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Bug Tracker


I'm sure all of you have noticed a new link in the portal related to a bug tracker.

Well the news is this. I've installed a new infrastructure for bug tracking, to access it go to http://dev.vba-m.com login details at the moment uses github, but I may include other authentication options if the need arises. I'll also will try and properly prioritize things in a better way. In all honesty sourceforge is shit and this new infrastructure will help in not only bringing better organization but also help attract new blood to the project. Already since the move to github we have had various contributions to the project and definitely excited to see stuff flourish.

So if you have any active bugs in sourceforge project site. Please help in moving them to dev.vba-m.com and help us get better organized.

by TheCanadianBacon, Saturday, 06 August 2016 09:45 [ Read all ]

Changes in git etc


So then, sorry for an extremely late update on the improvement plan for vba-m. Been busy with life and job that I haven't gotten round to it properly. However I have some free time.
Part one of the update was to go for a more uniform styling for code, remove some unneeded typedefs etc (which is gonna be a pain to replace with the proper code line, by, line.) But in the end it'll help improve things quite a bit in terms of readability and eventually improvements to the codebase.

So for now until the changes (at least where typedef format is concerned) git is off limits till the change is complete, or unless you're helping out and submitting pull requests.

by TheCanadianBacon, Saturday, 09 July 2016 11:55 [ Read all ]

The future for vba-m


So to cut it short, we still have bit of an edge in gba emulation, I'm proud to say we've done well for a project, e-reader support, debugging support etc. For the most part we are getting pretty close to a 2.0 release. But for 2.0 and beyond, what's going to happen you may wonder?
Well, I know this is what I want to do, and this is what I will be doing for the next couple of months. In a separate branch in the main git repo, I'll be slowly rewriting portions of the emulation cores in vba-m. Namely for readabilities sake but also for the fact I believe the project would benefit from a file by file rewrite, improving the current code to a more modern approach and see if we can get some improvements to what we have and correct some issues along the way. The other goal for the rewrite is also to increase the accuracy of said emulation as well, increase accuracy but also maintain the balance of the speed we currently have. We've come a long way and we owe a lot of thanks to everyone who was part of the team and who are current as well.
It's going to be a long journey but one I think that will make vba-m better for it.

tl;dr:
We are going to make vba-m better than ever.

by TheCanadianBacon, Wednesday, 24 February 2016 10:52 [ Read all ]

Forum Recovery: An old backup :(


As some of you may have noticed, a couple of 'wannabe' hackers defaced our forum recently, prunning our member base and modifying a couple of display templates, deleting all the forum categories and boards.

While the posts were all still available in the database, they were not able to be reconnected to recreated boards and were basically lost, which would have more or less meant a fresh start had we just chosen to recreate them.

A backup i had on hand was from 2013, considering the low activity on this forum i chose to restore that and lose the handful of posts and threads made between then and now and recover the lost user accounts.

The defacers gained access to our admin cp via an inactive administrators account, we assume by recreating his email address and logging in with a reset password.

They did make a backup of the database prior to pruning everyone off and as such we have reset everyones passwords, you will be required to make a new one on your next log in.

Thanks to http://web.archive.org, a mirror of a number of the threads lost are available @ http://web.archive.org/web/2015121809263...vba-m.com/

by Squall Leonhart, Wednesday, 06 January 2016 05:45 [ Read all ]

Calling for translators.


This is a calling for translators, we want to support as many languages as we can, current pot file https://sourceforge.net/p/vbam/code/HEAD...wxvbam.pot and for gvbam

https://sourceforge.net/p/vbam/code/HEAD.../gvbam.pot

To make a translation, go to Transifex: https://www.transifex.com/projects/p/vba-m/ and update the translation there.

One can also either use a text editor or use something called poedit http://poedit.net/ please submit translations to this topic https://sourceforge.net/p/vbam/patches/58/

by Squall Leonhart, Wednesday, 06 January 2016 05:29 [ Read all ]

How to build VBA-M from the SVN code in OS X.


Instructions on how to build VBA-M with the wx gui on Mac OS X 10.10 (Yosemite):

1. Download the latest VBA-M source code (r1389 at this time) to a location (for example, ~/vbam)

2. Install the latest Xcode (6.3.1 at this time) from the Apple developer website or Mac App Store. Requires Apple id (free registration).

