulator automatically look in the VBA directory by default for both the DMG_ROM.bin (original GB BIOS) and the GBABIOS.bin and use them both unless the user specifies otherwise because the user probably would want it to use the BIOSes by default if the user places them in the VBA directory anyways. Option for both "Select GB BIOS File..." and "Select GBA BIOS File..." in Options>Emulator instead of having to pick either of the two manually each time. This would be useful for people who want to have the BIOSes start up for both handhelds instead of having to switch between the two when they want to play a different GB handheld (another redundant request, mainly for nostalgic purposes, I love the way the Nintendo logo pops up on the GB :emb:). There could also be an option to have "Use GB BIOS File" and Skip GB BIOS" to go with the GB and "Use GBA BIOS File" and "Skip GBA BIOS" to go with the GBA.

Option to clear/clear all joypad keys, keyboards keys, and clear all keys.

Mappable joypad keys that could be mapped in the Customize section so that the user could add regular commands to joypad keys. For example, it would be nice to be able to set save/load savestates to joypad buttons so that the user wouldn't have to reach over the keyboard and press Shift+F1 and F1 to save and load all of the time. This feature could be useful for numerous things also.

Bring back the skin feature. It would also be nice to have png with alpha channels support for skins and the option to use animations, but animations are not really neccessary, that's kind of pushing it.

Bring back the Remove intros (GBA) option that was taken out a while ago.

Option to edit cheat information. It seems that you cannot currently edit cheat information and/or values after you input it.

Link suggestions:

Have an option to play the same game or an option to choose a different cart and a browse button in the Link dialog.

Option to run a new VBA window from the current VBA for linking instead of having to click on the VBA executable to open up another instance of the VBA manually.

Option to set up to four linked GBAs' joypad settings in the current VBA.


Game specific:
Emulate the Boktai series solar light sensor through the VBA without the need of a patch.

Emulate the motion in WarioWare - Twisted without a patch much like how there is a motion option in VBA for Kirby's Tilt 'n' Tumble. BTW: Motion controls seems to keep resetting to nothing for some reason.


Original Gameboy Specific Suggestions:

Fix the GB color picker. For some reason it rounds off numbers instead of remembering the actual color values that I input. I also remember the GB color picker forgetting the settings all together after I would close out of the VBA and open it up again. It would always reset. I believe that has been fixed though.

Option to set a name and save multiple custom GB color profiles.

Spacy used my original color profile but he changed it with a more "accurate" color scheme. It ended up looking nothing like the original GB display.
Real GB Colors should be changed to this since it seems more accurate when compared to the original GB display. Try these for both Backround and Sprite colors and see what you think:

Color 1:

R: 176
G: 192
B: 0

Color 2:

R: 132
G: 144
B :0

Color 3:

R: 88
G: 96
B :0

Color 4:

R: 59
G: 64
B: 0

Stupid and redundant requests:

Be consistant with the Active Title Bar at the top of each dialog. I noticed that the new dialogs and close buttons that you have added in your build (like the About dialog box) are smaller than the others that were already in the emulator prior to VBA-M alpha builds. Be consistant when using the term "Gameboy". For example, in the original dialogs windows, it says Gameboy like in the Open dialog. In the new dialog windows (like the Directories... dialog), it says Game Boy.

"All Gameboy" would be a better choice in the Open dialog instead of "All Gameboy Advance" since not all games that the VBA can run are Gameboy Advance. It would also be nice to seperate the GB from the GBC and have an option for "All Gameboy Color" in the Open dialog as well.

Set custom icons for Gameboy file type associations.

Real "GB to GBA" instead of "GB to GBASP" color profile is more fitting. I also noticed that the colors for that setting are off when I tested it out on my GBA with Metroid 2. I can do some tests to see if I can come up with a better color scheme.

I know that these are very stupid and redundant requests, but it makes the emulator seem more professional and consistant. Maybe it's the obsessive compulsive disorder coming out of me or me being tired and having a headache. :emb: :p :

Visual suggestions:

Option to overlay the scanlines overtop of the magnification filters with custom opacity instead of a set opacity.

Option to customize the motion blur amount.

This is a stupid but cool suggestion IMO. Drop shadow emulation for GB games. With 0, 45, 90, 135, 180, 225, 270, 315 degree angles or custom angles but it would be easier to have those preset angles because they only require moving the pixels horizonally, vertically, or diagonally. There could be settings like shadow distance that could go up to four pixels with an opacity and shadow softness. I believe that KiGB has this option but it's not as advanced. It just has a simple black shadow which just doesn't quite look right.

Bugs:

Joypad dialog looks wierd on the left side of the white input key boxes.

When in fullscreen mode with the menu on the top, the display overlaps at the bottom.

As said before, motion controls seems to keep resetting to nothing for some reason.

The joypad skips keys when i set the joypad key when I get to the left button. I'm using a RadioShack brand PlayStation 1/2 controller to USB adapter if that matters. I believe that this has always been a problem with my joypad when using the VBA.

The Open dialog window doesn't remember the last directory that I loaded a ROM from.

Super Mario Land (W) (V1.0) [!] seems to be the only game that I tried that doesn't work, though Super Mario Land (W) (V1.1) [!] seems to work.

Sorry if my suggestions are coming off as annoying, it's kind of late on my end. I just want to help improve the VBA.

mudlord
November 15th, 2007, 07:57
That's quite a list. I made of a copy of your requests and I've added them to the version tracker so they don't get lost.

Now then...

Launcher and multiple ROM archive support. (I believe that this is being worked on)

Yep, will be worked on. Nach and I were discussing the possibility of a rewrite of the GUI into something Qt based, since now that the project has been successfully ported to Macintosh and Linux (and potentially many others, due to how SDL works). If this happens, multiple ROM support and a ROM browser would definately be considered. Also, a lot of other features depend on the core working right first. Honestly, I'd rather the core be stable first and we have a framework in place before adding all the new features, rather than doing them now in a process where the source is in rapid change.

Option to toggle fast forwarding like the option in Snes9x.


Hmmm, there's still a massive amount of work done on the emulator core at the moment, due to the recent ports, especially the addition of 64-bit Linux support. I rather wait till things settle before adding this.

Make seperate directories for GB and GBC in the Directories... dialog. Currently, there is only an option for one directory for both GB/GBC roms. I have GB and GBC roms in different directories.

Ah alright, I see the issue there.

Be consistant with the Active Title Bar at the top of each dialog. I noticed that the new dialogs and close buttons that you have added in your build (like the About dialog box) are smaller than the others that were already in the emulator prior to VBA-M alpha builds. Be consistant when using the term "Gameboy". For example, in the original dialogs windows, it says Gameboy like in the Open dialog. In the new dialog windows (like the Directories... dialog), it says Game Boy.

