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Old July 22nd, 2006   #21 (permalink)
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There were no limitations on old VBA versions. It all depended on whether using DDraw, bit depth, etc...
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Old July 23rd, 2006   #22 (permalink)
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@tisurame:

Do you use 24bit colors or 32bit colors?

Moreover, I would still be interested in which graphic cards/chips you are using with which drivers.

Last edited by Spacy; July 23rd, 2006 at 19:33..
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Old July 24th, 2006   #23 (permalink)
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32 bits.

I'm using a Radeon 9250 with Catalyst.
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Old July 24th, 2006   #24 (permalink)
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That's really strange. I have no clear idea of a cause for that

Maybe you can also try out my VBA-S mod and tell me if that works better.

Another reason could be, that your monitor's plug&play is errornous, or you have a strange monitor driver.
I don't know :|
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Old July 24th, 2006   #25 (permalink)
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spacy, there is a sound problem in this new version, only if i put in 44khz the sound became good, i recorded the samples DOWNLOAD HERE (Rapidshare)

in 11khz the sound is totally crap

Emu version : 1.8.0
Emu Type : Normal Version
Using BIOS : 0
Skip BIOS : 1
Disable SFX : 0
Skip intro : 0
Throttle : 0
Rewind : 0
Auto frame : 0
Video option : 1
Render type : 0
Color depth : 16
Red shift : 0000000b
Green shift : 00000006
Blue shift : 00000000
Layer setting: FF00
Mirroring : 0
Save type : 0 (0)
Flash size : 00020000 (00020000)
RTC : 1 (1)
AGBPrint : 0
Speed toggle : 0
Synchronize : 1
Sound OFF : 0
Channels : 030f
Old Sync : 1
Priority : 0
Filters : 11 (0)
Cheats : 0
GB Cheats : 0
GB Emu Type : 0


lol, doesn't support 1.8b3 cheat list?

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Old July 24th, 2006   #26 (permalink)
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Are you sure that you can select resolutions bellow 640x480, like 320x240 ?

I already tested with 3 different PCs that I have. My friend also tested with his computer. And the resolution limit is still there.

I tested with VBA-S WIP 20060211 (the only one I found to download), and there is no resolution limitations on this version. But since it only works with D3D, and not DirectDraw, is not usefull for me.
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Old July 26th, 2006   #27 (permalink)
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Quote:
Originally Posted by tisurame
Are you sure that you can select resolutions bellow 640x480, like 320x240 ?

I already tested with 3 different PCs that I have. My friend also tested with his computer. And the resolution limit is still there.

I tested with VBA-S WIP 20060211 (the only one I found to download), and there is no resolution limitations on this version. But since it only works with D3D, and not DirectDraw, is not usefull for me.
here i can't choose fullscreen resolution too, dunno why the only options are "Other Full Screen" and "Full Screen Max Scale"
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Old July 26th, 2006   #28 (permalink)
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That usually means your monitor doesn't support those standard resolutions in either 16 or 32-bit mode. Try selecting Other resolution and picking one from the list of available display modes.
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Old July 26th, 2006   #29 (permalink)
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Quote:
That usually means your monitor doesn't support those standard resolutions in either 16 or 32-bit mode. Try selecting Other resolution and picking one from the list of available display modes.
Well, but that's exactly what I'm talking about...

Let's see...

VisualBoy Advance WITH resolution limitation (the build from this topic)





VisualBoy Advance WITHOUT resolution limitation (Kode54's build)

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Old July 26th, 2006   #30 (permalink)
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Ah, now I get your problem. I thought all the time you could not use a resolution greater than 640x480, but you want to select those below 640x480.

Now I have an idea what to change, if I remmber correctly, there were some flags specifiable when enumerating the display modes. I'll have a closer look at that


EDIT:
You are right, there was a restriction:

VideoMode.cpp, Line 110:
if(surf->dwWidth >= 640 && surf->dwHeight >= 480) {.........

Kode54 just removed that line.

For me, the modes below 640x480 are enumerated now, but when I actually select one, I get the following result:
The screen is switched to full screen 640x480, and only a 320x240 area in the center of the screen is drawn by VBA, so there is a big black border around.
I will further investigate if it's possible to switch to true 320x240 mode. This could only be caused by some flags.


Edit2:
I could not find a way to use real 320x240, so I just uploaded the patch as is to CVS.
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Old July 26th, 2006   #31 (permalink)
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Quote:
Originally Posted by Spacy
Ah, now I get your problem. I thought all the time you could not use a resolution greater than 640x480, but you want to select those below 640x480.

Now I have an idea what to change, if I remmber correctly, there were some flags specifiable when enumerating the display modes. I'll have a closer look at that


EDIT:
You are right, there was a restriction:

VideoMode.cpp, Line 110:
if(surf->dwWidth >= 640 && surf->dwHeight >= 480) {.........

Kode54 just removed that line.

For me, the modes below 640x480 are enumerated now, but when I actually select one, I get the following result:
The screen is switched to full screen 640x480, and only a 320x240 area in the center of the screen is drawn by VBA, so there is a big black border around.
I will further investigate if it's possible to switch to true 320x240 mode. This could only be caused by some flags.


