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Old April 17th, 2006   #81 (permalink)
Spacy
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I really did not change any time-critical code. Maybe Microsoft's new compiler sucks even more than the preceding version.

*MeWantsAGoodIDEforGCCwithGPROF*
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Old April 18th, 2006   #82 (permalink)
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Exclamation

Can anyone else verify that both Metroid games have broken GFX in the latest release?
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Old April 18th, 2006   #83 (permalink)
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Oh, I guess it's the Optimization of the MS compiler again...

I will definitely kick him out of the window soon -_-"
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Old April 19th, 2006   #84 (permalink)
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hmmm i wonder if its possible to migrate VBA-S to .net....
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Old April 19th, 2006   #85 (permalink)
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I'd rather die than doing this
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Old April 19th, 2006   #86 (permalink)
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LOL, well you'd have access to a better programming language, and it'll be easier to make it support Vista when its released
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Old April 19th, 2006   #87 (permalink)
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Quote:
Originally Posted by Squall-Leonhart
no i don't agree.. that would actually make it more likely that a random virus could be downloaded.

but, someone should create a database that contains all the cheats, sort of like PJ64 has.
I never had trouble with the softwear that comes with the cheat device what I was thinking is making somthing similar but instead of transfering the info though a cable link you redirect it to the cheat device on the VBA.

I used PJ64 but after a couple of hours the cheat device on it will stop working.


Spacy I set you a private message about the gameshark sp format.

But if you did not get it each code is 12 digits long
exp: XXXXXXXXXXXX

I think it be cool if we can make a program that can make it easyer to mix and match codes. Like if you found a code that you need for a game but its a codebreaker code and you only have a gameshark device.

You type the code into the program the code is broken down to its hexdecimal form then you can tell the program to convert the hexdecimal into a form that meets your needs you can tell it to change to codebreaker, gameshark, or action replay. Then you have it a simple code converter.
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Old April 20th, 2006   #88 (permalink)
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@Squall-Leonhart
And lose the portability? I don't think that's a good idea. Have someone really help find out why the performance is not so good and help fix it. Accurate emulation is very very hard and some games really don't work unless you have a decent timing. Most GBA games don't care, but a few bad coded ones won't work correctly without close to perfect timing.

Last edited by Spacy; April 20th, 2006 at 12:52.
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Old April 20th, 2006   #89 (permalink)
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Quote:
Originally Posted by Cyberfreak
I never had trouble with the softwear that comes with the cheat device what I was thinking is making somthing similar but instead of transfering the info though a cable link you redirect it to the cheat device on the VBA.

I used PJ64 but after a couple of hours the cheat device on it will stop working.


Spacy I set you a private message about the gameshark sp format.

But if you did not get it each code is 12 digits long
exp: XXXXXXXXXXXX

I think it be cool if we can make a program that can make it easyer to mix and match codes. Like if you found a code that you need for a game but its a codebreaker code and you only have a gameshark device.

You type the code into the program the code is broken down to its hexdecimal form then you can tell the program to convert the hexdecimal into a form that meets your needs you can tell it to change to codebreaker, gameshark, or action replay. Then you have it a simple code converter.
It's good to know that it is 12 digits long, but what do those 12 digits mean exactly???

I mean a good explanation like this one: http://nocash.emubase.de/gbatek.htm#...tionreplayv1v2
(that is for the old game shark code format I guess)
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Old April 20th, 2006   #90 (permalink)
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I sorry but I am not a programer and gameshark never realy explained how to make codes and stuff on the gameshark sp.

I kinda wish they did like they did with the older versions but ever since madcatz took over they tend to keep the code making secrets to themselfs.

I sorry that I could not explain the gameshark sp better why don't you visit there web site maybe you can get answers there.

I just come up with ideas to make stuff better.
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Old April 20th, 2006   #91 (permalink)
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Hm. In that case, the only way may be to take some easy cheats and create them myself with the VBA cheat search. Then I could compare. But I fear that the GameShark SP codes may be encrypted or compressed.
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Old April 20th, 2006   #92 (permalink)
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Loading GBC savestates crashes the emulator. Savestates were taken with the previous WIP build.

Last edited by Sotho Tal Ker; April 21st, 2006 at 01:23.
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Old April 21st, 2006   #93 (permalink)
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Spacy If you want I can try to send you a copy of the softwear that came with a gameshark sp maybe it might help I don't know but I could try.

I just remember that it seems that some of the gameshark sp codes work with the action replay for gba so they might have the same encrypt/decrypt codes do you know if the CBA crypt/GSA Crypt work on the action replay gba if so we might have found a way around the blasted gameshark sp thing.

Last edited by Cyberfreak; May 11th, 2006 at 17:53.
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Old April 21st, 2006   #94 (permalink)
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Ask PokemonHacker or LabMaster. They're the experts on gameshark/codebreaker/cheats. And there are some tools to encrypt/decrypt codes (CBACrypt/GSACrypt I think). I forgot where they used to be.

The problem is that GSA V3 is just the same as CBA codes with different encryption keys. I am not sure about the Gameshark SP codes if they are different.
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Old April 21st, 2006   #95 (permalink)
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Quote:
Originally Posted by Sotho Tal Ker
Loading GBC savestates crashes the emulator. Savestates were taken with the previous WIP build.
Mind to attach a savestate, so I can see what's going wrong ?
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Old April 22nd, 2006   #96 (permalink)
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Originally Posted by pokemonhacker_
Mind to attach a savestate, so I can see what's going wrong ?
There it is
Attached Files
File Type: rar Yu-Gi-Oh! - Monster Capsule GB (J)1.rar (8.1 KB, 14 views)
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Old April 24th, 2006   #97 (permalink)
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Quote:
Originally Posted by Forgotten
@Squall-Leonhart
And lose the portability? I don't think that's a good idea. Have someone really help find out why the performance is not so good and help fix it. Accurate emulation is very very hard and some games really don't work unless you have a decent timing. Most GBA games don't care, but a few bad coded ones won't work correctly without close to perfect timing.
portability is important.. but the current format won't work on Vista. atleast not when its finished.

the low performance might be due to using managed files for passing on Dx Calls. im not sure.
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Old April 24th, 2006   #98 (permalink)
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Are you really sure Windows Vista will NOT contain the Win32 API for compatibility?
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Old April 24th, 2006   #99 (permalink)
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Originally Posted by Spacy
Are you really sure Windows Vista will NOT contain the Win32 API for compatibility?
not in its current format.

and certain DX features will not be available under Vista's DX9L meaning that features that are currently displayed via fixed function mappings, will have to be moved to Shader based functions as DX9L has alot of Dx7 code removed.
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Old April 25th, 2006   #100 (permalink)
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Vista may have different things, but GDI and OpenGL will still likely be there at minimum. But supporting DX9 is probably a good thing now since it has been a while and Win9x is hopefully long gone by now as it was the source of lots of problems.
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