3. Install the Xcode command line tools by either downloading from the Apple developer website or typing
Code:
xcode-select --install

After it is installed, accept the Xcode license agreement by typing:
Code:
xcodebuild -license

4. Install MacPorts from the pkg

5. Open a terminal and install the dependencies that VBA-M needs via MacPorts by typing:
Code:
sudo port install cmake
sudo port install pkgconfig
sudo port install libpng
sudo port install libsdl

6. Download the wxWidgets 3.0.2 source code and extract it to a location like ~/wxWidgets

7. In the terminal, change directory to ~/wxWidgets
Code:
cd ~/wxWidgets

8. Create a build-wx directory for wxWidgets
Code:
mkdir build-wx
cd build-wx

9. Configure wxWidgets for legacy versions of OSX.
Code:
../configure --with-macosx-version-min=10.10

10. Build wxWidgets
Code:
make

11. Check that wx-config has been built and installed correctly.
Code:
wx-config

If wx-config returns an error message of "bad interpreter", open wx-config in a text editor and save the file format as UNIX.
Code:
vi wx-config
:set fileformat=unix
:wq!

12. Download the SFML 2.2 source code and extract it to a location like ~/SFML

13. In the terminal, change directory to ~/SFML
Code:
cd ~/SFML

14. Configure SFML using CMake
Code:
cmake -DCMAKE_BUILD_TYPE='Release' -DBUILD_SHARED_LIBS='true' -DSFML_BUILD_FRAMEWORKS='true'

15. Build SFML
Code:
make

16. Change to the directory where the VBA-M source files are:
Code:
cd ~/vbam/trunk

17. Use cmake to configure VBA-M.
Code:
cmake -DENABLE_WX='true' -DENABLE_SDL='false' -DENABLE_CAIRO='false' -DENABLE_GTK='false' -DENABLE_LINK='true' -DENABLE_FFMPEG='false' -DENABLE_ASM_SCALERS='false' -DSFML_ROOT='<absolute path where SFML was extracted>'

18. Build VBA-M
Code:
make

19. Install VBA-M
Code:
make install



If you know how to link SDLMain into the build, let us know so that we can build a command line SDL version of VBA-M.

If you know how to create a .dmg package, let us know.

by Squall Leonhart, Wednesday, 06 January 2016 05:24 [ Read all ]

VisualBoyAdvance-M [svn 1229 MFC] info and download


General Info:
VBA-M is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.

Core and code improvements
Improvements to ARM/Thumb ASM (and C_CORE if the given preprocessor is set) that have improved various hardware behavior.
Improvements to Memory access resolving issues with the wrong bytes being returned and fixes to a DMA Fetch that was not behaving properly.

Resolved some issues occuring due to an abuse of opengl, hq3/4x filters now work without colour issues.

Resolved regressions from 1206 and earlier without reintroducing the bugs that were fixed.

Games fixed

GBA
Croket 2 - would freeze when walking to the left of the snowman
Jurassic Park Builder/Creator - text would be scrambled
Lufia - scrambled text on main menu after cancelling the load screen
Moto GP - register not implemented
Phantasy Star Collection - text regression introduced and subsequently fixed
V-rally 3 - graphics regression introduced and subsequently fixed
Megaman: Battle network 1-3 and possibly many others - hanging on start. (1204)
Megaman Battlenetwork - freeze (1205)
Mother 3 - Audio fix (1224, 1225)
Metroid Fusion - broken (1225)
Super Mario Advance 2 - screech
Revenge of Shinobi - freeze on black screen starting first mission

GBC
Duke Nukem - Hud and menu now work. GBC video emulation needs more work however, the hack used is not correct and might cause issues elsewhere. (1194, 1197, 1206)
Zelda Oracles garbage line at bottom of intro (1206, 1214)

Not a bug

GBA
Digimon Racing EU - freezes during intro's
Resolution: Enable Linking, this game checks the serial bus to see if link cable and gba's are connected at start and will not progress if the interface reports a invalid/nulled value.

GBC
Links Awakening - Sprite issues when sword beaming and when moving around with chomp
Resolution: Accurate Emulation. This occurs on real hardware and is because the Line/Sprite limit is reached. Other emulators use a hack to show all sprites - we may investigate such a hack in the future but for now this is not a real issue.

