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Dingoo Official Firmware => Releases => Topic started by: clach04 on August 20, 2011, 07:24:53 pm

Title: New OhBoy release for native
Post by: clach04 on August 20, 2011, 07:24:53 pm
(http://wiki.ohboy.googlecode.com/hg/screenshots/ohboy_menu_20110820.png)

New release. Main changes since last pubic release:

http://code.google.com/p/ohboy/downloads/detail?name=dingoo_native_20110820_r63_57657b7e1cae.zip

For a change log see http://code.google.com/p/ohboy/source/list

There is caanoo support too BUT I don't have a Caanoo so I'm not personally making Caanoo builds.

As always I'm looking for help with the OhBoy wiki and for development/building releases.

[EDIT: doc the other new stuff I forgot!]
Title: Re: New OhBoy release for native
Post by: gsoft on August 20, 2011, 08:54:31 pm
It worked absolutely fine on my old Gemei X-760+  ;)
However the sound is low :(
Can I change the code!

Please send a source code  ???
Title: Re: New OhBoy release for native
Post by: gsoft on August 20, 2011, 09:14:59 pm
limit volume on dingoo is 30
limit volume on Gemei X-760+ is 100
Please make a version of gnuboy for Gemei X-760+ with limit volume = 100
Title: Re: New OhBoy release for native
Post by: samir on August 21, 2011, 12:30:23 am
Thanks! Oh boy is the best GB emulator for Dingoo!
Title: Re: New OhBoy release for native
Post by: wy_scorpio on August 21, 2011, 05:57:20 am
great!this emu is very good!
but there have some little bugs...if these can be adjusted...this emu will be best!

bugs below
1.why not set "gb' a button" as "dingoo's a button" by default,...
2.brower dont support chinese filename...
3.some roms dont be supported...
4.if can add a gbc filter that can chang corlor to mono ,will good.. 

a little question..how much is default frequency?i want to know,thanks:)
Title: Re: New OhBoy release for native
Post by: hi-ban on August 21, 2011, 04:08:07 pm
1.why not set "gb' a button" as "dingoo's a button" by default,...

the source code is multiplatform (GP2x, Caanoo, Wiz, Dingoo), and the key config code is common to all platforms. It happens that GP2X, WIZ and Caanoo are the majority here, so the default values are the ones which are better for them. Anyway, you can remap them the first time you use the emulator, and the config will be saved forever.
Title: Re: New OhBoy release for native
Post by: clach04 on August 21, 2011, 05:30:50 pm
It worked absolutely fine on my old Gemei X-760+  ;)

Excellent, thanks for the Gemei X-760+ report.

However the sound is low :(

Have you considered modifying the SDK so that the SDK deals with different sound levels? This would avoid the need to change each project for sound levels.

Can I change the code!

Please send a source code  ???

Please see the project website for code. If people really want me to send code to them I will probably charge for this to preemptively avoid nuisance requests (see term 1 of the GPL v2.0 license). Everything anyone needs to build and modify the project (bar the SDK) is available from the website, if I've missed anything please let me know.
Title: Re: New OhBoy release for native
Post by: clach04 on August 21, 2011, 05:43:21 pm
great!this emu is very good!
but there have some little bugs...if these can be adjusted...this emu will be best!

bugs below
1.why not set "gb' a button" as "dingoo's a button" by default,...

That is probably a good idea, I've been mostly tweaking patches  so I've not had time to play properly with the new build  :-( The physical locations make mapping A=A a good idea (see http://en.wikipedia.org/wiki/Game_Boy and http://en.wikipedia.org/wiki/Dingoo_A320 pictures of button placements).

Before that gets changed, are there any other defaults that should change? If there isn't a good consensus in this thread, please create a poll so people can vote.

2.brower dont support chinese filename...

Sadly there is no way around this due to the text system in use :-( The workaround here is to romanize ( http://en.wikipedia.org/wiki/Romanization ) the filename

3.some roms dont be supported...

Can you be specific? What roms are not supported or is this  a comment on non-ASCII  filenames?

4.if can add a gbc filter that can chang corlor to mono ,will good.. 

a little question..how much is default frequency?i want to know,thanks:)

See main.c 44100. A while back Ayla was looking at improving sound support in gnuboy (rather than OhBoy) but lost his source after a HD crash :-(
Title: Re: New OhBoy release for native
Post by: kuk1977 on August 22, 2011, 02:58:13 pm
Gambatte(Dingux) vs Ohboy(native)
Selected examples of games


Gambatte(Dingux):
Cannon fodder (U)[C]- Works Fine
Densha de Go! 2 (J)[C]- Works Fine
International Karate (E)[C]-Works Fine
Test Drive6(U)[C]-Works Fine
Gambate: Don't Work  saved state, no menu, no zip.

Ohboy(native):
Cannon fodder (U)[C]-bad intro. Game Works
Densha de Go! 2 (J)[C]-Non-Working
International Karate (E)[C]-Graphical glitches
Test Drive6(U)[C]-Really slow animation
Ohboy(native): menu yes, zip yes , saved state yes.

