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Visual Boy Advance-M

spacy51

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Everything posted by spacy51

  1. spacy51

    Dump your GBA games with a DS

    You need: Nintendo DS / lite - NOT DSi Slot 1 flash cart Rudolph's GBA Backup tool: http://rs481.rapidshare.com/files/274901332/GBA_Backup_Tool_021.zip Steps: If your flash cart does not support auto-DLDI patching, patch the GBA backup tool manually Copy GBA backup tool to flash cart Execute GBA backup tool Insert your GBA cartridge into Slot 2 Press A Press R button twice to switch to ROM dump mode Press B button to dump cartridge ROM to gba file To dump another game: Press X button and start rom step 4 When you are finished, your dumped gba files are in the 'GBA_Backup' folder on your flash cart. You can then play your GBA games on your PC using VisualBoyAdvance-M. Using the same tool, you can also dump your save data from your original GBA cartridges. These can also be used with VBA-M. The tool even allows you to write back save files to your original cartridges.
  2. Since his website is down for some time now, I used archive.org to retrieve it, which showcases his hq filters. I modified the html files to enable direct downloading the source files and uploaded them to my free webspace: http://spacy51.sp.funpic.de/hq_filters/hq2x.html http://spacy51.sp.funpic.de/hq_filters/hq3x.html http://spacy51.sp.funpic.de/hq_filters/hq4x.html
  3. I developed a game in Java which will be evaluated by my university. I thought I'd share it with you guys so you see I'm not dead. http://www.mediafire.com/?k3758cveo3ekni1 It took me a week or two. The one thing I learned from this project is, that wrong initial decisions regarding code architecture will get more and more on your nerves when adding new features. I didn't want to rewrite my game (I'm lazy), so it got worse and worse. Looks like a gigantic hack in end, but it works ^^
  4. spacy51

    Trouble getting the joypad buttons

    Are you by any chance the guy that was on the 27C3 and hacked the PS3?
  5. The current developers' activity is quite low. We need more developers. If you have some experience, don't hesitate to help us. Even small changes in form of patches are appreciated, as long as they improve the overall code quality and readability. You are especially of value for this project if you are able to help improve this software in the following fields: Nullsoft Scriptable Install System General Purpose GPU computing Multi-Core CPU development ARM emulation GB/GBA development (for ex. with devKitPro)
  6. I did not expect otherwise anyhow SVN886: Settings are now stored in "C:\Users\xxx\AppData\Roaming\VBA-M" for Vista. XP has a simliar structure. File associations now work on a per-user basis with Vista and UAC enabled. EDIT: I just uploaded SVN888 to SourceForge. I'd like to know if my current build environment breaks anything: Windows 7 RTM x64 Visual C++ 2008 SP1 Windows 7 SDK RTM x64 DirectX SDK March 2009 OpenAL 1.1 SDK (ver 3.05) NASM 2.07 zlib 1.2.3 libpng 1.2.39
  7. spacy51

    Get the same GUI-options as the Windows version

    Operating systems are like religion. You should respect every one, or else there will be problems. You don't have to believe (use) it, but at least not be an ass towards other ideas.
  8. spacy51

    VBA2 progress

    During my semester break, I worked on VBA2. I now understand the ARM core reasonably and I started rewriting the complete graphical subsystem. I can already process VRAM data and the video registers to produce bitmaps of (character mode) BG layers. (See screenshot) Instead of rendering only a single line, I process the whole BGs at once, so that should give some nice speed boosts. I plan to let this new C++ class for managing the GBA's graphical subsystem produce 128x128 ... 1024x1024 bitmap planes, which a hardware accelerated OpenGL renderer will further process with special effects like scaling, rendering, color manipulation and of course combining, clipping & rendering it all to the screen. Maybe this will also look better in higher resolutions. With a few hacking it might even be possible to get real widescreen support on some games. Sprites are also perfect work for OpenGL instead of a software renderer. If you want to help me and have a good knowledge of OpenGL, don't hesitate to contact me. I will do the preprocess work and you do the rendering. You can always find the latest source code at http://code.google.com/p/gbxemu/
  9. spacy51

    Get the same GUI-options as the Windows version

    Problem ist that Linux GUI uses GTK, while Windows GUI uses MFC. If a developer adds a new feature, he would have to code the GUI part twice, that means two tool-chains. Since the developers until now were more concerned about windows, the Linux version is now missing some features. With a cross-platform toolkit, this wouldn't have happened.
  10. spacy51

    Automatic Saving

    Hm, not sure if he meant that, but it would be cool to let VBA-M create an automatic emulator save state on closing a game and automatically resume from it when the game is loaded next time. Marketing Name: "Seamless Emulation" Next extension: Automatically load the game that was played last when VBA.exe is executed.
  11. spacy51

    Segmentation fault on Ubuntu 10.04

    It looks like the audio signal is send from VBA thorugh the SDL API to ASOUND (whatever that is). It's either a problem in ASOUND or SDL. It might sometimes be the case that VBA doesn't provide audio date fast enough, if emulation is too slow, but the audio APIs shouldn't crash in that case..
  12. Pro: Make exe smaller One less SDK for developers to download and install Native support only by a few sound cards (I know of Creative and NVIDIA) Windows SDK maintained by Creative Tech. Official documentation too lean XAudio2 works as well Contra: Less diversity I would still keep the source file in the SVN repo so some Linux guy can modify it a little and use it for the Linux build if he wishes, but I think it would be a good idea to remove it from the windows build.
  13. spacy51

    vbam svn945 compiling problems and solutions.