Will fix.

"All Gameboy" would be a better choice in the Open dialog instead of "All Gameboy Advance" since not all games that the VBA can run are Gameboy Advance. It would also be nice to seperate the GB from the GBC and have an option for "All Gameboy Color" in the Open dialog as well.

All that needs to be fixed there is the filter usage on that common dialog. Very simple to do. Might even do this today, as well as your consistancy fixes.

Real "GB to GBA" instead of "GB to GBASP" color profile is more fitting. I also noticed that the colors for that setting are off when I tested it out on my GBA with Metroid 2. I can do some tests to see if I can come up with a better color scheme.

Okay.


Option to customize the motion blur amount.

That would be lovely. I'm currently pondering adding hardware accelerated motion blur in OpenGL using hardware render to texture, the accumulation buffer, or simply using shaders. Then there is zero CPU hit, as well as the motion blurring factors can be easily toggled.

Option to overlay the scanlines overtop of the magnification filters with custom opacity instead of a set opacity.

That sounds reasonable enough. So we just need to set alpha values....

Sorry if my suggestions are coming off as annoying, it's kind of late on my end. I just want to help improve the VBA.

They are not annoying at all. If they were annoying, I wouldnt even be replying :P.

djrobx
November 15th, 2007, 08:00
Sorry if my suggestions are coming off as annoying, it's kind of late on my end. I just want to help improve the VBA. Not in the slightest. I like your list, most of them are very good requests and are doable. And I am particularly interested in fixing up the problems you're seeing with the new input settings code. Can you take a screenshot of what you're seeing on the controller configuration box? It looks normal on my system. I think the last version posted to the developer's wanted thread is pretty old, though. I know lots has been fixed in the input stuff.

The input boxes were expanded to accommodate the fact that you can now assign several keys to a single function (i.e. "Left" OR joystick-left OR D-pad left).

mudlord
November 15th, 2007, 09:07
"All Gameboy" would be a better choice in the Open dialog instead of "All Gameboy Advance" since not all games that the VBA can run are Gameboy Advance. It would also be nice to seperate the GB from the GBC and have an option for "All Gameboy Color" in the Open dialog as well.

Done! Was a simple 2 minute fix.

djrobx
November 15th, 2007, 09:15
Option to toggle fast forwarding like the option in Snes9x.especially the addition of 64-bit Linux support. I rather wait till things settle before adding this.Actually the fast forward feature in vbam seems to work perfectly well in my testing. I think he just wants the ability to make it toggle instead of the current "hold to FF" method. Is that what you want, Cloud? If so that's really easy.

mudlord
November 15th, 2007, 09:16
Actually the fast forward feature in vbam seems to work perfectly well in my testing. I think he just wants the ability to make it toggle instead of the current "hold to FF" method.

Oh thats good. Wasn't sure since I haven't tested FF.

djrobx
November 15th, 2007, 09:18
When in fullscreen mode with the menu on the top, the display overlaps at the bottom.The graphics code has undergone lots of iterations as well, but I don't think I've ever seen that behavior. Which rendering mode are you in? What is overlapping where?

mudlord
November 15th, 2007, 09:36
I think he just wants the ability to make it toggle instead of the current "hold to FF" method. Is that what you want, Cloud? If so that's really easy.

Seems like its a option to make it toggleable, while still allowing for it to be held down. Like, the FF button has two modes: either it can be toggled, or it can be held down. Also, fixed up some numerous inconsistancies with the GUI, as Cloud requested.

djrobx
November 15th, 2007, 09:42
As said before, motion controls seems to keep resetting to nothing for some reason.Thanks for reporting this. It is now fixed (SVN 84).

TheCloudOfSmoke
November 15th, 2007, 13:05
Actually the fast forward feature in vbam seems to work perfectly well in my testing. I think he just wants the ability to make it toggle instead of the current "hold to FF" method. Is that what you want, Cloud? If so that's really easy.

Yes, the option to just hold down the key and it will fast foward until it you let go of the key or just to press the key, and press it again when you want it to stop.

Can you take a screenshot of what you're seeing on the controller configuration box? It looks normal on my system. I think the last version posted to the developer's wanted thread is pretty old, though. I know lots has been fixed in the input stuff.

http://forums.ngemu.com/attachment.php?attachmentid=149752&stc=1&d=1195131743

The graphics code has undergone lots of iterations as well, but I don't think I've ever seen that behavior. Which rendering mode are you in? What is overlapping where?

http://forums.ngemu.com/attachment.php?attachmentid=149753&stc=1&d=1195131743

Sorry, I forgot to mention that I was using DirectDraw. When you run a game in fullscreen mode, it looks fine. Press escape to remove the menu and press escape to show it again and you will see the overlapping at the bottom.

Thanks for reporting this. It is now fixed (SVN 84).

I'm glad that I could help somehow. :D Thanks you guys for taking my list into consideration.

mudlord
November 15th, 2007, 14:01
There (http://vba-m.ngemu.com/vbacompiles/VisualBoyAdvance85.rar)

A build of SVN 85, with some of your requested features TCOS. :)

Plus some other updates...

MasterPhW
November 15th, 2007, 14:21
There (http://vba-m.ngemu.com/vbacompiles/VisualBoyAdvance85.rar)

A build of SVN 85, with some of your requested features TCOS. :)

Plus some other updates...
"ERROR
Coulnd't create socket", since SVN 57 for me...
I always thought I didn't compiled it right, but I wonder, if there's a special reason for that?
Btw: why did you change teh ICON back to the old one? I really like the VBA-S logo!

Memulator91k
November 15th, 2007, 16:24
Are you guys going to add hq4x, cuz fullscreen looks really bad

djrobx
November 15th, 2007, 18:08
HQ4x has always been a feature of our builds, it's pretty much why I got involved in the project in the first place. To enable it pick Pixel Filter -> 4x -> HQ4x. I'm guessing the Mac port might need the C version of the HQ4x code added though.

"ERROR
Coulnd't create socketThe only thing I can think that might do that is the internet play settings. It sounds like you've turned on the LAN feature and have maybe set a port number that's already in use on your system.

Have you tried running it with a "fresh" (or delete) VBA.INI?

TheCloudOfSmoke
November 15th, 2007, 18:20
There (http://vba-m.ngemu.com/vbacompiles/VisualBoyAdvance85.rar)

A build of SVN 85, with some of your requested features TCOS. :)

Plus some other updates...

