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Old December 4th, 2007   #201 (permalink)
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Sorry. I just joined and it's not like I read every single post.

Also, my computer only has 1.30 GHz and 256 ram, bought in 2002, but seems to run games better than people who even have a processor two times better than mine!
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Old December 4th, 2007   #202 (permalink)
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Originally Posted by sak777 View Post
Sorry. I just joined and it's not like I read every single post.

Also, my computer only has 1.30 GHz and 256 ram, bought in 2002, but seems to run games better than people who even have a processor two times better than mine!
I know, its pretty strange. As far as I know, Martin programmed the Emulator to emulate mostly 100% through the processor. The games dont need much RAM. And still is the Emulator here faster on a 1.8 GHz Pentium Dualcore as on my Homecomputer with 2.4 Ghz Celeron. Dualcore is not supported by No$GBA yet, so there is no reason that its faster.
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Old December 4th, 2007   #203 (permalink)
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The difference is Pentium VS Celeron there...Celerons are useless.


Also with regards to WiFi, it's even mentioned in the changelog that it does not work in any way yet for practical use.
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Old December 4th, 2007   #204 (permalink)
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Impossible. My computer is intel celeron M! Most games work perfectly and your saying that it is nearly completly uncompatible!?
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Old December 4th, 2007   #205 (permalink)
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I am saying that a celeron is the worst processor one can get.

I never said it's incompatible, I just said it was awfull compared to a Pentium.

Granted Mobile processors kinda deviate from that rule.

Edit: Oh wait I see what I did...sorry, I shall edit my other post aswell.
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Old December 4th, 2007   #206 (permalink)
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What causes the save state error? Explain technically. Maybe I can figure out a way around it.
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Old December 4th, 2007   #207 (permalink)
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Originally Posted by Hiei-YYH View Post
no$gba doesn't use opengl i believe, it uses gdi, hardware/software acceleration ;p that's why opengl settings doesn't affect no$gba

ps: lol at ideas XD
No, it uses openGL, DualscreenMan log shows it perfectly, there's no point in discussing a clear fact, it's has already been proved by what THE CODE does.

For 2D games, as the changelog says, it won't init openGL, but on 3D games, openGL is used to draw the polygons. So, as I said, Mysoft you were wrong. No big deal, as long as you have learned something from this discussion.
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Old December 4th, 2007   #208 (permalink)
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I just know that I'm learning much reading this topic
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Old December 4th, 2007   #209 (permalink)
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Is there a way to improve the graphics using filters like on VBA?
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Old December 4th, 2007   #210 (permalink)
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What causes the save state error? Explain technically. Maybe I can figure out a way around it.
It's making an incomplete save because it's making a GBA save state which is obviously different from a DS one.

What do you nead a filter for? Unless you use the compatibility mode trick, then the window stays at DS size and that's and that's the way the game is supposed to look, or rather the best it can look using the emulation of this emu at this stage, nothing a filter can do to fix it.
And if you mean along with with that zoom tool (I keep on forgetting it's name) then that's the zoom tool's problem and it has nothing to do with no$gba.
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Old December 4th, 2007   #211 (permalink)
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sak777
Is there a way to improve the graphics using filters like on VBA?
Nowdays I don't know no one.
But Yes there a way to improve it just dev it.
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Old December 4th, 2007   #212 (permalink)
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Why did he make it use a gba save state? He might as well not have included any type of save state.
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Old December 4th, 2007   #213 (permalink)
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Why did he make it use a gba save state? He might as well not have included any type of save state.
Maybe the save state functionality [for Martin] is not the target now... on emu progress.
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Old December 4th, 2007   #214 (permalink)
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....You obviously know nothing about no$gba.
He did not say: "Hmm...what sort of save state should I use? NES? Nah too simple. PS2? Nah too hard. O wait, I know..I will use a GBA save state!".

This is, as the name suggests, is a GBA emulator. DS emulation was only added at a much later stage and it has been added onto the GBA emu base. Every single feature on this emu is there for GBA emulation, in which it works perfectly, only one or two options show that it can also be used for DS emulation.
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Old December 4th, 2007   #215 (permalink)
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I know that no$gba play gameboy advance games, however, couldn't it have the save state option elsewhere? The first time I used it, I had know idea it didn't work and had to replay 2 hours of a game! (I'm not heavy on saving. Too much saving makes a game to easy and it gets annoying.)
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Old December 4th, 2007   #216 (permalink)
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What do you mean elsewhere?

Seriously stop with the silly complaining and try and enjoy the emu. For everything else use your actual DS.
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Old December 4th, 2007   #217 (permalink)
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Originally Posted by shashClp View Post
No, it uses openGL, DualscreenMan log shows it perfectly, there's no point in discussing a clear fact, it's has already been proved by what THE CODE does.

For 2D games, as the changelog says, it won't init openGL, but on 3D games, openGL is used to draw the polygons. So, as I said, Mysoft you were wrong. No big deal, as long as you have learned something from this discussion.
care to explain why opengl settings like AA and so on doesn't affect no$gba? because it works normally with both ideas and neonds.
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Old December 5th, 2007   #218 (permalink)
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care to explain why opengl settings like AA and so on doesn't affect no$gba? because it works normally with both ideas and neonds.
This was a tough one, but I got the answer. To make a long story short, he's forcing no anti-aliasing (no multisampling) when selecting a pixel format. In fact, he's also doing some other not recommended stuff, but I'll avoid talking about that.

How to check I'm telling the truth? Well, it's a long process, but it's doable. First, you'll need glIntercept, having this paper about multisampling handy in case someone doesn't know how multisampling works on openGL, and finally realtech OGL extensions viewer.
  1. Force AA on your driver settings.

  2. Run no$gba with any game that uses 3D, and use glIntercept to dump the openGL calls. In my case, the first lines of the log are:

    Quote:
    wglChoosePixelFormat(0xec01129a,0x47118c)
    ----->wglDescribePixelFormat(0x7010bcb,1,0,0x0000)=10 2 =87
    wglSetPixelFormat(0xec01129a,87,0x47113c)=true
    wglDescribePixelFormat(0xec01129a,87,40,0x471164)= 102
    wglCreateContext(0xec01129a)
    The important line here is the bold one, the pixel format set, which is nothing else than setting the "viewport properties", like color bpp, depth bpp, stencil bpp, and even multisampling. The interesting bit here, is that he is using the wgl* functions, which can set pixel formats without obeying driver settings.

  3. Check further the bold line:

    wglSetPixelFormat(0xec01129a,87,0x47113c)=true (REFERENCE)

    The second parameter is the pixel format index we want to use, and here, it's 87. If we go to realtech extensions viewer, check the pixel formats tab and look for index 87, here's my description:

    - 32 bpp zbuffer
    - 8 bpp stencil
    - 16 bpp color
    - No multisampling

    Which proves that it's forcing no multisampling. If you read the nvidia link about multisampling, you'll see that the wgl* pixel format functions are meant to enable or disable this properties freely.

    Of course your numbers can vary, but you'll see similar properties in the selected pixel format.

Any more doubts? no$gba IS USING openGL :P
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Old December 5th, 2007   #219 (permalink)
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Is there a way to improve the graphics using filters like on VBA?
Nds2xGL do this =)
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Old December 5th, 2007   #220 (permalink)
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shashClp why don't you write more {just a beg} on your blog?
You have so much knowlegment ...
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