Changes in this release:

r1229
updates subwcrev and applies minor fixes patch 46
---------------------
r1228
SDL sound code now posts to semaphores no matter what, in case the other side is still waiting after a speedup transition
---------------------
r1227
Rewrote SDL sound synchronization, using a very old patch as a base for some of the changes
---------------------
r1226
Remove useless backup enabled checks in read handlers. Fix illegal halfword and byte reads.
---------------------
r1225
Mother 3 fix, refined to not break Metroid Fusion or hopefully anything else
---------------------
r1224
Changed PCM FIFO refill behavior to only stuff the FIFO with silence if it runs completely empty, which seems to fix the stuttering in Mother 3. From the technical behavior, Mother 3's sound code would periodically set DMA 1 and 2 to reason...
---------------------
r1223
Add tiled rendering define to Android makefiles, too.
---------------------
r1222
Add tiled rendering define - big performance improvement
---------------------
r1221
Fix target output name
---------------------
r1220
Fix build for Android
---------------------
r1219
Disable link by default now that games work without it
---------------------
r1218
updated readme
---------------------
r1216
Sonic Advance 1/2 work now with NO_LINK defined
---------------------
r1215
(Libretro) Fix build
---------------------
r1214
re-adding the fix for zelda oracles
---------------------
r1213
Let's try that again.
---------------------
r1211
revert 1207-1210 as its not really ready for integration yet.
---------------------
r1210
rolling back, it seems there was some more issues than original thought
---------------------
r1209
fix a goof I made with the last commit, this should fix it
---------------------
r1208
just a small revert, old data got mixed in the last commit
---------------------
r1207
libretro merge into trunk, the individual interfaces can still be compiled on their own so the gtk/sdl/mfc interfaces can still work as originally intended. Special thanks to Squarepusher of the libretro team for helping us get this merged
---------------------
r1206
fixes zelda oracles without breaking duke nukem or 007
---------------------
r1205
Implement memory mirrors for SRAM/FLASH. Correctly handle 16/32bit reads from SRAM. Removed unaligned handler for CPUReadHalfWordSigned.
---------------------
r1204
This fixes the colour issue when using opengl and a HQ3 or 4x filter.
---------------------
r1203
Revert changes to the ioReadable table from r1200 which broke Megaman Battle Network series.
---------------------
r1202
normatt was missing from readme
---------------------
r1201
Move the cpuDmaHack assignments into doDMA. (Fixes Croket 2 regression)
---------------------
r1200
Re-added the DMA Prefetch buffer. This fixes Phantasy Star Collection.
---------------------
r1199
another tom harder patch, fixing some warnings in the gvbam and wxvbam
---------------------
r1198
commiting Tim Harders patch for libav/ffmpeg
---------------------
r1197
bring branches into line fixes duke nukem on bgk-link and silences gcc warning on trunk ignore a few more files
---------------------
r1195
Fixed register used in asm.
---------------------
r1194
reduce new lines fix duke nukem cgb menu | in my limited testing this has not regressed any other games.
---------------------
r1193
dirty buildfix for linux, can do it properly later.
---------------------
r1192
Make the asm code increment lsl/lsr/asr rm by 4 if rm is pc. (ASM now passes the armwrestler MOV opcode test)
---------------------
r1191
Fix clock cycles in some arm/thumb opcodes. Implement missing ARM instruction used in the wstein.gba homebrew. Remove cpuDmaHack has it causes graphical glitches in Lufia and incorrectly handles unmapped reads.
---------------------
r1190
revert the > to >> change, fixes regression in loading ppmd 7z files.
---------------------
r1189
couldn't just add a guy who's contributed more in 3 days then anyone has in the last 3 years to the "Contributors" list ;D
---------------------
r1188
some small pvs warning fixes
---------------------
r1187
move around apu reset a bit, doesn't seem to have broken anything
---------------------
r1185
Fix handling of unused memory when reading 16/8 bit data.
---------------------
r1184
Add missing ARM opcode variant strh (w=1) used in several homebrew gba demos (e.g. afire).
---------------------
r1181
removed /D_ST_MODEL/D_SECURE_SCL=0 %(AdditionalOptions) from the vcxproj its redundant in VS2010 and VS2012, and seems to be a source of build errors in VS2012 for some reason.
---------------------
r1180
Make 32bit read out of bounds not get rotated if they are unaligned.
---------------------
r1178
hopefully fixed unaligned reads correctly this time...
---------------------
r1176
Fix yet another oversight in the unaligned read code. Implemented missing thumb opcode (Which is invalid according to gbatek but Moto GP seems to use it)
---------------------
r1174
opps forgot to change change the unaligned 16bit rotate to check against old address.
---------------------
r1172
Fixed unaligned 16/32 bit reads.
---------------------
r1171
update to 2013
---------------------
r1170
fixed nasm props again
---------------------
r1167
commit this and see who complains? [Image: biggrin.gif]
---------------------
r1166
remove c_core from default preprocessors
---------------------
r1164
some changes to how SubWCRev works, resolving build issues when attempting to build from a source tar and adding it back to dependencies. also deletes the wx build folder because its not going going anywhere fast on windows.
---------------------
r1163
more improvements to gba-arm by Normmatt
---------------------
r1162
lets commit the right version of the arm patch this time eh.
---------------------
r1161
Applied fixes to NormMatts r1150 fixes - V-Rally 3 working again Re-added nasm.props to vs2008 build folder + changes to nasm.rules for spaces in paths.
---------------------
r1160
implement ALL of abhoriels patch correctly.
---------------------
r1159
GBA: Revert r1150 since it adds artifacts in (at least) V-Rally 3
---------------------
r1158
NLS: Update translations from Transifex
---------------------
r1157
NLS: Apply native endlines SVN properties
---------------------
r1156
GTK: Apply patch #3524058 - Auto-load/save cheats
---------------------
r1155
GTK: Updated the .desktop file to validate
---------------------
r1154
GTK: Fix "#3598672 - emulated system option in gvbam changes by itself in Linux"
---------------------
r1153
GBA: Fix build
---------------------
r1151
commit abhoriels RSBS and RSCS patch
---------------------
r1150
patch to correct some behavior in arm tests.
---------------------