Cool, that was quick. Looking good so far mudlord. :) I see a few changes, which ones did you put in exactly, in case I missed them?

In the open dialog, maybe you can put Gameboy Color, instead of Color Gameboy. Sorry if I'm nitpicking. :p

Memulator91k
November 15th, 2007, 19:37
HQ4x has always been a feature of our builds, it's pretty much why I got involved in the project in the first place. To enable it pick Pixel Filter -> 4x -> HQ4x. I'm guessing the Mac port might need the C version of the HQ4x code added though.

Have you tried running it with a "fresh" (or delete) VBA.INI?

Is vba-m already out? i though it just started developing.. my problem than

mudlord
November 15th, 2007, 19:55
Is vba-m already out? i though it just started developing.. my problem than

No, it isnt "out" officially. And it hasn't just started development, it has been in a development for around 1-3 weeks...

TCOS (http://vba-m.ngemu.com/vbacompiles/VisualBoyAdvance87.rar): there's your updated build. Fixed a issue in Sound.cpp too.

MasterPhW
November 15th, 2007, 20:04
Have you tried running it with a "fresh" (or delete) VBA.INI?
Yeah, that fixed it.
But you should also try to fix this bug.
If you create a VBA.INI with a a pre 57 build and run it with a post 57 build you will always get this error.

diediedie
November 15th, 2007, 21:52
Can you add link support for nomral gameboy games as vbalink only does gba games

TheCloudOfSmoke
November 15th, 2007, 23:28
Isnt' there one or two open source GB emulators that support linking in the original GB games? I know there is GEST an TGB Dual, but I'm not sure if those are open source though.

Thanks again mudlord. :D

peterb
November 16th, 2007, 01:14
(1) The emulation core (specifically GBA.cc, arm-new.h, and thumb.h) are a psychotic whirling nightmare of pain. They are written as if whoever wrote them doesn't believe in optimizing compilers (indeed, it's not even possible to compile VBA-M with -O3 in gcc 4.0 on any platform that I am aware of), and rely too heavily on macros and #includes in places where doing that is completely inappropriate. It's an unmaintainable mess, and the first order of business needs to be to get someone to take responsibility for cleaning it up into an actual C++ program as opposed to an overgrown BASIC app. Not me, though.

(2) Everything is a global variable. Everything. It is to weep.

(3) Platform specific code needs to be isolated in platform-specific files. Supporting Linux, MacOS, and Win32 by branching #ifdefs in the common source files is not maintainable in the short, medium, or long term. In the current svn tree, the Link code is probably the biggest problem. If we can come up with a decent pattern for dealing with this now, it will save pain later.

Squall-Leonhart
November 16th, 2007, 01:28
TCOS
you can already specify seperate rom directories
i don't see a point in splitting the GB and GBC roms when they are just GB with colour.

look in the directories section of the menu

Be consistant with the Active Title Bar at the top of each dialog. I noticed that the new dialogs and close buttons that you have added in your build (like the About dialog box) are smaller than the others that were already in the emulator prior to VBA-M alpha builds. Be consistant when using the term "Gameboy". For example, in the original dialogs windows, it says Gameboy like in the Open dialog. In the new dialog windows (like the Directories... dialog), it says Game Boy.this change was in the official source, not the VBA-M source

When in fullscreen mode with the menu on the top, the display overlaps at the bottom.this is because the menu is shown by overlaying GDI on a HW surface, it will be fixed when the menu is rewritten with the UI rewrite.

The Open dialog window doesn't remember the last directory that I loaded a ROM from.its not supposed to remember it, it opens the directory set in the directories Dialogue.

Done! Was a simple 2 minute fix.

i don't see why it was fixed when it wasn't broken lol

the Open GBA option opened the directory for GBA roms specified in the directories dialogue

(1) The emulation core (specifically GBA.cc, arm-new.h, and thumb.h) are a psychotic whirling nightmare of pain. They are written as if whoever wrote them doesn't believe in optimizing compilers (indeed, it's not even possible to compile VBA-M with -O3 in gcc 4.0 on any platform that I am aware of), and rely too heavily on macros and #includes in places where doing that is completely inappropriate. It's an unmaintainable mess, and the first order of business needs to be to get someone to take responsibility for cleaning it up into an actual C++ program as opposed to an overgrown BASIC app. Not me, though.

(2) Everything is a global variable. Everything. It is to weep.

(3) Platform specific code needs to be isolated in platform-specific files. Supporting Linux, MacOS, and Win32 by branching #ifdefs in the common source files is not maintainable in the short, medium, or long term. In the current svn tree, the Link code is probably the biggest problem. If we can come up with a decent pattern for dealing with this now, it will save pain later.

if your interested in helping with the Core rewrite, we are always looking for extra help.

we are mostly interested in getting accurate and optimised graphics, sound and integrating the changes first.

peterb
November 16th, 2007, 02:18
My meta-point is that forward development is harder on a poorly architected project (and by 'project' I'm speaking of the source code, not the fine people working on VBA-M). Integrating more features into a poorly architected project is only going to make future work harder. Fixing the architectural problems early will allow us to integrate more features, better features, and integrate them more easily.

Squall-Leonhart
November 16th, 2007, 02:23
the versions being ported in were constructed on the same architecture, so there wouldn't be anymore problems porting them in and then fixing the issues then there would be fixing the issues then fixing the ports to be able to port them in.

Performance issues
- There is a considerable amount of controller lag for some reason,
there is one way i know of to fix this, change the priority optimisations to increase both the explorer.exe and taskswitch.exe (and any other application that uses keyboard hooks, so etc, make it so that you can add process's to be increased) priorities along with the emulator, this will remove the input lag.

TheCloudOfSmoke
November 16th, 2007, 13:02
TCOS
you can already specify seperate rom directories
i don't see a point in splitting the GB and GBC roms when they are just GB with colour.

look in the directories section of the menu.


Well, as I said, the reason that I was suggesting that was because I have GB and GBC roms in different folders. I just thought that some other people might do the same. Technically they are different handhelds. You have to remember that GBC games cannot run on the original GB handheld. ;) That's why I think that they should be seperated, because they are in different classes with significant differences between the two worthy to be separated IMO. I don't expect the team to implement every single one of my suggestions. I was just brainstorming and just thought of everything that I could think of in hopes that a few of them get thrown in.

this change was in the official source, not the VBA-M source

I looked at the older versions and I don't see what you're talking about. The title bars look consistant with each other to me. It may have been changed in the newer beta versions but I usually don't use them much because they're not as stable. The only time I use the beta versions is for Classic NES games, but I might as well whip out Nestopia if I want to play NES games. :p

this is because the menu is shown by overlaying GDI on a HW surface, it will be fixed when the menu is rewritten with the UI rewrite.