Sorry for my english
Title: Re: New OhBoy release for native
Post by: gsoft on August 22, 2011, 05:38:25 pm
Quote
Please see the project website for code. If people really want me to send code to them I will probably charge for this to preemptively avoid nuisance requests (see term 1 of the GPL v2.0 license). Everything anyone needs to build and modify the project (bar the SDK) is available from the website, if I've missed anything please let me know.

It is possible to download?
I can only see but can not download the source code
Title: Re: New OhBoy release for native
Post by: hi-ban on August 22, 2011, 06:26:31 pm
you need to download it with a client program like tortoise hg
http://tortoisehg.bitbucket.org/
Title: Re: New OhBoy release for native
Post by: gsoft on August 23, 2011, 03:16:38 pm
you need to download it with a client program like tortoise hg
http://tortoisehg.bitbucket.org/

Great Thanks  ;D
Title: Re: New OhBoy release for native
Post by: wy_scorpio on August 24, 2011, 03:48:59 am
great!this emu is very good!
but there have some little bugs...if these can be adjusted...this emu will be best!

bugs below
1.why not set "gb' a button" as "dingoo's a button" by default,...

That is probably a good idea, I've been mostly tweaking patches  so I've not had time to play properly with the new build  :-( The physical locations make mapping A=A a good idea (see http://en.wikipedia.org/wiki/Game_Boy and http://en.wikipedia.org/wiki/Dingoo_A320 pictures of button placements).

Before that gets changed, are there any other defaults that should change? If there isn't a good consensus in this thread, please create a poll so people can vote.

2.brower dont support chinese filename...

Sadly there is no way around this due to the text system in use :-( The workaround here is to romanize ( http://en.wikipedia.org/wiki/Romanization ) the filename

3.some roms dont be supported...

Can you be specific? What roms are not supported or is this  a comment on non-ASCII  filenames?

4.if can add a gbc filter that can chang corlor to mono ,will good.. 

a little question..how much is default frequency?i want to know,thanks:)

See main.c 44100. A while back Ayla was looking at improving sound support in gnuboy (rather than OhBoy) but lost his source after a HD crash :-(

thanks
in NO.2 question:ah ,cant support chinese filename...:(
in NO.3 question:some roms cant run ,such as "rockman DX3" etc..i have test ,DX3 can run on gnuboy4D
in NO.4 question:i express wrong message... sorry for my english...i mean...if can add a gbc filter that can chang corlor screen to black and white screen ,will good.. 

 i find another bugs...
CPU frequency cant be set,for example when you set CUP at "200mhz" ,then press apply or apply&save,then exit menu to run game...when you once again open the menu the CUP at "default"...,is not at "200mhz".....

Title: Re: New OhBoy release for native
Post by: pcercuei on August 24, 2011, 09:23:44 am
See main.c 44100. A while back Ayla was looking at improving sound support in gnuboy (rather than OhBoy) but lost his source after a HD crash :-(
But I redid it completely ;)

The improvement I made was a better synchronization with the sound thread; as a result some sounds were much better (like, the little sound when you press start on the Pokemon games). The problem is that the changes I made are not easily portable to oh-boy, as it handles the sound completely differently (because of the frameskip feature I believe). Oh-boy does not use a power-of-two as the buffer size, which is necessary for it to run on legacy dingux (otherwise it will crash), and triggers sound cracks and even kernel crashs on OpenDingux.

If you can change the sound subsystem so that it uses a power-of-two value for the buffer size, it's a matter of re-compiling oh-boy to get it to play nicely on OD.
Title: Re: New OhBoy release for native
Post by: Solstice on August 26, 2011, 06:35:09 pm
Really Great Emulator! Would be nice to be able to set rom path to minisd/mass tho, you can browse to them but not set path there. Also maybe adding left and right to jump thru roms faster would be good to

Title: Re: New OhBoy release for native
Post by: clach04 on August 27, 2011, 05:57:41 pm
See main.c 44100. A while back Ayla was looking at improving sound support in gnuboy (rather than OhBoy) but lost his source after a HD crash :-(
But I redid it completely ;)

The improvement I made was a better synchronization with the sound thread; as a result some sounds were much better (like, the little sound when you press start on the Pokemon games). The problem is that the changes I made are not easily portable to oh-boy, as it handles the sound completely differently (because of the frameskip feature I believe). Oh-boy does not use a power-of-two as the buffer size, which is necessary for it to run on legacy dingux (otherwise it will crash), and triggers sound cracks and even kernel crashs on OpenDingux.

If you can change the sound subsystem so that it uses a power-of-two value for the buffer size, it's a matter of re-compiling oh-boy to get it to play nicely on OD.


