Search found 79 matches
- Mon Jan 14, 2013 11:16 am
- Forum: News and Emulation Updates
- Topic: Dear Indian Spammers
- Replies: 2
- Views: 8691
Dear Indian Spammers
I think it'd be pretty sad if SDFSDFSDFDGSDFAGSDFASDFBREAKPOINTFOUND AT INTERPRETEROPS [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/[email protected] 2x" width="20" height="20" />
- Sat Nov 17, 2012 4:42 am
- Forum: Suggestions
- Topic: Wisdom Tree compatibility (and here's how)
- Replies: 3
- Views: 4457
Wisdom Tree compatibility (and here's how)
Well, if the header is "invalid," but it loads on an actual GBA anyway, maybe the header should be almost ignored by an accurate emulator, or the header is just not thoroughly documented enough to understand the functionality of all of the bits? I know there is a bare minimum of which bits need to b...
- Sat Nov 17, 2012 4:31 am
- Forum: Audio
- Topic: Help understanding sound system and timing.
- Replies: 4
- Views: 4410
Help understanding sound system and timing.
Might not necessarily be that the sound code is timing the emulator. Might be that the operating system places a greater thread priority for audio than it does with graphics. I know with other platforms like the N64 this was done. Â In that case the graphics rendering will constitute a speed rate i...
- Wed Sep 05, 2012 8:33 am
- Forum: Core
- Topic: GBC+SGB Border feature (like in Rew)
- Replies: 5
- Views: 5137
GBC+SGB Border feature (like in Rew)
I'm used to it on "fagGit" . [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" /> Â It's a bit of a pain to memory match while binary-sorting through commits, but when it comes to balancing when to rewrite zilmar's code and when to rever...
- Wed Aug 29, 2012 3:47 am
- Forum: Core
- Topic: Text to Speech or Screen Reader Support for Blind
- Replies: 3
- Views: 3559
Text to Speech or Screen Reader Support for Blind
Yeah, probably. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" /> Â More likely it would have to use the same render API as VBA-M. Â Like if VBA-M was running DirectX, have some external Direct2D (or maybe use Direct3D?)/DirectDraw d...
- Fri Aug 24, 2012 5:54 am
- Forum: Offtopic/SpamChat
- Topic: Translation Project
- Replies: 17
- Views: 12407
Translation Project
lolXD well you might say that  Technically, it's for handling the Controller Pak file (At least, that's Nintendo's legal name for it.) inserted in the back of the standard controller.  N-Rage's DirectInput currently provides these features for managing the memory pak file system: ⋅ fo...
- Thu Aug 23, 2012 3:36 pm
- Forum: Offtopic/SpamChat
- Topic: Translation Project
- Replies: 17
- Views: 12407
Translation Project
Yaaay! [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" /> Â Problem solved [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />; they'll take care of the nasty code page shit......
- Thu Aug 23, 2012 7:07 am
- Forum: Offtopic/SpamChat
- Topic: Translation Project
- Replies: 17
- Views: 12407
Translation Project
Note that's why I said "if" you could get it; even so it doesn't make it impossible to get the data anyway. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" /> Â Why would it be a waste of time? They're not translating it to English. I ...
- Thu Aug 23, 2012 6:16 am
- Forum: Offtopic/SpamChat
- Topic: Translation Project
- Replies: 17
- Views: 12407
Translation Project
Knowledge of ROM-hacking is knowledge of programming. It may not be knowledge of a programming "language", but, more often than not, the technicalities pertinent to a specific language are irrelevant. Either way when I was hacking ROMs, I didn't know shit about "strings" and "pointers" and those ter...
- Wed Aug 22, 2012 7:31 pm
- Forum: Offtopic/SpamChat
- Topic: Translation Project
- Replies: 17
- Views: 12407
Translation Project
Thing is, it's easy for me to do with ASCII text. Â Japanese characters unfortunately don't fall under that category. Â Unless the game is backwards-compatible with ASCII (i.e., Unicode code page for supporting the kana alphabet) then you would definitely have to rewrite the code page interpreter....