Ok. :)

its not supposed to remember it, it opens the directory set in the directories Dialogue.

No, what I meant to say was that if you don't specify a rom directory in the Directories window, when you open a rom from the Open window, and then open another rom, it should already tale you the last folder that you loaded a rom from. I just tested it in an older version of the VBA (1.72), and it takes me back to the last directory that I loaded a game from when I go to open a new game. VBA-M takes me back to the desktop each time. I noticed this when I was testing different games in VBA-M.

i don't see why it was fixed when it wasn't broken lol

the Open GBA option opened the directory for GBA roms specified in the directories dialogue

Whoops. :emb: I thought that that looked at the extension and only shows roms with the extension that coresponds with the Gameboy type. My mistake. :heh: But why was there an "All Gameboy Advance" and also a "Gameboy Advance" option in the official VBA's Open window? I thought that All Gameboy Advance meant all Gameboy types, which is why I suggested it to be changed to "All Gameboy".

Hiei-YYH
November 16th, 2007, 20:08
dunno if that's is possible to add: adding support for joypad in the emulator hotkeys (accelerator editor) ;p i generally don't use L2 or R2 in my ps2 controller, would be cool if pressing them could open the cheat list or pause (the whole emulation like ctrl+p) for example.

djrobx
November 16th, 2007, 20:14
dunno if that's is possible to add: adding support for joypad in the emulator hotkeys (accelerator editor) ;p i generally don't use L2 or R2 in my ps2 controller, would be cool if pressing them could open the cheat list or pause (the whole emulation like ctrl+p) for example.I was thinking about doing something like this, but it sounds like we're going to be working on a new UI soon, which would render updates to this area moot.
(1) The emulation core (specifically GBA.cc, arm-new.h, and thumb.h) are a psychotic whirling nightmare of pain. They are written as if whoever wrote them doesn't believe in optimizing compilers (indeed, it's not even possible to compile VBA-M with -O3 in gcc 4.0 on any platform that I am aware of), and rely too heavily on macros and #includes in places where doing that is completely inappropriate. It's an unmaintainable mess, and the first order of business needs to be to get someone to take responsibility for cleaning it up into an actual C++ program as opposed to an overgrown BASIC app. Not me, though.

(2) Everything is a global variable. Everything. It is to weep.Agreed. I look at VBAM as a C program with lots of C++ add-ons. MSVC is able to optimize the code, though. Actually, performance is very bad if optimizations aren't enabled. Maybe we should submit the current VBAM to the GCC team as a "challenge". :)

mab246801234
November 22nd, 2007, 01:11
How do you use the emulator for multiplayer? This emulator is a little different then other emulators that support linking functions. I tried linking a game the same way that it was done on other emulators but it didn't work. The program is added to my firewall. But I still can't seem to get it to work. I am trying to do it on one computer right now. Not between two computers. I may try that later so if you could explain that too.

Lord Budweiser
November 22nd, 2007, 05:47
Remember that only gba link is supported, gbc/gb link is not implemmented yet... some GBA games are also not supported of yet, try some other games (if available) and see if it works...

mab246801234
November 22nd, 2007, 22:43
This game was suported in another gba link emulator. And the game is GBA. It is four swords adventures for ZALTTPFS. It was supported with another gba link emulator but it wasn't perfect. It would still disconnect. I was wanting to see if this one could emulate the game's link function without disconnecting. I didn't expect it to work perfectly but I was hoping that it would at least start so I could see if it worked without disconnecting. Right now the only emulator that can support this game multi-player on one pc is no$gba. It has perfected that game on the gba a long time ago. But of course if you can use two pc's and play the game between two pc's in the same house that would defiantly be better. Also the problem that I am having is that the second visualboy window that I opened will give me error message which is really just a X every time I type in the IP address into the first emulator opened. And connect on the second emulator opened. And yes I know that you need to have the save files named exactly the same as the game name and the first one opened needs to be .sav, and the second one opened needs to be .sav2.

Squall-Leonhart
November 23rd, 2007, 05:00
VBA LINK IS NOT CURRENTLY SUPPORTED (BROKEN)

its a code defect that Rob or Mudlord will need to look at.

mudlord
November 23rd, 2007, 22:00
Indeed. There is a list of things that need to be done before this gets public beta status. It would be nice if people can post lists of what needs fixing on here, and the version tracker so that we have records on what has to be done, and what people desire to be done for VBA-M.

MasterPhW
November 27th, 2007, 00:27
Hmm... never thought that it would be that much work to create a Help doc! I've finished now nearly all main docs and the file,help&the cheats menu doc... only options and tools missing.
But I found some things that I think need to be "fixed" or just to say, tweaked a little bit:
The Rom Information window (File->Rom Information) should have a export to txt options and/or should be copyable at least. Or these Informations aren't really usefull at all.
Then I think, like TCOS already said, it would be great, if we also could specify a GB AND a GBC folder, just to have all the files seperated and correctly arranged.
So it would be great to split the Open Gameboy in Open GB and Open GBC and add a new config for the directory sub menu (Options->Emulator->Directory) to specify a GB/GBC folder seperately.
Next thing I thought that it was a little bit unfitting, that you can save screenshots only in *.png and *.bmp, but not in *.jpg. Could we also change that to support the jpg image format?
Then, you should really tweak the About Menu, to say VBA-M, and rearrange it a little bit, remove the link to the online faq in the Help Menu and link to the (not yet complete) help file... how should I call it? Help.chm? VBA-M.chm Help?
Bug report should also report the SVN version IMHO... License should link to GNU General Public License v2.0 - GNU Project - Free Software Foundation (FSF) (http://www.gnu.org/licenses/old-licenses/gpl-2.0.html) not GNU General Public License - GNU Project - Free Software Foundation (FSF) (http://www.gnu.org/licenses/gpl.html) because VBA was based on V2 of the GPL and we should also add a link to the VBA-M website...
That's it for now... more will come! :)

Squall-Leonhart
November 27th, 2007, 00:47
no point in messing with anything regarding the dialogue menus as they will be replaced anyway at some point.

mudlord
November 27th, 2007, 00:53
no point in messing with anything regarding the dialogue menus as they will be replaced anyway at some point.