One of the many To Do items is to pull the sound code out of OhBoy and rely on (a slightly modified) gnuboy SDL sound routines. Similarly the gfx painting  system should under go the same change too. Sadly I don't have any time to implement this though :-( I'm having trouble keeping my other projects going!
Title: Re: New OhBoy release for native
Post by: clach04 on August 27, 2011, 06:05:20 pm
in NO.3 question:some roms cant run ,such as "rockman DX3" etc..i have test ,DX3 can run on gnuboy4D

I wonder if that is either because gnuboy4d is using an older gnuboy base (i.e. regression bug in gnuboy) or some dingux/native difference (occasionally we find oddities at runtime). Could you contact me privately about this rom?

in NO.4 question:i express wrong message... sorry for my english...i mean...if can add a gbc filter that can chang corlor screen to black and white screen ,will good.. 

Ahhh, I see! the existing color filter could probably be hacked to do that, I don't have time to work on that at the moment but I've created http://code.google.com/p/ohboy/issues/detail?id=25 for tracking.


i find another bugs...
CPU frequency cant be set,for example when you set CUP at "200mhz" ,then press apply or apply&save,then exit menu to run game...when you once again open the menu the CUP at "default"...,is not at "200mhz".....

That one s actually deliberate. My concern was people over/under-clocking and forgetting (or having problems) and needing a quick way to reset without resorting to edit .rc files. I'm reluctant to change that behavior.

Title: Re: New OhBoy release for native
Post by: clach04 on August 27, 2011, 06:19:04 pm
Really Great Emulator! Would be nice to be able to set rom path to minisd/mass tho, you can browse to them but not set path there. Also maybe adding left and right to jump thru roms faster would be good to

This did previously work :-(  see http://code.google.com/p/ohboy/source/detail?r=fcdbcd7df812a8e05a662a8121c1fcb1af8a9a4e I'm not sure when this got broken.

One thing you can do as a workaround is edit the .rc file and set the path that way. Either on a desktop machine or on the Dingoo using https://bitbucket.org/clach04/dpadtext/overview

RE fast scrolling, yeah we need that :-( I'm pretty short on time these days. I started working on it when I had a lot of spare time (after knee surgery when I had to sit all the time), right now I'm trying to address the atrophy I have. I've not abandoned OhBoy, OhBoy is just lower on my priority list now. So if people have well engineered, clean patches that don't require re-working or cleanup that is the best way to get new features implemented. Even better would be a hg repo that can simply be pulled into the official repo.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on September 01, 2011, 11:34:20 am
in NO.3 question:some roms cant run ,such as "rockman DX3" etc..i have test ,DX3 can run on gnuboy4D

I wonder if that is either because gnuboy4d is using an older gnuboy base (i.e. regression bug in gnuboy) or some dingux/native difference (occasionally we find oddities at runtime). Could you contact me privately about this rom?

in NO.4 question:i express wrong message... sorry for my english...i mean...if can add a gbc filter that can chang corlor screen to black and white screen ,will good.. 

Ahhh, I see! the existing color filter could probably be hacked to do that, I don't have time to work on that at the moment but I've created http://code.google.com/p/ohboy/issues/detail?id=25 for tracking.


i find another bugs...
CPU frequency cant be set,for example when you set CUP at "200mhz" ,then press apply or apply&save,then exit menu to run game...when you once again open the menu the CUP at "default"...,is not at "200mhz".....

That one s actually deliberate. My concern was people over/under-clocking and forgetting (or having problems) and needing a quick way to reset without resorting to edit .rc files. I'm reluctant to change that behavior.

....maybe is roms chinese name problem..
when i change chinese name to english..DX3 can run fine..
Title: Re: New OhBoy release for native
Post by: DL95 on September 05, 2011, 02:41:20 pm
i cant seem to run it, i deleted all of previous gb emulators, is there something else i have to download with it?
Title: Re: New OhBoy release for native
Post by: clach04 on September 07, 2011, 05:41:29 am
OhBoy is released as a .app (it is not a .sim) so there is no need to delete any old GB emulators.

It should just load without the need for any other files (even roms).
Title: Re: New OhBoy release for native
Post by: wy_scorpio on September 07, 2011, 02:53:45 pm
bugs report..

the volume cant be saved...when i run ohboy and set volume at 60,it is works at 60..but when i exit ohboy,and run ohboy once again,the volume is at 100...
Title: Re: New OhBoy release for native
Post by: DL95 on September 08, 2011, 01:09:48 am
i put it on my dingoo a320 and went to the super mario land folderand  the file didnt show show, what do i have to do to get it to work?
Title: Re: New OhBoy release for native
Post by: hi-ban on September 09, 2011, 03:21:10 am
@DL95:
you must execute the .app file.
select "3d games" in the menu, then browse to the .app file and select it.

@wy_scorpio:
The volume thing is a known issue. The saving feature for the volume settings is not implemented yet.
Title: For Old Gemei X760+
Post by: gsoft on September 09, 2011, 02:18:43 pm
Link: http://dl.dropbox.com/u/18395888/ohboy.zip (http://dl.dropbox.com/u/18395888/ohboy.zip)
Title: Re: New OhBoy release for native
Post by: hi-ban on January 16, 2012, 06:05:31 am
New update for Native:

(http://img.photobucket.com/albums/v629/hi-ban/gbbordersanimation.gif)

http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,561 (http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,561)

Now the emulator is in SIM format (instead of APP) so you must delete other Gameboy SIM emulators.

