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Old September 18th, 2007   #1 (permalink)
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No$gba v2.4f released

Quote:
17 September 2007 - version 2.4f
- cheat: fixed conditional counter for cbds parameter lines (thanks Hiei Youkai)
- cheat: raised strnlen to 5kbytes for about 256 codes/line (thanks Hiei Youkai)
- nds/gba/help: added info on unknown add-ons (gba ir/wifi and nds memory exp)
- nds/help: added info on ds rumble option paks (thanks bottledlight ds wiki)
- gba/help: added some very basic info about the gameboy player (thanks flubba)
- gui: allows to resize debugmsg/cheat/fileslst windows (with anchored buttons)
- gba/help: added yoshi x/y-axis info (thanks flubba) (still incomplete though)
- gba/help: added warioware z-axis gyro info (thanks momo vampire for the cart)
- gba/help: added rumble and fram info (thanks momo vampire for warioware cart)
- gba/help: added notes on special meaning of 1st (and 4th) letter of gamecode
- nds/3d: emulates alpha blending master enable/test mode bit (disp3dcnt.bit3)
- gba/memfill: fixed memfill code (data step/repeat count) (thanks Hiei Youkai)
- nds/cheat: removed various ARDS checks (accepting addr with unknown offsets)
- gba/nds: corrected hblank durations (thanks sebastien), no-vblank in lastline
- gba/nds/help: notes on hblank=0 duration (1006/1606/1613 on gba/nds9/nds7)
- gba/nds/help: notes on no-vblank-flag in last line, and hblank in ALL lines
- nds/cheat: removed alignment check for [[X]+Z] (works with uninitialized [X])
- nds/cheat: changed ARDS enable-code detection (9 lines with specific 4th/9th)
- multi-cpu-timing: machine_switch_request processed AFTER all event_handlers
- nds/3d: emulates texture master enable bit in disp3dcnt (thanks peter schraut)
- nds/3d: emulates material-alpha (rather than only color-alpha) (thanks peter)
- nds: emulates hinge/unfold irq (additionally to hinge status) (thanks antonio)
no$gba - nocash gameboy advance / nintendo ds emulator
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Old September 18th, 2007   #2 (permalink)
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sweet good job good progress.
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Old September 18th, 2007   #3 (permalink)
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The hinge closing can be emulated such as Trace Memory as well. I did and it works great. Anyway, I wonder what games that require for hinge closing ?

I only know Zelda and Trace Memory.
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Old September 18th, 2007   #4 (permalink)
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Overall, everything seems to work better...
Megaman ZX Advent still crashes after beg. credits though...
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Old September 18th, 2007   #5 (permalink)
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You'd think that with the 2 alpha-related bugfixes, the serious transparency issue would be fixed... It isn't. Oh well... The hinge/unhinge thing doesn't work too well still (at least with some games). I'd be more detailed but I don't think the author cares about non-technical bug reports.
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Old September 18th, 2007   #6 (permalink)
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What game did you try to use the hinge/unfold thing, grfla ?
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Old September 18th, 2007   #7 (permalink)
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Actually I tried several, I minimized the screen, unminimized it and while the game seemed to work fine, the screen was darkened (as if "part of it" was still hinged) after doing minimize/unmimize again, the screen returned to normal.
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Old September 18th, 2007   #8 (permalink)
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You didnt say the name of the games. Please reveal the games so I will know since Zelda and Trace Memory works perfectly without a problem for this.
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Old September 19th, 2007   #9 (permalink)
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Nice nice, Pheonix Wright ftw
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