There will still be merit in doing so, remember that back compiles are possible, and there is no real plans yet for when the Qt GUI will be started or done. Also, I still have a large amount of work to do till then such as:

* Add VBA-H/VBA-H-SDL support
* Start to add rerecording support
* Finish off my texture based D3D9 renderer
* Convert the SDL version to use OpenGL instead of using direct SDL FB writes (there is patches on the official SF VBA page, though due to technical reasons I cant DL them. If someone can package the SDL based OpenGL diffs off the patches page into a ZIP, I will be extremely grateful).
* Once thats done, get the OpenGL renderer to use OpenGL-HQ
* Start to optimize the graphics core
* Look into the GB colour pallete issues and the GB/GBC graphics code


....

DarkOmegaX
November 27th, 2007, 01:24
I just uploaded the patches to rapidshare, the links are in your bug/feature request tracker.:thumb:
I personally tested only the second one because according to the comments it was the one with less bugs and it really improved the performance, I hope it works with all the new filters you have added.
Also I uploaded the patch that is supposed to fix the close audio bug in SDL port, just in case you wanna take a look at it.

mudlord
November 27th, 2007, 02:59
Thanks for the patches! I really appreciate them! I'll have a look through those patches when I can and see about implementing them.

Hmm... never thought that it would be that much work to create a Help doc! I've finished now nearly all main docs and the file,help&the cheats menu doc... only options and tools missing.

Sounds wonderful! :)

The Rom Information window (File->Rom Information) should have a export to txt options and/or should be copyable at least. Or these Informations aren't really usefull at all.

Not a bad idea. I might make it a RichText based dialog so that its selectable, like Snes9x OR the fields can be selectable.

Then I think, like TCOS already said, it would be great, if we also could specify a GB AND a GBC folder, just to have all the files seperated and correctly arranged.
So it would be great to split the Open Gameboy in Open GB and Open GBC and add a new config for the directory sub menu (Options->Emulator->Directory) to specify a GB/GBC folder seperately.

Ahk

Next thing I thought that it was a little bit unfitting, that you can save screenshots only in *.png and *.bmp, but not in *.jpg. Could we also change that to support the jpg image format?

libjpeg will be needed to do JPEG compression. That is, to do it the platform independant way. The hackish way is to use D3DX to compress to JPG/PNG/write BMPs...

Then, you should really tweak the About Menu, to say VBA-M, and rearrange it a little bit, remove the link to the online faq in the Help Menu and link to the (not yet complete) help file... how should I call it? Help.chm? VBA-M.chm Help?

Will do. Help file can be named vbam-help.chm.

License should link to GNU General Public License v2.0 because VBA was based on V2 of the GPL and we should also add a link to the VBA-M website...

will fix as well.

MasterPhW
November 27th, 2007, 08:43
Thanks for the patches! I really appreciate them! I'll have a look through those patches when I can and see about implementing them.

Sounds wonderful! :)

Not a bad idea. I might make it a RichText based dialog so that its selectable, like Snes9x OR the fields can be selectable.

Ahk

libjpeg will be needed to do JPEG compression. That is, to do it the platform independant way. The hackish way is to use D3DX to compress to JPG/PNG/write BMPs...

Will do. Help file can be named vbam-help.chm.

will fix as well.
Nice... could you please compile the latest SVN, when all these fixes are integrated to let me update my help file with the newest screenshots?
vbam-help.chm is now the new name of the doc! :)
I've only found one SDL.cpp on the main page of VBA, so I uploaded it to ngemu. If you want to have another file, it seems that I don't have a problems to download any of these files.

mudlord
November 27th, 2007, 09:05
I've only found one SDL.cpp on the main page of VBA, so I uploaded it to ngemu. If you want to have another file, it seems that I don't have a problems to download any of these files.

That file just seems to be a stubbed out SDL.cpp. OmegaX uploaded for me the SDL files I need to implement OpenGL rendering support to the Linux/SDL port. Thanks anyway.

could you please compile the latest SVN, when all these fixes are integrated to let me update my help file with the newest screenshots?

Will do.

DarkOmegaX
November 28th, 2007, 01:39
I just downloaded revision 114 from SVN but it doesn't compile on my pc. I filed a bug report just in case.

mudlord
November 28th, 2007, 01:47
Do you have the OpenGL libraries on your system? Tried altering the makefile to use -lGL?

EDIT: Fixed makefile. Try now.

EDIT2: Also MasterPhW, can I have a copy of your VBA-M help file thus far (I believe its best we communicate via IM or PM on this issue)? Does it have a table of contents? I'll need to have a look at it so I can implement help support in the best way possible (like if we just open at the TOC or at specific pages).

Zanyth0x42
November 28th, 2007, 21:34
Downloaded the SVN 115 to test it under Gentoo Linux, I'm getting this error when using the makefile:

gcc -W -Wall -Wno-unused -DHAVE_NETINET_IN_H -DHAVE_ARPA_INET_H -DFINAL_VERSION -DC_CORE -DSDL -DSYSCONFDIR="home" -DUSE_OPENGL -o src/libresample-0.1.3/src/filterkit.o -c src/libresample-0.1.3/src/filterkit.c
In file included from src/libresample-0.1.3/src/filterkit.c:19:
src/libresample-0.1.3/src/resample_defs.h:18:20: error: config.h: No such file or directory
make: *** [src/libresample-0.1.3/src/filterkit.o] Error 1

