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Old October 29th, 2007   #61 (permalink)
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Originally Posted by MasterPhW View Post
I think this thread is the most complete source collection of VBA at the moment!
I also uploaded them all to rapidshare, to keep the links and the sources alive, this time!
dupe-saving that to HDD and an ftp would be nicer. rapidshare not really a superreliable file hoster after all.
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Old October 29th, 2007   #62 (permalink)
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I have started a project homepage here:
https://vbam.bountysource.com/

Also, with BountySource, we get a working Subversion server which is at:
Code:
https://svn.bountysource.com/vbam/
I found it a reliable project site for my Rice Video work.

Quote:
Unfortunately the VBA Smooth sources do not appear to be available anywhere!
I know...I have hunted everywhere for them, alas I've been unable to turn up nothing Hi there, btw, aren't you the same djrobx that made those cool filters for MEKA?

Quote:
I found an older version of VBAS source (from the main download area of this site) that still has the DirectDraw code in it and was able to get the assembly optimized HQ3X into it. It works well. But I'm not even sure how old underlying VisualBoy source is or what improvements have been made to it since then.
Same here, its new territory for me too.

Quote:
The kode54 build source posted here does not include all of his sound updates (per the links thread). VisualBoy would really benefit from sound interpolation. If we cannot track his source down I can add that too. So we still would benefit from recet sources for Kode54 (sound) and VBA-Smooth (use Kega video plugins). It's a shame so much source seems to have been lost. We gotta get a CVS or SVN going!
Well, it use blargg's sound libs for audio emulation, which is easy to get otherwise. The resampling code is libresample or smth like that IIRC. Yeah, it is a big shame that mose VBA sources have gone by the wayside, which really sucks. And I set up a SVN server.
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Old October 29th, 2007   #63 (permalink)
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Originally Posted by Hard core Rikki View Post
dupe-saving that to HDD and an ftp would be nicer. rapidshare not really a superreliable file hoster after all.
Yeah, I know, but it's better than nothing and I have a premium account, so that mean that the mirrors will live longer and will be available for a while!
And they are now also stored on my HDD!
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Originally Posted by mudlord View Post
I have started a project homepage here:
https://vbam.bountysource.com/
Also, with BountySource, we get a working Subversion server which is at:
Code:
https://svn.bountysource.com/vbam/
I found it a reliable project site for my Rice Video work.
I know...I have hunted everywhere for them, alas I've been unable to turn up nothing Hi there, btw, aren't you the same djrobx that made those cool filters for MEKA?
Well, it use blargg's sound libs for audio emulation, which is easy to get otherwise. The resampling code is libresample or smth like that IIRC. Yeah, it is a big shame that mose VBA sources have gone by the wayside, which really sucks. And I set up a SVN server.
Nice to see, that the project started that fast! Can't wait to see the first progress and the first release!
I really like you work and appreciate what you did in the last few month for the emu community! So, thanks for your great work and keep it up!
Hope all these sources helped you a lil bit!
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Old October 30th, 2007   #64 (permalink)
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I know...I have hunted everywhere for them, alas I've been unable to turn up nothing Hi there, btw, aren't you the same djrobx that made those cool filters for MEKA?
Hi. Yep, that's me.

Sounds good, I've joined your "community", if you can make me a developer that would be great.

It appears all K54's updated sound code is in the K54 patch that MasterPhW found. I'm working on integrating it into my VBAS1.7.4 tree. Because my source doesn't match whatever it was originally patched against it's taking a little extra work. I have a feeling I'm going to end up redoing this against whatever you submit to SVN as a base anyway.
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Old October 30th, 2007   #65 (permalink)
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Hi. Yep, that's me.
Cool. I remember reading the changelogs for the new MEKA and your name popped up in it with regards to the HQ?? filters.

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Sounds good, I've joined your "community", if you can make me a developer that would be great.
Done and done.

Quote:
It appears all K54's updated sound code is in the K54 patch that MasterPhW found. I'm working on integrating it into my VBAS1.7.4 tree. Because my source doesn't match whatever it was originally patched against it's taking a little extra work. I have a feeling I'm going to end up redoing this against whatever you submit to SVN as a base anyway.
Ah okay, koolness

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Nice to see, that the project started that fast!
Well, I try to be efficient Often when I'm in the mood to do something, I am really focused towards it, and motivated towards it as well. Its a common trait among Asperger's Syndrome affected people.


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Can't wait to see the first progress and the first release!


I'm glad that people are supportive. Makes me quite happy to do what I do.

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I really like you work and appreciate what you did in the last few month for the emu community! So, thanks for your great work and keep it up!
Hope all these sources helped you a lil bit!

And thank you for the very kind words and support! These sources will certainly come in handy in the days and weeks ahead. My first work of order is to write some decent documentation. I honestly can't stand open source projects having bad documentation, so I'm gonna write a manual of sorts, like I do for my Rice Video builds. Plus, it keeps all the docs in one spot, as well as making it much easier to read.

