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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Tue Jul 22, 2008 8:14 pm Post subject: |
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Fixed Back to the Future. James Rolfe would be proud. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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alucardbomb Member
Joined: 30 Apr 2008 Posts: 11
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Posted: Tue Jul 22, 2008 11:01 pm Post subject: |
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| you guys are awesome. How do you even know how to do all this stuff?? Does computer science at a University teach you this?haha |
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danielgardino Member
Joined: 17 Mar 2008 Posts: 9
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Posted: Wed Jul 23, 2008 1:56 am Post subject: |
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Is it just me or Ninja Gaiden 3 isnīt working on this new version at all?
Anyway, great work Dwedit! Amazing improvements!
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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Wed Jul 23, 2008 4:42 am Post subject: |
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Dammit, it temporarily deletes all savegames when you select "Save State", then manages to get them back when you select Load State. I'm pulling the file until save issues are gone.
Edit: Save issues all cleaned up. Now it's safe to download again. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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garcimak Member

Joined: 20 May 2006 Posts: 57 Location: Belgium
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Posted: Wed Jul 23, 2008 9:53 am Post subject: |
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Found a nasty bug on real hardware (tested on 22-07-08 but already in the previous versions), just let the display settings set to
Unscaled then lets scroll to the bottom (R trigger); when you're about to see the very first bottom line then "FIREWORKS !". I cannot reproduce that with VBA.
Most of the games doesn't behave that way but among those that crash are
Abadox
Castle quest
Kirby adventure
Rescue Rangers
Yume Penguin Monogatari
Adventure of LOLO
Last ninja
EDIT : Doesn't occur with a NDS, only on GBA
+ i request that the vsync setting could be restored between saves
Nuff said ! Amazing scaler, nice doin Dwedit |
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danielgardino Member
Joined: 17 Mar 2008 Posts: 9
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Posted: Thu Jul 24, 2008 1:51 am Post subject: |
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Just tested the new beta. Scrolling bug mentioned above still present. Ninja Gaiden 3 also doesnīt work in this beta.
Anyway, nice job so far! |
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garcimak Member

Joined: 20 May 2006 Posts: 57 Location: Belgium
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Posted: Fri Jul 25, 2008 7:36 pm Post subject: |
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| garcimak wrote: |
+ i request that the vsync setting could be restored between saves |
Nevermind that,
i used it as a "turbo" mode sometimes, but i can't compete anymore with the superhuman eye/movement coordination needed by now , too damn fast  |
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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Sat Aug 02, 2008 5:17 am Post subject: |
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Fixed puzznic, also fixed an incredibly stupid bug that broke the cheatfinder. (had created a second instance of an int, modified that, then the second instance goes out of scope, subtracted the uninitalized first instance, long story short, it always thought there wasn't enough memory to use the cheatfinder) _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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chantililace Member
Joined: 09 Aug 2008 Posts: 30
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Posted: Mon Aug 18, 2008 2:34 am Post subject: |
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Dwedit,
Found a bug when you save state, sometimes your character (tested with Guardian Legend, Link) will move to the top of the screen or you will flickering and walking around in weird areas of the game after finishing the save state. The way I found around this is if you load state again.
Any plans on improving the sound? |
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Dwedit Administrator

Joined: 26 Feb 2004 Posts: 2218 Location: Chicago!
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Posted: Mon Aug 18, 2008 2:39 am Post subject: |
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I know about this, it's because I'm basically out of IWRAM, so the system stack overwrites the Y coordinate lookup table for sprites. Changing the scaling setting also gets the display back to normal.
I had tried to do something crazy with sound involving precise timed writes to the GBC sound channels, but it never got anywhere because no GBA emulator was accurate enough to support it. _________________ Here come the fortune cookies! Here come the fortune cookies!
They're wearing paper hats! |
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chantililace Member
Joined: 09 Aug 2008 Posts: 30
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Posted: Mon Aug 18, 2008 3:51 am Post subject: |
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Hi Dwedit, are we talking about the same thing here - PocketNES sound? You mentioned GBC above. .. I remember back in the day playing LoopyNES on the PC and it had really accurate sound and speed. Heck, it even played FDs games flawlessly. An example of the difference in sound quality in LoopyNES and PocketNES would be the games Zelda II link and Metroid when you shoot your weapon. Why is the GBA lower in quality in this respect? Loopy would have brought the same code over to the PocketNES, right? Is it something to do with how the GBA differs in respect to the PC?
When are you releasing another version? Thanks for all your work. |
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dantheman Administrator

Joined: 14 Jan 2006 Posts: 2057 Location: USA
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Posted: Mon Aug 18, 2008 4:07 am Post subject: |
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| The GBA has the GBC sound core in it, which some commercial games use for audio effects. PocketNES takes advantage of this by using the GBC sound chip to playback NES audio, which is faster than rendering the audio in software and playing it with the GBA audio equipment (I assume at least, my info on this is rather fuzzy). |
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tepples Big Bird

Joined: 11 Jul 2004 Posts: 3015 Location: NE Indiana, USA
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Posted: Mon Aug 18, 2008 4:17 am Post subject: |
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| chantililace wrote: | | Hi Dwedit, are we talking about the same thing here - PocketNES sound? You mentioned GBC above. .. I remember back in the day playing LoopyNES on the PC and it had really accurate sound and speed. |
The 67 MHz i486DX2 CPU of the LoopyNES era was comparable to the 67 MHz ARM9 of the Nintendo DS. LoopyNES rendered video and sound in software, and it did rawther well on such limited resources. The GBA is much slower than the DS, and emulators that run in real time have to use the GBA 2D hardware for video and the GBC hardware for sound. Specifically, the GBC hardware has problems playing NES-style software volume envelopes.
Nintendo's own NES emulator for GBA, nicknamed acNES after its use in the Advance Play feature of Animal Crossing, emulates NES sound in software, avoiding the envelope problem. But it has inaccuracies in other areas. Nintendo can hack around this, customizing the emulator for each game and even changing the roms to work around emu bugs. _________________ -- 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: Mon Aug 18, 2008 4:42 am Post subject: |
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I'm sick of hearing "Nintendo customizes the emulator for the game" all the time... ACNES is just an inaccurate emulator which is accurate enough for the games it emulates, it can also run any other games with the same size and mapper number. For instance, you can swap Metroid for Rad Racer or Zelda and it runs fine, even though split screen scrolling effects are rounded to 4 scanline boundaries.
I just tried throwing the original Metroid rom into Zero Mission instead of their hacked version. It plays perfectly. The only difference is that Nintendo's hacking in conjunction with their customized emulator lets it save passwords. Injecting the original ROM in there makes it no longer save or restore passwords. _________________ 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: Mon Aug 18, 2008 11:41 am Post subject: |
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Thank you for clarifying. But Nintendo does change roms on occasion for re-releases, such as Zelda II on Virtual Console. I'm just wondering how acNES manages to run soft sound and maintain full speed. _________________ -- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick. |
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