Edit: Also, after manually copying the configtemplate.h to config.h and bypassing the above error, I was getting a "cannot find -lopengl32" error while compiling, I changed it to -IGL as you stated above and that fixed the issue, which now gives: g++ -o vba src/2xSaI.o src/admame.o src/agbprint.o src/armdis.o src/bilinear.o src/bios.o src/Cheats.o src/CheatSearch.o src/EEprom.o src/elf.o src/Flash.o src/GBA.o src/gbafilter.o src/Gfx.o src/Globals.o src/interframe.o src/hq2x.o src/Mode0.o src/Mode1.o src/Mode2.o src/Mode3.o src/Mode4.o src/Mode5.o src/motionblur.o src/pixel.o src/portable.o src/remote.o src/RTC.o src/scanline.o src/simpleFilter.o src/snd_interp.o src/Sound.o src/Sram.o src/Text.o src/unzip.o src/Util.o src/exprNode.o src/getopt.o src/getopt1.o src/memgzio.o src/expr-lex.o src/expr.o src/gb/GB.o src/gb/gbCheats.o src/gb/gbDis.o src/gb/gbGfx.o src/gb/gbGlobals.o src/gb/gbMemory.o src/gb/gbPrinter.o src/gb/gbSGB.o src/gb/gbSound.o src/sdl/debugger.o src/sdl/SDL.o src/sdl/dummy.o src/hq3x16c.o src/hq3x32c.o src/hq4x16c.o src/hq4x32c.o src/hq_shared32.o src/libresample-0.1.3/src/filterkit.o src/libresample-0.1.3/src/resample.o src/libresample-0.1.3/src/resamplesubs.o -lz -lpng -IGL `sdl-config --libs`
src/sdl/SDL.o: In function `systemDrawScreen()':
SDL.cpp:(.text+0x1d07): undefined reference to `glPixelStorei'
SDL.cpp:(.text+0x1d5c): undefined reference to `glTexSubImage2D'
SDL.cpp:(.text+0x1d7b): undefined reference to `glPixelStorei'
SDL.cpp:(.text+0x1dda): undefined reference to `glTexSubImage2D'
SDL.cpp:(.text+0x1de6): undefined reference to `glBegin'
SDL.cpp:(.text+0x1dfc): undefined reference to `glTexCoord2f'
SDL.cpp:(.text+0x1e18): undefined reference to `glVertex3i'
SDL.cpp:(.text+0x1e49): undefined reference to `glTexCoord2f'
SDL.cpp:(.text+0x1e65): undefined reference to `glVertex3i'
SDL.cpp:(.text+0x1e96): undefined reference to `glTexCoord2f'
SDL.cpp:(.text+0x1eb2): undefined reference to `glVertex3i'
SDL.cpp:(.text+0x1f00): undefined reference to `glTexCoord2f'
SDL.cpp:(.text+0x1f1c): undefined reference to `glVertex3i'
SDL.cpp:(.text+0x1f21): undefined reference to `glEnd'
src/sdl/SDL.o: In function `sdlOpenGLInit(int, int)':
SDL.cpp:(.text+0x2875): undefined reference to `glIsTexture'
SDL.cpp:(.text+0x2892): undefined reference to `glDeleteTextures'
SDL.cpp:(.text+0x289e): undefined reference to `glDisable'
SDL.cpp:(.text+0x28aa): undefined reference to `glEnable'
SDL.cpp:(.text+0x28df): undefined reference to `glViewport'
SDL.cpp:(.text+0x2946): undefined reference to `glViewport'
SDL.cpp:(.text+0x299b): undefined reference to `glViewport'
SDL.cpp:(.text+0x29a7): undefined reference to `glMatrixMode'
SDL.cpp:(.text+0x29ac): undefined reference to `glLoadIdentity'
SDL.cpp:(.text+0x29d4): undefined reference to `glOrtho'
SDL.cpp:(.text+0x29e0): undefined reference to `glMatrixMode'
SDL.cpp:(.text+0x29e5): undefined reference to `glLoadIdentity'
SDL.cpp:(.text+0x29f9): undefined reference to `glGenTextures'
SDL.cpp:(.text+0x2a0e): undefined reference to `glBindTexture'
SDL.cpp:(.text+0x2a43): undefined reference to `glTexParameteri'
SDL.cpp:(.text+0x2a78): undefined reference to `glTexParameteri'
SDL.cpp:(.text+0x2ae8): undefined reference to `glTexImage2D'
collect2: ld returned 1 exit status
make: *** [vba] Error 1


Edit: Sorry, I should have checked the revision history first, I see that opengl support is very new, revision 113 is the last working one for myself under Gentoo

mab246801234
November 28th, 2007, 22:16
Has any problems with the linking in this emulator been fixed yet. I noticed a new version. I am not trying to rush anyone. I just want to know if the vbalink works now or not. And if you don't mind how long do you think it will take to get ALTTPFS multiplayer to work. The current vbalink made by someone else claims that it works. But the game still disconnects in the middle of playing the game. If you don't know how long it will take just say something like I am not sure how long it will take.


I am using one PC to link the above game ALTTPFS. The problem I am having with the above game is that when I try to use single mode linking. The emulator does not link the two games and start the multi-player game. Also when I select the network option and click start on the first emulator under the server tab. And then try to connect to the second emulator under the client tab. I get a 10048 error message. Is there something wrong with my setting. I have pause inactive unselected. And the first emulator that was opened has a .sav at the end and the second emulator has a .sav2 at the end. And the save files are exactly the same as the name of the rom file. Is this a glitch that still needs to be worked out or am I doing something wrong?

Here is the log txt in case you need it to find out what the problem is.

----- Log opened -----
----- Log opened -----
Circuit reset
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Circuit reset
----- Log opened -----
----- Log opened -----
Circuit reset
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Circuit reset

SENE15
November 28th, 2007, 22:58
One question can i play gba games over the net with this emu

mudlord
November 28th, 2007, 23:16
I was getting a "cannot find -lopengl32" error while compiling, I changed it to -lGL as you stated above and that fixed the issue, which now gives: *start linking errors*

Well, you need to have the OpenGL libs in GCC for it to compile, you'll need to link against those. In my mingw distribution, these come under "-lopengl32". I'm very unfamiliar with Linux development, but most definately you need decent OpenGL libs on your system. Nach is quite busy with his job, so it might take a while for the Linux SDL things to settle down.

DarkOmegaX
November 29th, 2007, 01:01
Sorry for the lazy bug report, I should have posted gcc version and everything.
Revision 115 doesn't compile either because it can't find -lopengl32, it works with -lGL instead as you said tough. To make it work I had to change all instances of -lopengl32 with -lGL, I think there were 3 of them.
My system is Foresight Linux with gcc 3.4.4, Pentium 4, 3Ghz and 1GB of RAM, nothing cutting edge so I guess performance may not be optimal.
OpenGL mode 2 is reaaaaaaaaaaaaally slow but mode 1 works at full speed from the little test I made with it.

mudlord
November 29th, 2007, 01:43
Revision 115 doesn't compile either because it can't find -lopengl32, it works with -lGL instead as you said tough. To make it work I had to change all instances of -lopengl32 with -lGL, I think there were 3 of them.

Thanks for the notice :). In next SVN I'll change it to -lGL, so that for Linux it works. Thanks for the testing. I'm extremely happy that OpenGL even works at all under Linux...

Zanyth0x42
November 29th, 2007, 07:07
Thanks for the notice :). In next SVN I'll change it to -lGL, so that for Linux it works. Thanks for the testing. I'm extremely happy that OpenGL even works at all under Linux...