Remember to read the Readmes.

Enjoy!
Title: Re: New OhBoy release for native
Post by: wy_scorpio on January 16, 2012, 02:10:14 pm
New update for Native:

(http://img.photobucket.com/albums/v629/hi-ban/gbbordersanimation.gif)

http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,561 (http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,561)

Now the emulator is in SIM format (instead of APP) so you must delete other Gameboy SIM emulators.

Remember to read the Readmes.

Enjoy!

great!thanks very very much :D
now,ohboy can make color gbc rom to black and white...
there..
if can add "DMG Dark,DMG medium,DMG light" in "filter type"?this will make  playing gbc roms like on one real  "gameboy"....thx very much ;)
Title: Re: New OhBoy release for native
Post by: hi-ban on January 16, 2012, 02:19:25 pm
It is a bit more difficult than you think, but i think it can be done. i'll take a look into it.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on January 16, 2012, 02:34:33 pm
It is a bit more difficult than you think, but i think it can be done. i'll take a look into it.

thx :)
Title: Re: New OhBoy release for native
Post by: gsoft on January 16, 2012, 03:05:27 pm
New update for Native:

(http://img.photobucket.com/albums/v629/hi-ban/gbbordersanimation.gif)

http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,561 (http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,561)

Now the emulator is in SIM format (instead of APP) so you must delete other Gameboy SIM emulators.

Remember to read the Readmes.

Enjoy!

Source Code available?
Title: Re: New OhBoy release for native
Post by: Greetdeath on January 16, 2012, 08:30:23 pm
Thanks so much for this hi-ban :)
Title: Re: New OhBoy release for native
Post by: ricsi on January 16, 2012, 08:43:11 pm
Now the emulator is in SIM format (instead of APP)

Thanx.

But I would assume that the SIM version will start automatically the selected ROM.
What I see is that ohboy starts, and I have to select the ROM from inside Ohboy a second time.
Is this intended behaviour?

Also power off as menu is quiet unusual, most apps use select+start
Title: Re: New OhBoy release for native
Post by: hi-ban on January 16, 2012, 09:36:03 pm
select+start doesnt work. I've already tried to map those keys and i had to reset the dingoo (couldnt access the menu).
It would also conflict with the gameboy's reset feature (select+start+b+a)

Don't know why it doesn't start automatically, don't know how the Dingoo launcher system works.
Anyway, you might want to know that you can load zipped roms from the ohboy menu (couldnt be possible without the menu, as ZIP files are automatically launched by the CPS1 emulator.

Anyway, it's still better than launching the explorer and browsing to launch an APP file.

Note: each time it is launched, SIM version will suppose that the folder of the rom which launched ohboy is the rom folder. It is intended behaviour, because some people have separate rom folders for GB and GBC roms. So when you launch it from GBC folder, the default rom folder will be GBC, and when you launch it from GB folder, the default rom folder will be GB. You can still browse to any folder, or launch it from a rom folder located in the SD card.
Title: Re: New OhBoy release for native
Post by: NIAT on January 16, 2012, 10:25:30 pm
awesome sim, just a couple problems though.

When I go to apply and save my settings on the menu for ohboy, it freezes my dingoo and i have to reboot it.  Also it will not read my save files, and I transfered them from the ohboy app saves folder to the ohboy sim save folder.  Anything I can do to fix these problems?  For now i'm just going to have to use the app.
Title: Re: New OhBoy release for native
Post by: hi-ban on January 17, 2012, 12:06:17 am
Did you install it in the correct folder, in the root of the internal memory? (A:/OHBOY/ohboy_dingoo.sim)
the savefiles must be in A:/OHBOY/saves/.  If not, ohboy will not "see" them.
Also, Ohboy will try to read/write the config files into A:/OHBOY/. If the folder does not exist, it would explain why it freezes your dingoo.

Check that you have installed ohboy in the internal memory, it must NOT be installed in the memory card.

Let me know if you manage to solve your problem.


By the way, next release will automatically load the selected rom, instead of forcing the menu.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on January 17, 2012, 02:04:54 am
little bug report..
1.in the menu there cant scroll loop..
2.volume setting cant be saved..
Title: Re: New OhBoy release for native
Post by: hi-ban on January 17, 2012, 02:11:26 am
little bug report..
1.in the menu there cant scroll loop..
2.volume setting cant be saved..

1- That feature is not yet implemented (i tried some time ago, but it caused graphic bugs in the menu)
2- That feature is not yet implemented (i'm having problems with this one, i can save it in the rc file but, for somewhat reason, it refuses to load)

Already submitted new version (20120117) to openhandhelds, it should be updated in a couple of days.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on January 17, 2012, 07:31:20 am
little bug report..
1.in the menu there cant scroll loop..
2.volume setting cant be saved..

