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SUPER Goomba v2.3
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Asaki
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Joined: 15 Apr 2009
Posts: 82

PostPosted: Wed Apr 15, 2009 9:16 am    Post subject: SUPER Goomba v2.3 Reply with quote

Hello.

I've compiled a custom Goomba 2.3 for my own amusement, and I thought I would share it.

The old palettes have been replaced with all 32 Super Game Boy palettes, and I've added a palette switch hotkey (L + select).

download | readme

Edit Apr. 17, 2009: I've now added it to Kuwanger's fork. Hotkey has been changed to L + right/left.

download | readme

<-- not a screenshot, just a "list" of the palettes

v-- these are screenshots --v




Unless there's somewhere else I should be posting this? I have no idea.


Last edited by Asaki on Sat Apr 18, 2009 7:56 am; edited 2 times in total
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Palom
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PostPosted: Wed Apr 15, 2009 9:07 pm    Post subject: Reply with quote

Ho. Ly. Crap.
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Dwedit
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PostPosted: Wed Apr 15, 2009 10:35 pm    Post subject: Reply with quote

Merging this into Goomba Color immediately
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Snake
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PostPosted: Wed Apr 15, 2009 10:56 pm    Post subject: Reply with quote

Dwedit wrote:
Merging this into Goomba Color immediately


We need a DS-Version dwedit o_o
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Asaki
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PostPosted: Wed Apr 15, 2009 11:44 pm    Post subject: Reply with quote

Dwedit wrote:
Merging this into Goomba Color immediately


Sweet. I was going to do that, but I wasn't sure if it still compiles with ARM SDT 2.5 or not.

Plus, I mostly only use Color to run GBC games, since the save states aren't working at the moment.

PS. Lemme know if I coded anything wrong. I know absolutely nothing about ASM, so for the hotkey, I just copied some of the other lines until it worked.
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Dwedit
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PostPosted: Thu Apr 16, 2009 1:52 am    Post subject: Reply with quote

Yes, it compiles with SDT 2.5. There's also the GCC compilable version.

I just integrated all the palettes, and wrote a new palette selector, didn't notice the hotkey you added until just now. I'll go throw that in, because L+Select used to be the twitch selector for pocketnes. I'd probably disable the hotkey when running SGB or GBC games though.
I'm also making Pea Soup the default palette, because Yellow is just stupid.


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Covarr
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PostPosted: Thu Apr 16, 2009 1:54 pm    Post subject: Reply with quote

I am anxious and excited about this.
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kuwanger
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PostPosted: Thu Apr 16, 2009 4:31 pm    Post subject: Reply with quote

Here's a patch and updated files for saving the sound state in a save state, if you wish to include it. It should be backwards compatable, since I just copied loadstate and setup uncompressstate to choose which loadstate to call based on the uncompressed state size.

Adds sound state saving to Goomba 2.3

PS - I haven't actually tested compiling this, but since it's more or less a copy from my fork of goomba, I have high hopes it'll work. (*crosses fingers*)

@Dwedit: Sorry. I read your post, later reread your post, then later totally forgot about the "Color" aspect of your update. :/
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Last edited by kuwanger on Thu Apr 16, 2009 7:33 pm; edited 1 time in total
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Dwedit
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PostPosted: Thu Apr 16, 2009 4:53 pm    Post subject: Reply with quote

I'm not updating 2.3, I'm updating Color.
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Asaki
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PostPosted: Sat Apr 18, 2009 6:10 am    Post subject: Reply with quote

kuwanger wrote:
Here's a patch and updated files for saving the sound state in a save state, if you wish to include it.


Serious Error:armasm..."cart.s"; line 371 Multiply or incompatibly defined symbol
armasm... 371 000004c4 ls1 ldr r2,[r4],#4
Serious Error:armasm..."cart.s"; line 373 Multiply or incompatibly defined symbol
armasm... 373 000004c8 ls0 ldr r5,[r6],#4
Serious Error:armasm..."cart.s"; line 385 Multiply or incompatibly defined symbol
armasm... 385 000004ec ls3 ldrb r0,[r3],#1

Forgive me if I typed anything wrong, the program won't let me copy/paste, and I can't figure out where it's saving the logs at.
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Asaki
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PostPosted: Sat Apr 18, 2009 7:55 am    Post subject: Reply with quote

^^^ First post updated. ^^^
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Opus
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Joined: 05 May 2004
Posts: 98

PostPosted: Sat Apr 18, 2009 8:46 am    Post subject: Reply with quote

Thank you to everyone who made this possible and especially to Asaki!

I still fire up old Gameboy games every other day or so and still love it to death after all these years.

Excellent! Smile
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kuwanger
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PostPosted: Sat Apr 18, 2009 4:24 pm    Post subject: Reply with quote

@Asaki: Sorry about that. You'll need to rename ls1, ls2, and ls3 to ls1_old, ls2_old, and ls3_old.

Starting at line 371, it'd look like this:

Code:

ls1_old ldr r2,[r4],#4
  ldr r1,[r4],#4
ls0_old ldr r5,[r6],#4
  str r5,[r2],#4
  subs r1,r1,#4
  bne ls0_old
  subs r0,r0,#1
  bne ls1_old

  ldr r2,rombase    ;adjust ptr shit (see savestate above)
  bl fixromptrs

  ldr r3,=XGB_VRAM  ;init tiles+tilemaps
  mov r4,#0x8000
ls3_old ldrb r0,[r3],#1
  mov addy,r4
  bl vram_W
  add r4,r4,#1
  tst r4,#0x2000
  beq ls3_old


@Dwedit: What colors are you using for pea soup? I ask because since Asaki has updated my 2.32 fork, I decided to fix a (potentially critical) save state bug in my fork..and I might as well use a better default palette.
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Dwedit
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PostPosted: Sat Apr 18, 2009 7:16 pm    Post subject: Reply with quote

At first, I was using colors I took from some photo of a Game Boy, but then I took the colors from BGB instead.

Code:

;pea soup
   DCB 175,203,70, 121,170,109, 34,111,95, 8,41,85
   DCB 175,203,70, 121,170,109, 34,111,95, 8,41,85
   DCB 175,203,70, 121,170,109, 34,111,95, 8,41,85
   DCB 175,203,70, 121,170,109, 34,111,95, 8,41,85

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Asaki
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PostPosted: Sat Apr 18, 2009 8:40 pm    Post subject: Reply with quote

kuwanger wrote:
You'll need to rename ls1, ls2, and ls3 to ls1_old, ls2_old, and ls3_old.


Ah, okay, it compiles now.
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