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#41 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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DDraw currently keeps the aspect ratio only when in full screen mode and hwne fullscreen stretch to fit is unchecked. I can make it keep the aspect ratio even in windowed mode, if you like. @Forgotten: Maybe you are right. I set the default flash size back to 64K and I will from now on add a link to http://forums.ngemu.com/visualboy-ad...mb3-games.html in every release thread. The only thigns missing is to fix that white screen bug in pokemon emerald and and vba-over.ini settings for the international language versions of pokemon.
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#43 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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Well, it depends on whether you use stretched monitor resolutions. If your CRT has a 4:3 aspect ratio, you should only use 4:3 resolutions like 800x600 or 1024x768. If your TFT is 5:4 (like my Hyundai ImageQuest Q17), you should not select 4:3 resolutions like 1280x960, but use the 5:4 one: 1280x1024. If you ahve a TFT and want to select full screen resolutions with a different aspect ratio, you should deactivate the stretch to full surface option in your video driver sothat the image is centered with black borders around it, but with the correct aspect ratio. There are also video drivers that allow stretching the dislayed image with an aspect ratio, but the image won't look as sharp as when using no stretching at all in the drivers.
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#47 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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Yes, this is an official build. This Icon will only be used when the Visual Studio 2005 project file is used. Older build environemnts will use the classic icon. EDIT August 6: I just finished fixing that bug where I got often noise when I entered the menu. That all was caused by buggy sound drivers, but there is a workaround for it. I simply had to add the flag DSBCAPS_LOCSOFTWARE to the DirectSound buffers. This flag causes that the buffers will not get processed by the sound hardware but by the local software. I added an option to enable/disable the DSBCAPS_LOCSOFTWARE: Options>Sound>Hardware Acceleration So in short: if you get loud noise, disable sound hardware acceleration in the next release.
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![]() Last edited by Spacy; August 6th, 2006 at 13:37.. |
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#48 (permalink) |
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Registered User
Join Date: Apr 2006
Location: Berlin
Posts: 35
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Is it possible to extend the memory viewer a bit with some features? It would be nice if the current value at the cursor could automatically be displayed as decimal value somehwere in that dialog - and also a drop down menu to choose the size of the value displayed (for example 8bit/16bit/32bit and signed/unsigned). An edit button for cheats would also be really really nice
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#49 (permalink) | |
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THE Hentai M@ster
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: MAKAI
Posts: 1,557
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Quote:
at least for me, the sound problem continues, and doesn't support 1.8b3 cheat list =/ ps: is there a way to change the font and size of the texts in cheat list and disassembler? and look at this 1.8b3 > 1.8 why the windowsxp effects gone in 1.8 version?
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![]() My NEW Site BEST anime ever!! ![]() PSN(US): Hiei-YYH PSN(Japan): JHiei-YYH PSP Model: PSP1001 / CFW 5.00 M33-6 / Sony 8GB MS Pro Duo Last edited by Hiei-YYH; August 12th, 2006 at 06:17.. |
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#50 (permalink) | |
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THE Hentai M@ster
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: MAKAI
Posts: 1,557
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Quote:
1-Edit Cheats (sometimes i hate to delete the code to put a new one )2-Cheat Grouping (scrolling is so bad mainly because when you enable a cheat vba go up to the first one, so you'll have to go down again and find the next cheat)3-Debugger (only in sdl )
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![]() My NEW Site BEST anime ever!! ![]() PSN(US): Hiei-YYH PSN(Japan): JHiei-YYH PSP Model: PSP1001 / CFW 5.00 M33-6 / Sony 8GB MS Pro Duo |
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#52 (permalink) |
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Registered User
![]() Join Date: Aug 2006
Location: Fort Worth, TX. USA
Posts: 60
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Hmmm...
I just now try this out and the http://forums.ngemu.com/visualboy-ad...problem-b.html is fixs. How did the "2 Games in 1 - SpongeBob SquarePants - SuperSponge + SpongeBob SquarePants - Battle for Bikini Bottom (E) (Eng+M3) gotting fixs on Game B? I saw that you disabled the skins option. Did it got broken? I may ask Haze at the Mame forum to check this out. Maybe he can help you on this. If you have any question then go here at - http://www.mameworld.info/ubbthreads...reads.php?Cat= and I promise you that you will get some help there. Nevermind about the cheats. I going to redo all because this version will not pickup the old cheats formated. Last edited by KingHanco; August 20th, 2006 at 04:31.. |
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#54 (permalink) |
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Registered User
![]() Join Date: Aug 2006
Location: Fort Worth, TX. USA
Posts: 60
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Can you send the lates src to Visualboy Advance Link? So that they have the lates fixs or what ever. "2 Games in 1 - SpongeBob SquarePants - SuperSponge + SpongeBob SquarePants - Battle for Bikini Bottom (E) (Eng+M3)" Game B isn't fixs in their build. I wonder what else isn't working correcty in their buiild. ![]() If not then why not add the 4 players network in your build? Maybe get rid of the GDB to replace it with the 4 players network.
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#56 (permalink) | |
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Registered User
![]() Join Date: Aug 2006
Location: Fort Worth, TX. USA
Posts: 60
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Quote:
Another thing is what is the plan on the skins support? Going to removed it or work on it later on? |
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#57 (permalink) |
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Registered User
Join Date: Apr 2006
Location: Berlin
Posts: 35
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There is no need to get a permission to use stuff from vbalink because his work is also under GPL. So anyone can use it, as long as he gives credit back. ![]() Oh, and when will you switch over to use the SVN of sourceforge instead of CVS?
Last edited by Sotho Tal Ker; August 23rd, 2006 at 00:39.. |
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#58 (permalink) | |
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Registered User
Join Date: Feb 2004
Posts: 22
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Quote:
And not everyone has a Direct3D9 compatible video card you know... I dont, and don't know anyone with one. The smart thing to do would have been to have different render options for Direct3D9 and Direct3D8 or 7 or whatever was used before. And seriously, making 128k flash the default size is the dumbest move ever. there are like what, 10 different 128k flash games and how many 64k games again? providing a vba-over.ini with those 10 or so games set to 128k would have been the smart thing to do... And whatever the heck youre doing broke all the Megaman Zero games (they hang on startup with crazy ass sounds) Megaman Battle chip challenge also does the same. And Megaman & Bass now suffers from graphics errors. Last edited by SpinelSun; August 23rd, 2006 at 01:29.. |
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#59 (permalink) | |
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Registered User
![]() Join Date: Aug 2006
Location: Fort Worth, TX. USA
Posts: 60
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Quote:
2. Flash or what ever is fine over here. 3. Dude those games are fine over here. You must be not dumping those correcty. Leave the guy alone. He doing great so far. Your piss because the skins option isn't working. Use the dam out of date vba then. Maybe he should removed the skins option since your jumping at him. :cuss2: Spacy sorry about that. He been rude to you and I had to say that. Last edited by KingHanco; August 23rd, 2006 at 02:54.. |
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#60 (permalink) |
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Registered User
Join Date: Apr 2006
Location: Berlin
Posts: 35
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You could stick with either VBA 1.7.2 or 1.80b3 - i consider these builds as WIP and for testing ![]() Oh, and there is still No$Gba, it should run quite fast on slower computers. (And runs a feq games better, especially sound-wise, but lacks flash 128k support )Oh, and i forgot: You can always change the flash size to be 64k ![]() And it even will be saved if you restart the emulator. Isn't it cool?
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