1- That feature is not yet implemented (i tried some time ago, but it caused graphic bugs in the menu)
2- That feature is not yet implemented (i'm having problems with this one, i can save it in the rc file but, for somewhat reason, it refuses to load)

Already submitted new version (20110117) to openhandhelds, it should be updated in a couple of days.

i will try new version(20110117)..thx :)
Title: Re: New OhBoy release for native
Post by: ricsi on January 17, 2012, 06:23:55 pm
Don't know why it doesn't start automatically, don't know how the Dingoo launcher system works.

Do you plan a "proper" SIM version?
Eg. a version that really starts the selected ROM without the need to select it a second time?
Title: Re: New OhBoy release for native
Post by: hi-ban on January 17, 2012, 07:22:14 pm
Don't know why it doesn't start automatically, don't know how the Dingoo launcher system works.

Do you plan a "proper" SIM version?
Eg. a version that really starts the selected ROM without the need to select it a second time?

it is already done (version 20120117). waiting to be updated in openhandhelds.
Title: Re: New OhBoy release for native
Post by: ricsi on January 17, 2012, 09:24:21 pm
it is already done (version 20120117). waiting to be updated in openhandhelds.

Thanx for the info and the update!!
Title: Re: New OhBoy release for native
Post by: hi-ban on January 17, 2012, 10:09:20 pm
Another update: next release (20120118) will save settings for volume level.
Title: Re: New OhBoy release for native
Post by: DENNY79 on January 18, 2012, 05:03:14 am
Another update: next release (20120118) will save settings for volume level.
You are my hero man,thank you
Title: Re: New OhBoy release for native
Post by: satriani89 on January 18, 2012, 12:04:26 pm
I'm having some problems with this emulator. I unzipped to the root of the internal memory and deleted all other gameboy .SIM, but still, when I select a rom file, it says: "Simulator does not exit" (I think they meant exist, but you know these chinese devices).

What can I do ? Thanks
Title: Re: New OhBoy release for native
Post by: wy_scorpio on January 18, 2012, 12:57:51 pm
 :(
openhandhelds dont update up to now..if can upload it directly to openhandhelds,instead of update..
cant wait.. ::)
Title: Re: New OhBoy release for native
Post by: emrextreme on January 18, 2012, 01:19:59 pm
Sorry for my ignorance, but does this version support zip files?
Title: Re: New OhBoy release for native
Post by: DiegoSLTS on January 18, 2012, 04:09:14 pm
I'm having some problems with this emulator. I unzipped to the root of the internal memory and deleted all other gameboy .SIM, but still, when I select a rom file, it says: "Simulator does not exit" (I think they meant exist, but you know these chinese devices).

What can I do ? Thanks
.SIM file should be in GAMES folder of internal memory, with all the other SIM files. If that message still apears, go to Music->Update Jukebox.
Sorry for my ignorance, but does this version support zip files?
Native OS checks the file extension of a file and uses the .SIM emulator for that extension. .zip is already used for CPS1, so no, you can't open a .zip with OhBoy just selecting it in "interesting games" menu. It may be possible to change .zip to something (just the extension) and make the .SIM for OhBoy the default emulator for that, but I don't know if a .SIM supports more than one file extension and it must be implemented, this won't work right now.
Title: Re: New OhBoy release for native
Post by: hi-ban on January 18, 2012, 06:49:52 pm
actually, .SIM emulators can be placed in any folder of the internal memory. just remember to "update jukebox" when you put a new emulator, and it should work ok.

Ohboy must not be placed in games folder. The ohboy folder must be placed in the root of the internal memory. Otherwise, it will freeze your dingoo when you try to save any settings, BMP borders will not load, and savegames/savestates will not work.

As the previous post said, zip files are used by CPS1 emulator. But you can load zip files from ohboy's internal menu.
Just remember to have at least one unzipped rom to launch the emulator.

I can try to add support for launching from zipped games (obviously with the extension renamed to something like gbz) for the next release, though.

EDIT:

Ok, it's done. Next release (20120119) will support launching zipped roms with extension changed to GBZ.
Both GB and GBC zipped games can be loaded with GBZ extension. Internal menu will also support this format.
Title: Re: New OhBoy release for native
Post by: hi-ban on January 18, 2012, 09:07:47 pm
oops, sorry for the double post...
Title: Re: New OhBoy release for native
Post by: emrextreme on January 18, 2012, 09:34:48 pm
Thanks for the update. We're gonna download from openhandhelds, right?
Title: Re: New OhBoy release for native
Post by: hi-ban on January 18, 2012, 10:06:36 pm
Yes, but i'm afraid that you will have to wait until it is updated (don't want to upload multiple ohboy versions separately, because it would be a mess. It's better to update the file).
Title: Re: New OhBoy release for native
Post by: emrextreme on January 18, 2012, 10:41:08 pm
No problem, thanks again for your concern.
Title: Re: New OhBoy release for native
Post by: helloitsme on January 19, 2012, 01:58:43 pm
Thanks so much for this update!!
Title: Re: New OhBoy release for native
Post by: hi-ban on January 19, 2012, 06:40:10 pm
Some news: version 20120119 will have fast scrolling and scroll looping ( for those who have large amounts of roms)
Title: Re: New OhBoy release for native
Post by: hi-ban on January 20, 2012, 03:44:10 pm
Since Openhandhelds is taking too much time to update the files, you can download Ohboy 20120119 from here:

http://www.box.com/s/82xl0necdmacnchmprzv

Remember to read the Readmes.