Last edited by mudlord; October 30th, 2007 at 04:11.. Reason: Automerged Doublepost
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Old October 30th, 2007   #66 (permalink)
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I have successfully applied the Kode54's patches against Spacy's 1.7.4 build. So now I have spacykode. It seems to work well, but it took a while to go through all the patch .rej files to get all the pieces working. The various sound filters definitely work so that is a plus. I also have assembler hq3x working in 32 bit mode although I found MaxSt's "hq3x32" assembly code wants to take 16 bit source and output scaled 32bit. So, I had to add some hacks to make the "system" resolution 16 bit while the filter outputs 32 to the display.

I am still working out some issue with GBC sound and libresample's output sounding grainy (compared to the downloadable Kode54 build). The other filters seem to work properly.

Last edited by djrobx; October 30th, 2007 at 07:44..
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Old October 30th, 2007   #67 (permalink)
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I have successfully applied the Kode54's patches against Spacy's 1.7.4 build. So now I have spacykode.
Thats definately kool
That leaves us with VBA-H, VBALink, and the rerecording builds.

Quote:
I also have assembler hq3x working in 32 bit mode although I found MaxSt's "hq3x32" assembly code wants to take 16 bit source and output scaled 32bit. So, I had to add some hacks to make the "system" resolution 16 bit while the filter outputs 32 to the display.
Oh alright. Its nice you got it working though.

Quote:
I am still working out some issue with GBC sound and libresample's output sounding grainy (compared to the downloadable Kode54 build).
Oh okay. Just wondering, using Blargg's latest GBC sound emulator by any chance?

I have started to port over VBALink to Spacy's 1.7.6 build. It seems this build was the last before Spacy yanked out DirectDraw and OGL support...

Last edited by mudlord; October 30th, 2007 at 09:44.. Reason: Automerged Doublepost
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Old October 30th, 2007   #68 (permalink)
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Ok, I worked the remaining issues out. The GBC roms and the libresample filter both sound correct now.

Here is my latest source (complete this time)

http://www.djrobx.com/misc/vba-djrob...kode54-180.zip

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I have started to port over VBALink to Spacy's 1.7.6 build
I'm glad to hear you've decided to base off the same source I did. That will make merging our efforts far far easier.
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Old October 30th, 2007   #69 (permalink)
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ok,
the VBA-S based on 1.8 is actually the older one, Spacy's later VBA-S builds were based on 1.7

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Spacey's Direct3D only builds will not vsync on any of my Vista boxes (NVidia, Intel GMA) nor my Windows XP box with ATI Radeon, no matter what I do. Not sure why (it's using the correct D3DPRESENT_INTERVAL_ONE), but no matter what combinations of settings I try I get ugly tearing.
Spacys builds lacked opengl (this sucked as it lacked Triplebuffering in Direct3D as well, which meant you had that nice tiling effect at the top of the screen), thankfully, mudlord, you know Opengl, so you won't remove it i hope :P for those who prefer to use Direct3D, it would help if you added an option for D3D Triplebuffering, as unlike Opengl, Direct3D has to request triplebuffering, where as Opengl it can be set globally.

the tiling actually happens in all 2D surface emulators, Jnes, Snes9x, VBA, and with all of them Vsync doesn't fix it, but Triplebuffering does.

it did have that nice setup dialogue, but it didn't actually work properly. not to mention that enabling something in the newer versions would disable it in the older versions.

the newest 1.8.0 version
(VisualBoyAdvance1.8 wip_2006_07_31)
has issues with Megaman games, where as the earlier build

(VisualBoyAdvance1.8 wip_2006_06_20)
did not have such issues.

Mudlord, i don't know about using spacys versions, specifically because he removed support for the vba-over file if i remember correctly.
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Old October 30th, 2007   #70 (permalink)
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I'm glad to hear you've decided to base off the same source I did. That will make merging our efforts far far easier.
Yeah, definately, and on a related note, I have almost finished the implementation of VBALink into the current Spacy+kode54 source (just some final work on adding the extra GUI bits for the linking needs to happen, all linking related classes are added and it compiles fine, save for the missing GUI parts). Most likely after this, I will commit it to SVN.

Quote:
ok,
the VBA-S based on 1.8 is actually the older one, Spacy's later VBA-S builds were based on 1.7
Ah okay, thanks for the info

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Spacys builds lacked opengl (this sucked as it lacked Triplebuffering in Direct3D as well, which meant you had that nice tiling effect at the top of the screen), thankfully, mudlord, you know Opengl, so you won't remove it i hope :P
Course not, the OGL renderer will stay.
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Old October 30th, 2007   #71 (permalink)
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what VBA-Link version are you using btw? the 1.73-L or the 1.8-L version?
the 1.8l version supports wireless as well as normal linking where as the 1.73 version didn't

i would kill for VBA to be able to link GB/GBC games, that would totally kick ass!
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Old October 30th, 2007   #72 (permalink)
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VBALink 1.73

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dupe-saving that to HDD and an ftp would be nicer. rapidshare not really a superreliable file hoster after all.
I got lots of space free on my own personal homepage, which should do for the time being....