Confirmed that with the new changes in SVN Rev 116 it compiles fine under linux

Noted issues:

'--openlgl-bilinear' combined with '--filter-hq4x' switch (possibly 2x and 3x as well)
Screen doesn't display properly. (cut in half, the leftover half is then basically copied and pasted twice onto the screen, no screenshot for now)

'--opengl-bilinear' switch:
works fine while alone

'--filter-hq2x' '--filter-hq3x' '--filter-hq4x' switches:
Runs and displays properly, however you cannot close VBA using the X button on the window, or by using CTRL+C in the terminal, messages get stuck at:

VisualBoyAdvance version 1.8.0 [SDL]
Searching for file VisualBoyAdvance.cfg
Searching current directory: /home/zanyth0x42/vba_source/vbam/trunk
Searching home directory: /home/zanyth0x42
Searching system config directory: /home/zanyth0x42
Searching executable directory
Configuration file NOT FOUND (using defaults)
Searching for file vba-over.ini
Searching current directory: /home/zanyth0x42/vba_source/vbam/trunk
Searching home directory: /home/zanyth0x42
Searching system config directory: /home/zanyth0x42
Searching executable directory
vba-over.ini NOT FOUND (using emulator settings)
Color depth: 32
Shutting down

SENE15
November 29th, 2007, 07:32
can i play over the net with this emu

Zanyth0x42
November 29th, 2007, 07:50
can i play over the net with this emu

I believe they states that VBA linking support was bugged, in that case I suggest you use a VBA emulator fork that is dedicated to that (VBALink Emulator - Link GBA VBA ROMs VisualBoy Advance (http://www.vbalink.info/))

mudlord
November 29th, 2007, 11:00
Confirmed that with the new changes in SVN Rev 116 it compiles fine under linux

Noted issues:

'--openlgl-bilinear' combined with '--filter-hq4x' switch (possibly 2x and 3x as well)
Screen doesn't display properly. (cut in half, the leftover half is then basically copied and pasted twice onto the screen, no screenshot for now)

'--opengl-bilinear' switch:
works fine while alone

'--filter-hq2x' '--filter-hq3x' '--filter-hq4x' switches:
Runs and displays properly, however you cannot close VBA using the X button on the window

Thanks for testing. So there is a issue with the filters when using OpenGL rendering...Thats something that that needs to be looked at soonish by me or the other devs (when they are not so busy with thier real-life jobs). Its interesting that the problem manifests where the X button closes. IIRC, there could be a SDL sound thread problem there which is causing it.

can i play over the net with this emu

Not yet. There is still heavy work done on the core.

countdwyer
November 30th, 2007, 03:28
has this got mouse support?

mudlord
November 30th, 2007, 03:51
No. There is no mouse support ingame...(not that you'll need it for GBC/GB games...)

countdwyer
November 30th, 2007, 03:59
you don't need joypad support either

mudlord
November 30th, 2007, 04:14
Yes, we do. Just removing joypad support over the trivialities of adding mouse support is quite inane and senseless, IMO. I honestly don't see how to implement mouse support for a bog standard GB game to me. To me, it sounds stupid and insane.

(Just my opinion...)

Squall-Leonhart
November 30th, 2007, 08:50
probably thinks its a DS emulator

LOL

Hiei-YYH
November 30th, 2007, 14:01
you don't need joypad support either

:rotflmao: wtf this guy is thinking :rotflmao: maybe we should think, then the game will play just with the force of our mind XD

Televizor
November 30th, 2007, 16:26
How about capturing avi files in greater resolution with filters enabled?

Spacy
November 30th, 2007, 17:44
Hm, I think that's pretty lame, because it increases the size of your video files dramaticaly.

Televizor
November 30th, 2007, 17:54
Thats true,but you can use compression to encode files to the normal size.

TheCloudOfSmoke
December 1st, 2007, 00:11
Hm, I think that's pretty lame, because it increases the size of your video files dramaticaly.

You also thought that other things were lame that other people liked. Like skin support. I think that video capture of filter effects would be cool but not a priority atm. Keep it on the backburner for now.

mudlord
December 1st, 2007, 00:48
You also thought that other things were lame that other people liked. Like skin support. I think that video capture of filter effects would be cool but not a priority atm. Keep it on the backburner for now.

At the moment, there are much more pressing issues than capturing stuff that is filtered OR post-processed...Like, I still need to implement the remaining forks, add e-Reader support, and some other things...

mab246801234
December 1st, 2007, 04:43
I posted this earlier. Can someone please help me with this?

Has any problems with the linking in this emulator been fixed yet. I noticed a new version. I am not trying to rush anyone. I just want to know if the vbalink works now or not. And if you don't mind how long do you think it will take to get ALTTPFS multiplayer to work. The current vbalink made by someone else claims that it works. But the game still disconnects in the middle of playing the game. If you don't know how long it will take just say something like I am not sure how long it will take.


I am using one PC to link the above game ALTTPFS. The problem I am having with the above game is that when I try to use single mode linking. The emulator does not link the two games and start the multi-player game. Also when I select the network option and click start on the first emulator under the server tab. And then try to connect to the second emulator under the client tab. I get a 10048 error message. Is there something wrong with my setting. I have pause inactive unselected. And the first emulator that was opened has a .sav at the end and the second emulator has a .sav2 at the end. And the save files are exactly the same as the name of the rom file. Is this a glitch that still needs to be worked out or am I doing something wrong?

Here is the log txt in case you need it to find out what the problem is.

----- Log opened -----
----- Log opened -----
Circuit reset
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Circuit reset
----- Log opened -----
----- Log opened -----
Circuit reset
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Attempt to use JOY-BUS mode 0007
Attempt to use JOY-BUS mode 0047
Circuit reset

mudlord
December 1st, 2007, 05:08
Not to sound rude but:

I believe they states that VBA linking support was bugged

VBA linking support is still incomplete-ish. I haven't personally tested that particular game, since I have zero interest in playing 2D Zelda games (and plus, I have very little GBA games to begin with). I honestly don't want to do something I hate. But is that to be expected?

I am not trying to rush anyone. I just want to know if the vbalink works now or not.

It is incomplete and still has issues. So, basically, by your definition, no.

And if you don't mind how long do you think it will take to get ALTTPFS multiplayer to work

Please note that at the moment, all of the other developers are busy with other things. Due to the uncertainties of life, like this, things are done when they are done. Thus, there is no timeline as when this will be fixed since I and the other devs are so busy on other things, even though I try my best to allocate time for this (if you see the SVN logs you'll see I have been working on this).

Lord Budweiser
December 1st, 2007, 12:34
Try VBALink 1.7.3 (1.7.2 must work aswell) and set Timeout in Options/Link to above 10000 or below 200 - anything in between might make the game not link.

mab246801234
December 5th, 2007, 15:41
Thanks for the help mudlord. I know that you and the other people have been working hard on the emulator. I have never seen any other emulators come out with a new version as fast as this emulator does. LordBudweiser I have tried doing that before. But I didn't understand exactly what was ment by that. Do you set the first emulator under 200 and the second emulator over 10,000? Or do you set the first emulator over 10,000 and the second emulator to less then 200? Or do you set both emulators for either less then 200, or over 10,000?