Edit2:
I could not find a way to use real 320x240, so I just uploaded the patch as is to CVS.
and about the sound problem? it's just me or what?
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Old July 26th, 2006   #32 (permalink)
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Well, I also noticed strange sound problems several times, but it's not sound device related. It occurs most likely when changing any options, but sometimes even right after starting a game. I think it's caused by pokemonhackers core emulation changes. Since my onboard sound itself has *****ing problems with pausing sounds, I can't tell if I solved your problem, because my sound would still produce *****. But even if I had a better sound card I would still not know enough about the internals and where to search for the mistake. It's quite complicated, you know ^^"
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Old July 31st, 2006   #33 (permalink)
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Wip 2006_07_31

Hi. I finally moved my lazy ass and worked a bit on the VBA code.
So, along with other changes I made before, here is the most current Work-In-Progress version of VisualBoyAdvance. Unfortunately there are no changes of pokemonhacker included, because he did not find the time for it


Here are the changes to the last version:
Code:
Removed restriction that prevented listing of display modes smaller than 640x480 for DirectDraw.
Old screenshots will no longer be overwritten.
Added aspect ratio correct scaling to Direct3D (triggered by !theApp.fullScreenStretch)
ReAdded texture filtering support to Direct3D.
Removed remaining code pieces of flash size enhancedDetection.
Changed some default settings including default flash size (is now 128 KB at first start).
Fixed little misspelling in INSTALL.txt
That sound problem (sound can get extremely noisy after changing options or only going to the menu) is still there. Maybe someone can confirm that so I know whether it's my own sound card drivers or if it's really VBA.

Missing DirectX dll: http://forums.ngemu.com/attachment.p...0&d=1150725689
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Old August 1st, 2006   #34 (permalink)
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Spacy,

I still thing you are asking for trouble with the default flash size of 128. That's going to cause way more trouble than supplying a vba-over.ini for the known exceptions.

Just my 2 cents.
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Old August 1st, 2006   #35 (permalink)
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tomotachi, do you have this 'problem' with oficial builds? maybe it's because in the oficials the default frameskip is set to 2, and in space's is 0, try to change this and see what happens :P

spacy, thanks for improving the best gba emu i don't know why but i always had a problem with vba from 1.7x to 1.8 that sometimes the emu crashs when i try to load a savestate and a filter like 2xsai or super eagle is set.. using 'normal' works fine (i have never seen anyone else with this problem but...) and with your builds everything is working as it should ..

and thank you Forgotten, when i grow up i wanna be like you o_o
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Old August 1st, 2006   #36 (permalink)
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the sound problem continues, and this version is bit slow than the old one (about 1 or 2% slower)
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Old August 1st, 2006   #37 (permalink)
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Of course D3D is a bit slower, because it does no more render directly onto the back buffer, but instead creates a offscreen surface which is then scaled onto the backbuffer with a correct aspect ratio, which is off course not calculated in ever rendering pass, but only when the size of the client area changes

Sounds a bit like DirectDraw ^^

I hope it is still faster than the old mechanism, where VBA rendered on a texture which ahd to be put on 4 vertices than had to be rendered.
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Old August 2nd, 2006   #38 (permalink)
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Quote:
Originally Posted by intmain
tomotachi, do you have this 'problem' with oficial builds? maybe it's because in the oficials the default frameskip is set to 2, and in space's is 0, try to change this and see what happens :P

spacy, thanks for improving the best gba emu i don't know why but i always had a problem with vba from 1.7x to 1.8 that sometimes the emu crashs when i try to load a savestate and a filter like 2xsai or super eagle is set.. using 'normal' works fine (i have never seen anyone else with this problem but...) and with your builds everything is working as it should ..

and thank you Forgotten, when i grow up i wanna be like you o_o
i play for ff4 fly air ship is fly is long time i Discovery is have are mini lag (fly air ship) fps is 94 or 93% i use frameskip is 0 use frameskip is set to 2 is still fast.
new version is be Normal. good jod ! Spacy
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Old August 2nd, 2006   #39 (permalink)
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I guess from your wordsoup, that this new version corrects you problem. It's funny, because there were no changes that could have affected your problem ^^"


Edit:
I am currently working on the problem with a white screen when you start Pokémon Emerald. This occurs when you have the right settings (128KB) in the vba-over.ini, but try to load a 64KB save state. Somehow VBA does not increase this save's size to 128KB (as pokemonhacker coded it), but just tries to laod this 64KB save as is, which of course results in the game not loading correctly and showing a white screen. A workaround for this is to set teh save size manually to 128KB and restart the game.


By the way, I created a logo for Project64 ( the Nintendo 64 emulator ), http://www.emutalk.net/showthread.ph...701#post347701, it would be nice if you could drop some words about it if you are registered at EmuTalk.
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Last edited by Spacy; August 3rd, 2006 at 17:48..
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Old August 4th, 2006   #40 (permalink)
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Thanks Spacy...now I can select any resolution. : )

But I'm just wondering if the emulator have an option to keep aspect ratio, with Directdraw. If yes...how I enable it ?
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