Last edited by mudlord; October 30th, 2007 at 12:26.. Reason: Automerged Doublepost
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Old October 30th, 2007   #73 (permalink)
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hmm that has basic support for wifi, it seems to work, has more options then the 1.8L version as well :P
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Old October 30th, 2007   #74 (permalink)
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Ah okay.
At least the patch has now being added.

That leaves possibly VBA-H and the rerecording support then....
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Old October 30th, 2007   #75 (permalink)
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hmm, the 1.8 wifi code supports 4 players in wifi mode :\.. hmm need to obtain the 1.8l source... but can't find it anywhere >.<
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Old October 30th, 2007   #76 (permalink)
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Thats precisely our issue. Code fragmentation and broken links everywhere .
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Old October 30th, 2007   #77 (permalink)
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it doesn't look like it was ever even released.

im looking for BGB or TGB source code, either may help add GB/GBC linking to VBA

heh, bingo

http://gigo.retrogames.com/tgb/tgb_dual_8_3_src.zip

maybe the linking method used in that can be ported to work in VBA :P
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Old October 30th, 2007   #78 (permalink)
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this sucked as it lacked Triplebuffering in Direct3D as well, which meant you had that nice tiling effect at the top of the screen
Thank you for confirming that I'm not the only one with that issue. There is code for D3D Triple Buffering, it just doesn't seem to change the output much (it still tears). I can even force vsync in the driver and it makes no difference. Triple Buffering is currently working well in the DirectDraw rendering mode which is what I use currently. I haven't tested OpenGL yet. I assure you that the various render methods are here to stay in this new build. I am a stickler for vsync quality.
Quote:
I have almost finished the implementation of VBALink into the current Spacy+kode54 source (just some final work on adding the extra GUI bits for the linking needs to happen, all linking related classes are added and it compiles fine, save for the missing GUI parts). Most likely after this, I will commit it to SVN.
Perfect. I think I'm going to work on adding asm-optimized HQ4X and re-add LQ2X-LQ4X next. The Spacy 1.8 build has those bits that are not there in the 1.7 build. That should be easy for me to commit to SVN once you post it.

Quote:
That leaves possibly VBA-H and the rerecording support then....
Where is the VBA-H source and what features does it offer? Looking over the official SF.net CVS commit logs, it appears some of this code was already merged by pokemonhacker. Once we get our SVN I will go through pokemonhacker's updates and ensure we have them in our new codebase.

Last edited by djrobx; October 30th, 2007 at 19:15.. Reason: Automerged Doublepost
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Old October 30th, 2007   #79 (permalink)
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Originally Posted by djrobx View Post
Thank you for confirming that I'm not the only one with that issue. There is code for D3D Triple Buffering, it just doesn't seem to change the output much (it still tears). I can even force vsync in the driver and it makes no difference. Triple Buffering is currently working well in the DirectDraw rendering mode which is what I use currently. I haven't tested OpenGL yet. I assure you that the various render methods are here to stay in this new build. I am a stickler for vsync quality.
Perfect. I think I'm going to work on adding asm-optimized HQ4X and re-add LQ2X-LQ4X next. The Spacy 1.8 build has those bits that are not there in the 1.7 build. That should be easy for me to commit to SVN once you post it.

Where is the VBA-H source and what features does it offer? Looking over the official SF.net CVS commit logs, it appears some of this code was already merged by pokemonhacker. Once we get our SVN I will go through pokemonhacker's updates and ensure we have them in our new codebase.
This is the VBA-H source I've found. It adds some hacking features, but don't know exactly. Sorry for the crazy name of the archive, but that was the name I obtained the source!
VBALink 1.80 never had a source release afaik, because it was ust a messy beta and they wanted to clean the source before releasing it. So another source and features was lost... sad.
BTW: atm I am writing a little help file in the style of the Rice Video help file of mudlord, to support the work of you both!
BTW: is it already possible to request a feature? I would like to get INI translation, I've wrote sometimes ago also a translation INI and wanted to add it myself to the code, but forget about it! O.o
Probably I can find it, to give an idea!
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Old October 30th, 2007   #80 (permalink)
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I have committed the VBALink updates to the VBA build in SVN.

The updates have been completely untested though.

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BTW: atm I am writing a little help file in the style of the Rice Video help file of mudlord, to support the work of you both!
That is super cool. I can't wait to see the finished product!

Quote:
BTW: is it already possible to request a feature? I would like to get INI translation, I've wrote sometimes ago also a translation INI and wanted to add it myself to the code, but forget about it! O.o
Probably I can find it, to give an idea!
I'm not too sure about what you mean. Is it like a translation file of sorts?

Last edited by mudlord; October 30th, 2007 at 20:22.. Reason: Automerged Doublepost
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