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#1 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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[Download] Current build
UPDATE: current build here: [Download] Current build Since I have the feeling that the current build may finally satisfy some people, here it is, straight from the CVS code. Changes: Me: - I extremely reworked Direct3D to be faster than DirectDraw, but with the disadvantage of not being able to scale the iamge with an aspect ratio, and the iamge is always bilinear scaled, like in DIrectDraw. - Removed Skin support (from the Visual Studio 2005 build [#define NOSKINS]) to make compilation easier. - Fixed joypad configuration dialog, it now responds faster to key presses. - Merged the "open file" code for GB and GBA games. - Merged the simple copy Image routine between DirectDraw and Direct3D, added a fast C alternative - Worked over the whole DirectSound interface and found+fixed a minor bug. - Enabled SSE(1) optimization in compiler Pokemonhacker: [the one and only ]Cheats.cpp - corrected a compatibility problem with other versions. - fixed a bug for ARV3/4 rom patching codes. - corrected a bug when you entered a 'unknown' code, and then removed/disabled it. GBA.cpp / gbainline.h: - tweaked the bus prefetch a bit. - changed the save handling a bit. - added a 'master code' support (so the cheats are executed only when the master code address is reached ; if no master code are entered, cheats will be executed after each frame). - corrected the mirroring of Vram. - changed slightly the emulation of gbasavetype. RTC.cpp: - vba now ignores rtc command 0x64. FLash.cpp: - added a 64k->128k 'auto upgrade' (could correct some of the pokemon games's corrupted/deleted save problem). Cheats.h: - corrected a compatibility problem with other versions. - fixed a bug for ARV3/4 rom patching codes. bios.cpp: - added support for swi $d (GetBiosChecksum). - corrected a bug in registerRamReset. arm-new.h: - optimised/simplified a bit the bus prefetch handling. Some information about a native 64bit build: I succesfully made the code compile with WIndows XP Professional x64 Edition, but Microsoft's Compiler has the disadvantage, that it does not support inline assembler in 64bit mode, so emulation was quite slow. Because of that and other reasons, I decided to not continue working on that. IMO, since VBA 32bit works very well on 64bit systems (WITH inline assembled code), I see no reason to distribute a 64bit build. But nevertheless, I will always take care, that the current code will be compilable on 64bit systems. Recently, I tried to add a Windows waveOut interface, but it seems that it needs much more code to "stream" sound without gaps, so I think I will drop that idea. I just did it to learn something about digital sound ![]() Now don't waste any time and get the fresh WIP: ![]() As always, if you are missing the Direct3DX dll, just download it and copy it into the same directory as your VBA.exe.
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![]() Last edited by Spacy; August 18th, 2009 at 12:30. |
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#4 (permalink) | |
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Emulation to the max!
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Canada
Posts: 2,560
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Quote:
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Q6600 Core 2 Quad || Soundblaster X-Fi Extreme HD || e-VGA 8800GTX || 4096mb 4-4-4-12-2T Dual-Channel RAM || MSI P6N Diamond || 2x 320GB Hardrive || 5.1 Speakers || Remote control || 8x USB 2.0 || DVD/CD ±RW Drive || 1x IEEE1394 www.coolsvilleman.homedns.org Normally down. E-mail me for a DVD @ coolsvilleman@gmail.com
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#5 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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Nah, currently I am not sure if I can manage the responsibility, because if I would get a PSP, I would really have to finish the port, but I doubt that I am good enough at programming for that. Maybe there is someone else who already has experience with PSP dev?
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#6 (permalink) |
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Emulation64's Animal >:D
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: United States
Posts: 1,212
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Nice work Spacy ![]() I will give a post over at Emu64 and see if I can get some more feedback for you.
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#7 (permalink) |
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Registered User
Join Date: Jun 2006
Location: US
Posts: 7
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Nice, always look forward to these builds It seems to run a bit faster, did you implement the "smooth" feature by suanyuan? the only feature I'd request is the ability to still rewind back, after a save state is loaded (for when I want to return back before an incorrectly loaded save state) |
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#8 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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No, I did not implement suanyuan's smooth feature yet. I have no idea about how those save states and rewind functions work, but I think that your requested feature would increase the size of every save state. Anyone correct me if I'm wrong.
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#12 (permalink) | |
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Registered User
Join Date: Jun 2006
Location: US
Posts: 7
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Quote:
taking out that reset trigger when save states are loaded should do it, I think. |
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#13 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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Ok, I looked in the source code for that, you are right. In the function "OnFileLoadSlot" residing in the file "MainWndFile.cpp", there are the following lines: PHP Code:
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![]() Last edited by Spacy; June 29th, 2006 at 12:34. |
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#14 (permalink) |
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Registered User
Join Date: Jun 2006
Location: Omaha, NE
Posts: 5
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Ports
Can you release the source so we can compile it in the Linux world? If you'd like to get your feet wet with a port, I'd love to see a QT4 based frontend. If you release your souces, there are plenty of people over at xbox-scene.com such as XPort, A600 and Nes6502 that would likely do an XBox port. XPort already has an XBox port of VBA, but he ended up rolling back to 1.7 sources. Given how well your sources run, he'd likely update his port to your sources. |
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#15 (permalink) | |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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HiHo, I just added some informations to the INSTALL on how to compile VBA with the (free) Express Edition of Visual C++ 2005. I was able to compile the SDL build out of the Visual Studio 2005 solution file. So if you were not yet able to compile VBA yourself, you should have a look at the following piece of documentation: Quote:
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#16 (permalink) |
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Registered User
Join Date: Apr 2006
Location: Berlin
Posts: 35
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I guess "automagically appending numbers to screen captures" does not work anymore. At least i could not find an option for this and adding it everytime in the dialog window that pops up is kind of annoying. (Would be nice to have an option for this, so this window would not pop up every time you do a screenshot.) ![]() Edit: Ok, i have to correct myself. Aparently it still does autoname the captures. At least sometimes... Which is then a bug. I tried it twice now and one time it would increase the numbers and another time is just overwrites the first picture over and over. Look below why. o.o Detailed report: When you do a screencapture, the dialog window opens, so you could rename it. If you leave it open long enough, VBA automagically saves a file with appended, increasing number. But if you press enter too fast, you overwrite the unnumbered image (which has the default filename of the rom). If you press ESC, VBA only saves the auto-increasing numbered image. If you press ESC very fast it does not save any image at all. It would be nice to have an option to turn that dialog off (as I have stated above) if you want to have auto-increasing filenames. Also i noted that sometimes it does not autocreate an image with an appended number, even if you wait. You have to press ESC and F12 again so it will create one. Last edited by Sotho Tal Ker; July 17th, 2006 at 17:15. |
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#17 (permalink) |
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GBA emulator developer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 392
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I just made a little fix to that. If a screenshot file already exists, VBA now just uses the next free slot. This could be implemented better, but that would need more changes to the source. This fix will be present in the next binary release. You just need to add the following code to line 1109 in file MainWnd.cpp (current CVS version): PHP Code:
Last edited by Spacy; July 21st, 2006 at 11:40. |
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#20 (permalink) |
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Registered User
Join Date: Oct 2005
Location: South A
Posts: 12
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I tested with 3 different PCs. Looks like there is an intentional limitation to modes greater than or equal to 640x480. Maybe you need to remove the resolution limit from display mode enumeration (src/win32/VideoMode.cpp). With older versions, I can use any valid resolutions supported by my system. With other emulators too. Remember that some games also only let you select 640x480 or above. Thanks. |
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