    You have to install the developer packges that are not found.
  14. spacy51

    Bomberman Max 2

    I tested it with a self-compiled SVN938 and everything is working fine with these two games. I have all settings simple. Save is EEPROM and is autodetected fine. BIOS on/off does not matter. No black screen after language selection.
  15. spacy51

    Bomberman Max 2

    Just tell us the hashes/CRC checksums of your ROMs to be sure.
  16. spacy51

    Dump your GBA games with a DS

    Hm, I was a little suspicious, but it made kind of sense what he said
  17. spacy51

    Dump your GBA games with a DS

    Dumping a 16 MB ROM takes less than a minute IIRC, smaller games dump faster. You can dump your games one after another without need of a restart. You can later transfer them all at once from your SD memory card to your PC. What exactly do you mean with "WiFi"-Method?
  18. spacy51

    Alternate Cartridge Types

    The problem is, that those special cartridges usually need a lot of investigation and reverse engineering in order to understand the additional chips used. It's questionable whether the resulting user experience is worth the effort.
  19. spacy51

    Added tool for detecting save type

    SVN895, 896 Options->Emulator->Save Type->Detect now... I tested about 20 commercial games with that and the results always matched up with the GBAtemp release list: http://www.gbatemp.net/newgon/?dat=gba void MainWnd::OnOptionsEmulatorSavetypeDetectNow() { if( theApp.cartridgeType != IMAGE_GBA ) return; const int address_max = theApp.romSize - 10; char temp[11]; temp[10] = '\0'; CString answer( _T( "This cartridge has probably no backup media." ) ); const u32 EEPR = 'E' | ( 'E' << 8 ) | ( 'P' << 16 ) | ( 'R' << 24 ); const u32 SRAM = 'S' | ( 'R' << 8 ) | ( 'A' << 16 ) | ( 'M' << 24 ); const u32 FLAS = 'F' | ( 'L' << 8 ) | ( 'A' << 16 ) | ( 'S' << 24 ); for( int address = 0; address < address_max; address += 4 ) { const u32 check = *((u32*)&rom[address]); if( EEPR == check ) { memcpy( temp, &rom[address], 10 ); if( 0 == strncmp( temp, "EEPROM_V", 8 ) ) { answer = _T( "This cartridge uses EEPROM." ); break; } } if( SRAM == check ) { memcpy( temp, &rom[address], 10 ); if( ( 0 == strncmp( temp, "SRAM_V", 6 ) ) || ( 0 == strncmp( temp, "SRAM_F_V", 8 ) ) ) { answer = _T( "This cartridge uses SRAM." ); break; } } if( FLAS == check ) { memcpy( temp, &rom[address], 10 ); if( ( 0 == strncmp( temp, "FLASH_V", 7 ) ) || ( 0 == strncmp( temp, "FLASH512_V", 10 ) ) ) { answer = _T( "This cartridge uses FLASH (64 KiB)." ); break; } if( 0 == strncmp( temp, "FLASH1M_V", 9 ) ) { answer = _T( "This cartridge uses FLASH (128 KiB)." ); break; } } } MessageBox( answer ); }
  20. spacy51

    Added tool for detecting save type

    Is your save path correct? Try to move your current save file out of it and start VBA-M without a save file.
  21. spacy51

    RE: Linking(Netplay) Status?

    reported: Keep in mind VBA is an open source project. The developers are not getting paid for it. We are doing this out of pure passion for the GBA handheld console. We also have our lives to live, we can't develop all day. We also want to do other things now and then.
  22. spacy51

    any chance for N900 build?

    QMake+make is ok. Qt Creator just calls QMake+make after all. VBA2 does not use any assembler code, so it should work fine.
  23. spacy51

    any chance for N900 build?

    Well, since it supports Qt 4.6, how about trying to compile the VBA2 WIP for it? source code here: http://code.google.com/p/gbxemu/source/browse/trunk#trunk/vba2 project file is /build/vba2.pro You can open it with Qt creator and build VBA2 without any other dependencies. I can compile demo apps for mobile devices that come with the Qt SDK and run them on Windows, so it probably also works the other way round.
  24. spacy51

    VBA2 progress

    I disabled the new graphics code for now and use the old code. Anyway, I noticed the new Qt 4.6 SDK now offers sound input/output classes (platform independent), so VBA2 now blurts out some noise. It seems kind of right already, but I have to further work on the timing. EDIT: I am so happy, sound output is finally not stuttering anymore. I even read Qt's source code and all, but I think the cause was just that the audio engine calls reset and resume too early at the beginning. I found out that the windows implementation of the QAudioOutput class uses the WaveOutOpen() function from the Windows API. The is supported since Windows 98.
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