Lord Budweiser
December 5th, 2007, 16:42
Thanks for the help mudlord. I know that you and the other people have been working hard on the emulator. I have never seen any other emulators come out with a new version as fast as this emulator does. LordBudweiser I have tried doing that before. But I didn't understand exactly what was ment by that. Do you set the first emulator under 200 and the second emulator over 10,000? Or do you set the first emulator over 10,000 and the second emulator to less then 200? Or do you set both emulators for either less then 200, or over 10,000?

I bet it is both. Setting the emulators on different settings may cause loss of synch (I guess, never tried myself).

mudlord
December 5th, 2007, 23:46
I have never seen any other emulators come out with a new version as fast as this emulator does.

They are not versions per se. The code is built from the repository that I and the other developers maintain. We haven't released a public version as of yet (I'm thinking of doing a beta soonish, due to how much core changes we made over the last couple of days). I just offer SVN builds as I know some people are very impatient or they just want to alpha test. ;)

diediedie
December 6th, 2007, 08:39
i got a feature request i saw auto-fire in the vba settings could it be change to be assigned to joystick/keyboard and also work like holding the button down will make it auto fire rather than just hit the button and its on until you hit the button again?

Squall-Leonhart
December 6th, 2007, 21:08
yes, that can be done, i was actually thinking the same thing last night.

TheCloudOfSmoke
December 8th, 2007, 00:45
I was thinking that the hotkey for switching fullscreen mode on and off should be Alt+Enter like other emus. Pressing Alt+Enter in the VBA currently does nothing. The only way that I know how to switch from full screen is by selecting a windowed size from the menu while in fullscreen mode.

Lord Budweiser
December 8th, 2007, 01:01
I was thinking that the hotkey for switching fullscreen mode on and off should be Alt+Enter like other emus. Pressing Alt+Enter in the VBA currently does nothing. The only way that I know how to switch from full screen is by selecting a windowed size from the menu while in fullscreen mode.

Yeah, it would be cool if the emu also saved the last fullscreen configuration, so it is restored easily by that hotkey. It would also enable easy switch to windowed mode, which would be handy for link.

Squall-Leonhart
December 8th, 2007, 02:02
i wrote that into the change requests earlier this morning.

Spacy
December 8th, 2007, 12:37
Yeah, it would be cool if the emu also saved the last fullscreen configuration, so it is restored easily by that hotkey. It would also enable easy switch to windowed mode, which would be handy for link.

lol?

I just implemented that yesterday in SVN r181 since I had the same idea.

You first have to enter a fullscreen mode. This will be memorized and saved to the ini, as well as the last windowed mode before entering fullscreen. You can then easily switch with the Esc key between favorite windowed/favorite fullscreen. DirectDraw opens the fullscreen menu instead, when pressing Esc in fullscreen mode, but when in windowed mode, you can also use Esc to enter favorite fullscreen mode.

I also removed support for fullscreen GDI objects from D3D&OpenGL, since it seems like Microsoft doesn't really support it after DirectDraw. This has the advantage that I don't have to use any VSync Hacks anymore.

Squall-Leonhart
December 9th, 2007, 05:37
once we have a QT menu, we'll have no problem rendering the menu in full screen xD

ShadowFX
December 9th, 2007, 19:03
I would like to add a small request to what is already posted. I'm not sure someone has already posted this but when I'm using the keyboard, I usually setup Left-Ctrl for start and the X and S button for A and B. The shortcut Ctrl+X however closes the emulator all together. I haven't seen this behavior in other emulators and I know this is a bit of nitpicking. Just thought I mentioned it because it has been in VBA for so long.

mab246801234
December 11th, 2007, 01:52
There is a file not included in the emulator. The file is openal32.dll. I was able to find the file online, however I am not sure if it is going to harm my computer or not because it may be a fake .dll file. So I was wondering if you could find a openal32.dll file that has been proven not to be spyware or a virus. If you could add the file either in the emulator, or as a extra download on your downloads page this would help a lot.

Lord Budweiser
December 11th, 2007, 02:01
There is a file not included in the emulator. The file is openal32.dll. I was able to find the file online, however I am not sure if it is going to harm my computer or not because it may be a fake .dll file. So I was wondering if you could find a openal32.dll file that has been proven not to be spyware or a virus. If you could add the file either in the emulator, or as a extra download on your downloads page this would help a lot.

It is a openAL file, you can safely download openAL form here (www.openal.org).

But it would be easier if a openAL installer came imbued, or there was alink somewhere, or maybe even if it doesn't prevent the emulator from starting, instead it could block openAL.

mudlord
December 11th, 2007, 03:16
But it would be easier if a openAL installer came imbued, or there was alink somewhere

In the next site update, I will mirror the OpenAL driver installer.

Squall-Leonhart
December 11th, 2007, 22:07
It is a openAL file, you can safely download openAL form here (http://www.openal.org).

But it would be easier if a openAL installer came imbued, or there was alink somewhere, or maybe even if it doesn't prevent the emulator from starting, instead it could block openAL.

thats not possible, the openal file has to be installed and registered with windows to work properly.

i've mirrored the latest version here

OpenALwEAX.exe - Windows Live SkyDrive beta (http://cid-27912d77b8396c7e.skydrive.live.com/self.aspx/Public/OpenALwEAX.exe)

Lord Budweiser
December 11th, 2007, 22:25
thats not possible, the openal file has to be installed and registered with windows to work properly.

i've mirrored the latest version here

OpenALwEAX.exe - Windows Live SkyDrive beta (http://cid-27912d77b8396c7e.skydrive.live.com/self.aspx/Public/OpenALwEAX.exe)

Windows won't work without OpenaAL?!? :o[/shock] :p

I said that OpenAL shouldn't be mandatory, people could use DirectSound instead. If OpenAL isn't installed, it could simply not work, instead of not letting the emulator start. It would make things easier for newbies.

Spacy
December 11th, 2007, 23:49
Currently, OpenAL may be disabled at build time. I'm using a static link to the OpenAL library, which is easier to code. I think I saw an dynamic OpenAL DLL loader in the SDK examples, though.

mudlord
December 12th, 2007, 00:06
Yes, using LoadLibrary() and GetProcAddress() will surely fufill the needs of this task..

Squall-Leonhart
December 12th, 2007, 00:30
well make it so boys xD

Spacy
December 12th, 2007, 18:05
Just uploaded the changes.

Hard core Rikki
January 10th, 2008, 15:39
adding screenshot capturing of the current filtered output would be nice (especially at the current zoom level)