Download:
VisualBoyAdvance-M SVN1229 (click to download)

by Squall Leonhart, Wednesday, 06 January 2016 05:17 [ Read all ]

VisualBoyAdvance-M [svn 1206 MFC] info and download


VisualBoyAdvance-M [svn 1206 MFC] info and download
General Info:
VBA-M is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.

Core and code improvements
Improvements to ARM/Thumb ASM (and C_CORE if the given preprocessor is set) that have improved various hardware behavior.
Improvements to Memory access resolving issues with the wrong bytes being returned and fixes to a DMA Fetch that was not behaving properly.

Resolved some issues occuring due to an abuse of opengl, hq3/4x filters now work without colour issues.

Games fixed

GBA
Croket 2 - would freeze when walking to the left of the snowman
Jurassic Park Builder/Creator - text would be scrambled
Lufia - scrambled text on main menu after cancelling the load screen
Moto GP - register not implemented
Phantasy Star Collection - text regression introduced and subsequently fixed
V-rally 3 - graphics regression introduced and subsequently fixed
Megaman: Battle network 1-3 and possibly many others - hanging on start. (1204)
Megaman Battlenetwork - freeze (1205)

GBC
Duke Nukem - Hud and menu now work. GBC video emulation needs more work however, the hack used is not correct and might cause issues elsewhere. (1194, 1197, 1206)
Zelda Oracles garbage line at bottom of intro (1206)

Not a bug

GBA
Digimon Racing EU - freezes during intro's
Resolution: Enable Linking, this game checks the serial bus to see if link cable and gba's are connected at start and will not progress if the interface reports a invalid/nulled value.

GBC
Links Awakening - Sprite issues when sword beaming and when moving around with chomp
Resolution: Accurate Emulation. This occurs on real hardware and is because the Line/Sprite limit is reached. Other emulators use a hack to show all sprites - we may investigate such a hack in the future but for now this is not a real issue.

