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#61 (permalink) |
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Emu author
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Location: VisualC
Posts: 1,055
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Better check again :P NHervé: I just saw, debugged and tried to hack what you reported, but I've quite a lot to read to see why it's failing and how it should work, as I basically don't know a single bit about the TCM. As of now, I can't get it to work, I'll try harder whenever I've some free time (maybe later, maybe tomorrow, I don't know).
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#62 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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I've fixed the reversed screens with homebrews, the screens were initialized with wrong offsets (192 for top, 0 for bottom)(old 2d core). My ITCM implementation starts to work, it does not work with NSMB but it works with my PAlib TextColors demo, with the version 0.7.2 the ITCM is zero-filled, in my desmume it is filled with the good values compared with NeonDS.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#63 (permalink) | ||
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
Quote:
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#64 (permalink) |
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Registered User
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Sorry Shash's: Follow the correction... Log of /desmume/src/mem.h (4 hours, 26 minutes ago) by shashclp - Fixed remaining armwrestler failing opcodes (LDM* mostly), now it's 100% correct, or atleast it does report to be correct (doesn't affect any games that I know of) Log of /desmume/src/arm_instructions.c (4 hours, 26 minutes ago) by shashclp - Fixed remaining armwrestler failing opcodes (LDM* mostly), now it's 100% correct, or atleast it does report to be correct (doesn't affect any games that I know of) From official CVS ... Thanks shashClp and NHervé... |
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#65 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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Shash : when I visit current CVS (with my Internet Explorer), I visit MMU.c and OGLRender.c, and I can't see any GXFIFO IRQ implementation, these files don't differ with mines.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#66 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
---------------------------------------------------------- About the ITCM/DTCM issue, that's what I've found so far:
And that's all I could discover in 2 hours, I'll try to work more on the issue later/tomorrow. EDIT: 0x027FFE00 isn't related to the DCTM at all. It's the cartridge header! Gonna implement it now, and tell the results :P EDIT2: And that does the trick, the cookie is for me!!!!!!!!!!! (Attached screenshot ) Not bad for 4 hours of work ![]() EDIT3 (hopefully, last): Uploaded fix to the CVS. Last edited by shashClp; February 20th, 2008 at 00:04.. |
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#67 (permalink) | |||
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Registered User
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![]() Quote:
Quote:
See this conversation is very nice... Quote:
Follow the commited "history" here. The fix: - Fix for the freeze on "New Super Mario Bros" minigames, reported by NHerv�. After investigating, I found that the whole ROM header wasn't copied to Main RAM as it's meant to be. This fixes "New Super Mario Bros" minigames, and probably others. 11 hours ago: The last changes... Don't lose any minute of that history... (wainting for the next chapters) ![]() Jokes on side, it's good see progress, one more time congratulations Shash's by discovery in 4 hours. Last edited by dreampeppers99; February 20th, 2008 at 11:56.. Reason: Automerged Doublepost |
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#68 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
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#69 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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shash : you got mini-games to work, congrats and thanks for header info ! I'll try to fix them and then I'll release mod 2.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#70 (permalink) | ||
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Emulation Master
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Posts: 389
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Quote:
Thanks for sharing that infos with us, was a great read and am still hoping you update your blog in near future! ![]() Quote:
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The Future of Emulation: Emulate a High End Computer on a Low End System
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#71 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
Just copy the code you'll find in the CVS. I committed this changes to the official CVS so you didn't have to recode it. Just copy-paste on NDSSystem.c, and done :P
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#72 (permalink) | |
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Registered User
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I agree totaly... Quote:
Shash's saids before that is very busy when he should has some spare time he can write... anyway it's nice see that content... (high quality) |
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#73 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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I implemented it and got mini-games to work, but they have many graphical bugs, even NeonDS renders better !!! I'll try to fix these bugs and release mod 2.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#75 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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I noticed that Worms2 and Rayman Raving Rabbids 2 don't work at all, it seems they have a problem with this instruction : STMDA SP!, {R0-R3, R12, LR} This instruction uses SP register, and when the ARM7 calls it, it is in IRQ mode (mode 12), and the SP reg can change when the proc is in irq mode. I think this is the problem : the SP reg (r13) must be r13_irq and not r13. EDIT : I don't think this is the problem.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
Last edited by Luigi__; February 24th, 2008 at 23:19.. Reason: Automerged Doublepost |
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#76 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
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#77 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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Recently I worked on the GUI, I added a status bar and a tool bar to make it more user-friendly. I've attached a screenshot. Yes, this new GUI is very similar to the GUI of iDeaS, except the screens can't be separated.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#78 (permalink) |
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Rockman fan
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Posts: 5,098
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I like this GUI looking!
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