Feedback is welcome!
Title: Re: New OhBoy release for native
Post by: K-77 on January 20, 2012, 06:20:30 pm
I like those borders and palletes :D
Title: Re: New OhBoy release for native
Post by: Chronosplit on January 21, 2012, 03:50:17 am
Thank you very much!  IMO this is much better than Gnuboy for native.  Honestly, especially with using the power switch for the menu.  Because of the start-select menu, it wouldn't let me save on Link's Awakening without dying.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on January 21, 2012, 05:01:03 am
Since Openhandhelds is taking too much time to update the files, you can download Ohboy 20120119 from here:

http://www.box.com/s/82xl0necdmacnchmprzv

Remember to read the Readmes.

Feedback is welcome!

thx very much!you are a hero 8)
now ohboy is a great emu!

..there have a little suggestion..
in the controls menu,there can define"buttonA,buttonB,select,start,reset,quit".  if can add "open the menu"to be defined?as same fuction like "slide power to open the menu"..
Title: Re: New OhBoy release for native
Post by: DENNY79 on January 21, 2012, 06:12:44 am
Since Openhandhelds is taking too much time to update the files, you can download Ohboy 20120119 from here:

http://www.box.com/s/82xl0necdmacnchmprzv

Remember to read the Readmes.

Feedback is welcome!
Thank you very much
Title: Re: New OhBoy release for native
Post by: hi-ban on January 21, 2012, 11:37:10 am
..there have a little suggestion..
in the controls menu,there can define"buttonA,buttonB,select,start,reset,quit".  if can add "open the menu"to be defined?as same fuction like "slide power to open the menu"..

That can't be done.

I suppose yu know that Ohboy = Gnuboy+menu system

Normal button remappings are done by gnuboy "bind" command. When you change it in the menu, the menu executes a gnuboy command. Example: "bind ctrl +a" (ctrl is A button in dingoo, and +a is gameboy A button)

Unfortunately, there are no gnuboy commands for opening the menu (gnuboy has no menu) so there is no option to remap that.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on January 24, 2012, 06:58:02 am
..there have a little suggestion..
in the controls menu,there can define"buttonA,buttonB,select,start,reset,quit".  if can add "open the menu"to be defined?as same fuction like "slide power to open the menu"..

That can't be done.

I suppose yu know that Ohboy = Gnuboy+menu system


Normal button remappings are done by gnuboy "bind" command. When you change it in the menu, the menu executes a gnuboy command. Example: "bind ctrl +a" (ctrl is A button in dingoo, and +a is gameboy A button)

Unfortunately, there are no gnuboy commands for opening the menu (gnuboy has no menu) so there is no option to remap that.

..i see..thx reply :)
Title: Re: New OhBoy release for native
Post by: polarbearted on January 25, 2012, 05:54:08 pm
I can't seem to get the borders to work at all
Title: Re: New OhBoy release for native
Post by: hi-ban on January 25, 2012, 06:37:46 pm
I can't seem to get the borders to work at all

the solution to that problem is in the readme included in the zip, in the FAQ section.

if the borders dont work, probably your dingoo will also freeze when saving settings in the menu. You have installed ohboy in the wrong location.
There is a detailed explanation on how and where to install ohboy in the readme. (im writing from phone, sorry)
Title: Re: New OhBoy release for native
Post by: grumpus on January 28, 2012, 12:55:39 pm
Can you implement Super Gameboy colors and/or borders please??
That would be awesome!
I'm still dreaming of an emulator on the Dingoo that can do this... ;)
Title: Re: New OhBoy release for native
Post by: hi-ban on January 28, 2012, 02:31:36 pm
I lack the skills to implement SGB mode in the Gnuboy core, but i can make a DonkeyKong border set. (Ohboy supports up to 3 custom border sets).

Unzip "border1.bmp" and "border2.bmp" into the "OHBOY/borders/custom1/" folder. Then, select "custom 1" as border in the options menu. Use whatever color palette you like.

http://www.box.com/s/dk5mbz42qtrxs4s4i7y7
Title: Re: New OhBoy release for native
Post by: helloitsme on January 30, 2012, 04:08:13 pm
Can you implement Super Gameboy colors and/or borders please??
That would be awesome!
I'm still dreaming of an emulator on the Dingoo that can do this... ;)
This would really be awesome, since the info is there in the game.
Here (http://en.wikipedia.org/wiki/List_of_Super_Game_Boy_games) is the wikipedia link with a list of compatible games, most of them came with special borders or some other cool features, so an emulator that could use those enhacements would be really great.
Title: Re: New OhBoy release for native
Post by: emrextreme on February 07, 2012, 09:15:21 pm
Hi, i've recently got my dingoo and ohboy emulator is just great. Still there's an issue with the emulator or maybe just me. I have two folders, one with gameboy roms and other with gameboy color roms. Gameboy roms work just fine but when i start a gameboy color rom it starts with another emulator called gbc emu. There's nothing in the Game folder like gbc.sim or something. I didn't install it. Where did this emulator come from and how can i uninstall it? The only way i can start a gameboy color rom is first start a gameboy rom then in the menu, i select the load rom option. Starting directly a gameboy color game would be wonderful. Thanks in advance.
Title: Re: New OhBoy release for native
Post by: hi-ban on February 07, 2012, 10:55:59 pm
You must delete the other emu. Then, it will work fine.

