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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Sun Jan 13, 2008 10:25 am Post subject: Goomba Color 3-31-2008 |
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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 _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats!
Last edited by Dwedit on Fri Mar 06, 2009 2:44 pm; edited 14 times in total |
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FluBBa Moderator

Joined: 14 Feb 2004 Posts: 2047 Location: GBG
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Posted: Sun Jan 13, 2008 11:59 am Post subject: |
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It's nice =)
Why is there 2 different sources?
Can you compile it on both ARM SDT and on GCC? _________________ 0x5AB07A6E |
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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Sun Jan 13, 2008 12:10 pm Post subject: |
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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. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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Mark R. Member
Joined: 22 Jul 2005 Posts: 47
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Posted: Sun Jan 13, 2008 12:41 pm Post subject: |
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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 Member
Joined: 28 Dec 2007 Posts: 2
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Posted: Sun Jan 13, 2008 4:59 pm Post subject: |
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thanks for the release nice to see the GBA get some new goodies  |
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dantheman Administrator

Joined: 14 Jan 2006 Posts: 2057 Location: USA
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Posted: Sun Jan 13, 2008 5:37 pm Post subject: |
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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 Member

Joined: 18 Aug 2005 Posts: 236 Location: Germany
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Posted: Sun Jan 13, 2008 7:29 pm Post subject: |
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Very nice work Dwedit!
I only tested it with Zelda OoS and it's working awsome!
I really looking forward to a DS version  _________________ I'm from Germany^^
SnezziDS Compatibility List |
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shoust Member
Joined: 09 May 2005 Posts: 14
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Posted: Sun Jan 13, 2008 9:39 pm Post subject: |
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| No news on the save states support yet on goomba color? |
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Covarr Member

Joined: 07 Jan 2006 Posts: 736
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Posted: Mon Jan 14, 2008 7:44 pm Post subject: |
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Does this fix the issue in Link's Awakening with the hybrid SGB+GBC mode? _________________ My Rig:
M3 + 256MB Kingston miniSD
CycloDS + 8GB Transcend microSDHC
EZ-Flash V 3-in-1
Final Fantasy VII (PC Version) is not dead! |
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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Mon Jan 14, 2008 10:54 pm Post subject: |
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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. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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tepples Big Bird

Joined: 11 Jul 2004 Posts: 3015 Location: NE Indiana, USA
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Posted: Tue Jan 15, 2008 2:58 am Post subject: |
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| 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? _________________ -- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick. |
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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Tue Jan 15, 2008 10:22 am Post subject: |
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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. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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CKY-2K Member

Joined: 26 Nov 2004 Posts: 373 Location: Camp Kill Yourself
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Posted: Tue Jan 15, 2008 7:46 pm Post subject: |
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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. _________________ Flash Cards
ŻŻŻŻŻŻŻŻŻŻŻ
M3 Perfect slot-2 clear slim 2/ passcard 3
256Mb EFA-Linker (Retired and was given to a friend) |
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Mark R. Member
Joined: 22 Jul 2005 Posts: 47
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Posted: Wed Jan 16, 2008 8:55 am Post subject: |
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| 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 Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Thu Jan 17, 2008 3:36 am Post subject: |
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I've released version 1-16-2008 now. Check top post of the thread for the newest version. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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