Changes in this release:
r1206
fixes zelda oracles without breaking duke nukem or 007
---------------------
r1205
Implement memory mirrors for SRAM/FLASH. Correctly handle 16/32bit reads from SRAM. Removed unaligned handler for CPUReadHalfWordSigned.
---------------------
r1204
This fixes the colour issue when using opengl and a HQ3 or 4x filter.
---------------------
r1203
Revert changes to the ioReadable table from r1200 which broke Megaman Battle Network series.
---------------------
r1202
normatt was missing from readme
---------------------
r1201
Move the cpuDmaHack assignments into doDMA. (Fixes Croket 2 regression)
---------------------
r1200
Re-added the DMA Prefetch buffer. This fixes Phantasy Star Collection.
---------------------
r1199
another tom harder patch, fixing some warnings in the gvbam and wxvbam
---------------------
r1198
commiting Tim Harders patch for libav/ffmpeg
---------------------
r1197
bring branches into line fixes duke nukem on bgk-link and silences gcc warning on trunk ignore a few more files
---------------------
r1195
Fixed register used in asm.
---------------------
r1194
reduce new lines fix duke nukem cgb menu | in my limited testing this has not regressed any other games.
---------------------
r1193
dirty buildfix for linux, can do it properly later.
---------------------
r1192
Make the asm code increment lsl/lsr/asr rm by 4 if rm is pc. (ASM now passes the armwrestler MOV opcode test)
---------------------
r1191
Fix clock cycles in some arm/thumb opcodes. Implement missing ARM instruction used in the wstein.gba homebrew. Remove cpuDmaHack has it causes graphical glitches in Lufia and incorrectly handles unmapped reads.
---------------------
r1190
revert the > to >> change, fixes regression in loading ppmd 7z files.
---------------------
r1189
couldn't just add a guy who's contributed more in 3 days then anyone has in the last 3 years to the "Contributors" list ;D
---------------------
r1188
some small pvs warning fixes
---------------------
r1187
move around apu reset a bit, doesn't seem to have broken anything
---------------------
r1185
Fix handling of unused memory when reading 16/8 bit data.
---------------------
r1184
Add missing ARM opcode variant strh (w=1) used in several homebrew gba demos (e.g. afire).
---------------------
r1181
removed /D_ST_MODEL/D_SECURE_SCL=0 %(AdditionalOptions) from the vcxproj its redundant in VS2010 and VS2012, and seems to be a source of build errors in VS2012 for some reason.
---------------------
r1180
Make 32bit read out of bounds not get rotated if they are unaligned.
---------------------
r1178
hopefully fixed unaligned reads correctly this time...
---------------------
r1176
Fix yet another oversight in the unaligned read code. Implemented missing thumb opcode (Which is invalid according to gbatek but Moto GP seems to use it)
---------------------
r1174
opps forgot to change change the unaligned 16bit rotate to check against old address.
---------------------
r1172
Fixed unaligned 16/32 bit reads.
---------------------
r1171
update to 2013
---------------------
r1170
fixed nasm props again
---------------------
r1167
commit this and see who complains? [Image: biggrin.gif]
---------------------
r1166
remove c_core from default preprocessors
---------------------
r1164
some changes to how SubWCRev works, resolving build issues when attempting to build from a source tar and adding it back to dependencies. also deletes the wx build folder because its not going going anywhere fast on windows.
---------------------
r1163
more improvements to gba-arm by Normmatt
---------------------
r1162
lets commit the right version of the arm patch this time eh.
---------------------
r1161
Applied fixes to NormMatts r1150 fixes - V-Rally 3 working again Re-added nasm.props to vs2008 build folder + changes to nasm.rules for spaces in paths.
---------------------
r1160
implement ALL of abhoriels patch correctly.
---------------------
r1159
GBA: Revert r1150 since it adds artifacts in (at least) V-Rally 3
---------------------
r1158
NLS: Update translations from Transifex
---------------------
r1157
NLS: Apply native endlines SVN properties
---------------------
r1156
GTK: Apply patch #3524058 - Auto-load/save cheats
---------------------
r1155
GTK: Updated the .desktop file to validate
---------------------
r1154
GTK: Fix "#3598672 - emulated system option in gvbam changes by itself in Linux"
---------------------
r1153
GBA: Fix build
---------------------
r1151
commit abhoriels RSBS and RSCS patch
---------------------
r1150
patch to correct some behavior in arm tests.
---------------------

Download:
VisualBoyAdvance-M SVN1206 (click to download)

by Squall Leonhart, Wednesday, 06 January 2016 05:15 [ Read all ]

wxvba-m 1159


anyways here are some untested binaries for win32 AND win64
this is completely experimental, so test it if you want to at your own risk, we are not liable if this breaks your computer or kills your kitten

for the 64bit binary you can get it from here at Sourceforge

and for the 32bit binary which is the recommended build is located here

by TheCanadianBacon, Saturday, 27 April 2013 04:54 [ Read all ]

wxvba-m and MFC Build SVN-1149 win32


General Info:
VBA-M is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.

This is another release of the indev wxwidgets frontend, once I have more time I'll produce win32 MFC build as well probably today or tomorrow

Download for the WxWidgets interface

Update - MFC Build now available

Changelog:
Revision 1149:
OSX/Mac buildfix changes to GBALink
Revision 1148:
merge Fix for SDL colours on OSX as indicated by x3ro
Revision 1147:
CMake: Disable ffmpeg support by default since it is only used by the WX port which is disabled by default

Revision 1146:
GTK: Fix a GCC warning

Revision 1145:
GTK: Fix an invalid memory access in the joypad config dialog

Revision 1144:
same as last commit on trunk
Revision 1131:
file type fixes

by TheCanadianBacon, Sunday, 09 December 2012 18:54 [ Read all ]
 
 


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