I think you might have the Gemei x760 GBC emulator already installed in your dingoo.
You must search in your dingoo for a couple of files called GBC.SIM and GBC.DAT. They might not be in the GAME folder, but maybe in another folder, or maybe in the memory card. Just delete them and that's it.
Title: Re: New OhBoy release for native
Post by: emrextreme on February 08, 2012, 07:15:50 am
Thanks, i don't know how but there's a gbc.sim file in the gameboy color roms folder. I didn't put it there. Anyway, i deleted it and everything seems to work just fine now.

Ed: By the way, is there a way to change the font color of the ohboy from red to white? This colur isn't easy on my eyes.
Title: Re: New OhBoy release for native
Post by: hi-ban on February 08, 2012, 11:51:15 am
No, the red font is hardcoded into the sim. I might look into that for the next build, though.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 19, 2012, 02:57:51 pm
..savestate inside games cant run..
can make savestate inside games run?because some games needs this function..thx :)
Title: Re: New OhBoy release for native
Post by: emrextreme on February 19, 2012, 03:45:41 pm
savestates work for me.
Title: Re: New OhBoy release for native
Post by: hi-ban on February 20, 2012, 10:55:46 am
did you install it in the correct location? (read the readme)

savestates and normal saves both go into the ohboy/saves folder.

and make sure the folders are not read-only.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 20, 2012, 12:49:17 pm
did you install it in the correct location? (read the readme)

savestates and normal saves both go into the ohboy/saves folder.

and make sure the folders are not read-only.

it works :)thx
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 21, 2012, 10:25:23 am
can make a 20120119 app version for ohboy?then can support zip roms..
that will be great! :D
Title: Re: New OhBoy release for native
Post by: hi-ban on February 21, 2012, 03:43:50 pm
Ohboy already supports zipped roms. You simply have to rename the extension from ZIP to GBZ.

From the internal menu, you can load GB, GBC, ZIP and GBZ files.

I formatted my PC a week ago (changed from XP32 to Win7 x64), so in case i have to make any updates, i will have to install the toolchains and pray that they will work in Win7.
Title: Re: New OhBoy release for native
Post by: flpstrquerendoumdingoo!!! on February 21, 2012, 03:57:20 pm
Hi could upload the source code?
Title: Re: New OhBoy release for native
Post by: hi-ban on February 22, 2012, 01:50:14 am
Hi could upload the source code?

Here it is:
http://www.box.com/s/r5azzm7ekte1kg5kinm3

NOTE: As you may know, the source is multiplatform, so it can be built for Dingoo, Caanoo, etc...
Included are makefiles for Caanoo, Dingoo (app) and DingooSIM. However, you may have to modify them, as they call for a "gen_ohboyver.bat" file (i did this for auto-generating the build version in Windows, so there is a "ohboy_ver.h" file with the build date in YYYYMMDD format. In linux it can be done without all that, but in windows it can't without using a little program, included in the source)
Anyway, you can delete all that auto-generating thing and manually write the "ohboy_ver.h" file.

There is Caanoo-specific code, as well as WIZ-specific code, Dingoo-specific code (for both APP and SIM) and Dingoo-SIM-Specific code in the source, among others. I've tried to keep the code as clean as possible, and making all features available for all platforms. (except the GBZ thing, which is only needed by the Dingoo SIM version, as the ZIP extension is already used by the CPS1 emulator and would conflict)

Do you plan any modification?
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 22, 2012, 05:15:00 am
...there a little bug..
when i play "super robot war 2G",i use savestate saves game,then i use inside game's savestate fuction save game.
but when i load savestate use emu's,then i load savestate use inside fuction again,the inside savestate lost... :(
Title: Re: New OhBoy release for native
Post by: hi-ban on February 22, 2012, 09:51:54 am
i think it is not a bug, saves and savestates work like this:
when you load a rom which uses saves (for example SML2 or metroid2), it searches for a save. if it exists, it is shown in the game.

but when you save using a savestate, it saves the current state of the game. if there was no save when you saved the savestate, it wont show until you reset the game or reload rom.

example:
load a game
play
save a savestate
continue playing
save normal save

if you then load savestate, the save will not show because you hadnt saved yet when you used savestate.

if you reset or reload rom, normal save will show when startimg game, but it wont if you load savestate.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 22, 2012, 10:08:34 am
i think it is not a bug, saves and savestates work like this:
when you load a rom which uses saves (for example SML2 or metroid2), it searches for a save. if it exists, it is shown in the game.

but when you save using a savestate, it saves the current state of the game. if there was no save when you saved the savestate, it wont show until you reset the game or reload rom.

example:
load a game
play
save a savestate
continue playing
save normal save

if you then load savestate, the save will not show because you hadnt saved yet when you used savestate.

if you reset or reload rom, normal save will show when startimg game, but it wont if you load savestate.

