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Goomba Color 3-31-2008
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Dwedit
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PostPosted: Sun Jan 13, 2008 10:25 am    Post subject: Goomba Color 3-31-2008 Reply with quote

Website: http://www.dwedit.org/gba/goombacolor.php

Version 2008-03-31
* Amazing new speedhacks to make some games run faster
* Fixed some graphical garbage while rom menu scrolls out
* Rom menu no longer shows game codes of GBC games

Version 2008-03-29
* Rearranged VRAM and allowed more leeway in games crossing past page #0
* Frame Rate counter now visible
* Optimized memory reads by 1 cycle
* Fixed LCD status polling for real (Final Fantasy Legend 1&2 work again)

version 2008-03-18
* Moved GB rom bank 0 to GBA VRAM for higher speed!
* Faster LCD status polling
* Some minor CPU optimizations

version 2008-01-29
* Fixed an IRQ issue that affected Final Fantasy Adventure
* Fixed junk graphics when backgrounds are supposed to be disabled

version 2008-01-26
* Tilemaps now updated in sync with tile graphics
* Lots of little optimizations and other internal changes

New Version 3-31-2008: Download, source, GCC Source

Old GBA Movie Player (GBAMP) version: Download

New Version 3-29-2008: Download, source, GCC Source Pending

Old Version 3-18-2008: Download, source, GCC Source Pending

Old Version 1-29-2008: Download, source, GCC Source Pending

Old Version 1-26-2008: Download, source, GCC Source Pending

Old Version 1-16-2008: Download, source, GCC source

Old Version 1-13-2008: Download, source, GCC source
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Last edited by Dwedit on Fri Mar 06, 2009 2:44 pm; edited 14 times in total
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FluBBa
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PostPosted: Sun Jan 13, 2008 11:59 am    Post subject: Reply with quote

It's nice =)
Why is there 2 different sources?
Can you compile it on both ARM SDT and on GCC?
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Dwedit
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Joined: 26 Feb 2004
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PostPosted: Sun Jan 13, 2008 12:10 pm    Post subject: Reply with quote

Yes, it compiles on GCC. Then you wonder why the binary is 1.6k larger than the SDT version.

Other notable bugs fixed:
* When a rom does a repeated stack push crash (such as recursively executing RST instructions), it no longer corrupts the emulator's memory.
* No longer uses NES-style sprite-bg priority, because a GB is not a NES.
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Mark R.
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PostPosted: Sun Jan 13, 2008 12:41 pm    Post subject: Reply with quote

Great! This version works better than the previous betas, or at least it seems to run faster on some platform games.

If you re-add custom borders and custom palettes to this version, then it will become the best Goomba ever!
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MrWragg
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PostPosted: Sun Jan 13, 2008 4:59 pm    Post subject: Reply with quote

thanks for the release nice to see the GBA get some new goodies Smile
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dantheman
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PostPosted: Sun Jan 13, 2008 5:37 pm    Post subject: Reply with quote

The FPS meter appears to be broken (or I can't find it at least) but otherwise it appears to be a great quality release.

Also, thanks for including the builder tools. I no longer have to tell people to download two separate packages to get the latest version working.
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Snake
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Joined: 18 Aug 2005
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PostPosted: Sun Jan 13, 2008 7:29 pm    Post subject: Reply with quote

Very nice work Dwedit!
I only tested it with Zelda OoS and it's working awsome!
I really looking forward to a DS version Wink
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shoust
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PostPosted: Sun Jan 13, 2008 9:39 pm    Post subject: Reply with quote

No news on the save states support yet on goomba color?
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Covarr
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PostPosted: Mon Jan 14, 2008 7:44 pm    Post subject: Reply with quote

Does this fix the issue in Link's Awakening with the hybrid SGB+GBC mode?
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Dwedit
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PostPosted: Mon Jan 14, 2008 10:54 pm    Post subject: Reply with quote

The hybrid SGB+CGB mode is a completely illegal mode which can never exist on hardware, but a few games may run it correctly. I'd be very unsurprised if you were having issues with it.
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tepples
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PostPosted: Tue Jan 15, 2008 2:58 am    Post subject: Reply with quote

Dwedit wrote:
The hybrid SGB+CGB mode is a completely illegal mode which can never exist on hardware

What exactly do you mean by "can never exist on hardware"? Do you mean that it is impossible to build hardware that runs hybrid SGB+GBC? It exists on the Game Boy Advance hardware at least. Or do you only mean that Nintendo never sold anything that supported this mode?
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Dwedit
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PostPosted: Tue Jan 15, 2008 10:22 am    Post subject: Reply with quote


Next release will be able to add SGB borders to SGB/GBC games.

How does it work? It checks if the game supports both GBC and SGB mode, then runs it in SGB mode for about 1 second until the game adds its border, then reboots in GBC mode. Some games don't like this, because they only add the border after you begin the game. Those games won't get a border.

When it's running in SGB "border add mode" for ~1 second, the game is disallowed access to the save ram. This is because games like Conker's Pocket Tales and Warioland 2 offer to delete your save game if you boot them in a regular gameboy and a color gameboy save exists. So all the games see a blank save for that 1 second, then load the normal save as it reboots in GBC mode.
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CKY-2K
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PostPosted: Tue Jan 15, 2008 7:46 pm    Post subject: Reply with quote

Tetris DX works on the current version. If it reboots into GBC mode then how will games like Game & Watch do interchangable boarders?


Also can you add GBC LCD color display style sometime? Putting up the gamma to the top semi-simulates the feel but it could be better.
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Mark R.
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PostPosted: Wed Jan 16, 2008 8:55 am    Post subject: Reply with quote

Dwedit wrote:

Next release will be able to add SGB borders to SGB/GBC games.

How does it work? It checks if the game supports both GBC and SGB mode, then runs it in SGB mode for about 1 second until the game adds its border, then reboots in GBC mode. Some games don't like this, because they only add the border after you begin the game. Those games won't get a border.

When it's running in SGB "border add mode" for ~1 second, the game is disallowed access to the save ram. This is because games like Conker's Pocket Tales and Warioland 2 offer to delete your save game if you boot them in a regular gameboy and a color gameboy save exists. So all the games see a blank save for that 1 second, then load the normal save as it reboots in GBC mode.

And what about making a search on the ROM for all SGB on the game, and then let the user select the border he wants (with up and down, for example) and then start the game on GBC mode?

Another idea is the custom border I told you on my previous post. With it, it will be easier to have the border we want on any game (even on those without SGB mode).
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Dwedit
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PostPosted: Thu Jan 17, 2008 3:36 am    Post subject: Reply with quote

I've released version 1-16-2008 now. Check top post of the thread for the newest version.
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