..but..i do below
load a game
play
save savestate
play
save normal save
play
exit game
load game
load savestate
exit game
load game
load normal save(but it doesnt show..it has lost..)
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 22, 2012, 10:25:56 am
i think it is not a bug, saves and savestates work like this:
when you load a rom which uses saves (for example SML2 or metroid2), it searches for a save. if it exists, it is shown in the game.

but when you save using a savestate, it saves the current state of the game. if there was no save when you saved the savestate, it wont show until you reset the game or reload rom.

example:
load a game
play
save a savestate
continue playing
save normal save

if you then load savestate, the save will not show because you hadnt saved yet when you used savestate.

if you reset or reload rom, normal save will show when startimg game, but it wont if you load savestate.

..but..i do below
load a game
play
save savestate
play
save normal save
play
exit game
load game
load savestate
exit game
load game
load normal save(but it doesnt show..it has lost..)
i think if there have some confliction at savestate and normal save?
 ::)a bit strange...
Title: Re: New OhBoy release for native
Post by: hi-ban on February 22, 2012, 10:29:12 am
when you say "exit game" you mean "exit the emulator" or "load another rom and then load your rom again"?
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 22, 2012, 10:31:34 am
when you say "exit game" you mean "exit the emulator" or "load another rom and then load your rom again"?

..mean"exit the emu"
Title: Re: New OhBoy release for native
Post by: hi-ban on February 22, 2012, 10:41:04 am
thats strange, it has never happened to me, and i use both saves and savestates for many games.
it cant be a conflict because normal saves and savestates use different file types.

i cant test it now because im in the bus station, but tell me which rom (usa, eu...) is the one you are having problems with, and i'll try to reproduce the problem when im at home.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 22, 2012, 11:15:40 am
thats strange, it has never happened to me, and i use both saves and savestates for many games.
it cant be a conflict because normal saves and savestates use different file types.

i cant test it now because im in the bus station, but tell me which rom (usa, eu...) is the one you are having problems with, and i'll try to reproduce the problem when im at home.

..the rom i used is "super robot war 2G"..if need me email the rom to you?
Title: Re: New OhBoy release for native
Post by: flpstrquerendoumdingoo!!! on February 22, 2012, 12:22:16 pm
Hi could upload the source code?

Here it is:
http://www.box.com/s/r5azzm7ekte1kg5kinm3

NOTE: As you may know, the source is multiplatform, so it can be built for Dingoo, Caanoo, etc...
Included are makefiles for Caanoo, Dingoo (app) and DingooSIM. However, you may have to modify them, as they call for a "gen_ohboyver.bat" file (i did this for auto-generating the build version in Windows, so there is a "ohboy_ver.h" file with the build date in YYYYMMDD format. In linux it can be done without all that, but in windows it can't without using a little program, included in the source)
Anyway, you can delete all that auto-generating thing and manually write the "ohboy_ver.h" file.

There is Caanoo-specific code, as well as WIZ-specific code, Dingoo-specific code (for both APP and SIM) and Dingoo-SIM-Specific code in the source, among others. I've tried to keep the code as clean as possible, and making all features available for all platforms. (except the GBZ thing, which is only needed by the Dingoo SIM version, as the ZIP extension is already used by the CPS1 emulator and would conflict)

Do you plan any modification?

Hi, thank you, the moment still do not know exactly what to change, but I'll give a look to see what would be possible.
Title: Re: New OhBoy release for native
Post by: hi-ban on February 22, 2012, 06:56:57 pm
As you will see, ohboy is gnuboy + a menu interface. many of the features in ohboy (as color palettes and color filters) were already available in gnuboy as console commands.
Support has been added for most of them, but ohboy still has one issue:

Ohboy uses the source from gnuboy 1.05, which has excellent compatibility with monochrome GB games, but it has more problems running GBC games than gnuboy 1.03.

Gnuboy 1.03 on the other side, has better compatibility with GBC games, but has compatibility problems with some monochrome GB games.

The idea would be to merge both codes, to have the advantages of both versions.
The Gnuboy code is separated in its own folder, so it can be modified on its own without having to touch the Ohboy menu code.


Examples of what works and what doesn't in each version:

Monochrome GB Roms:

     Killer Instinct:
         -Gnuboy 1.03: Does not work (screen goes to black after initial logos)
         -Gnuboy 1.05: Works ok (a flickering line of pixels, but its a minor issue and happens in other emus)

GBC Roms:

     Shantae, Extreme Ghostbusters, Alice in Wonderland:
         -Gnuboy 1.03: Works ok.
         -Gnuboy 1.05: Graphic bugs.

I already tried to merge both codes, but had no results. Maybe you can try.

Also, Gnuboy has no support for SGB borders, but this would be too much work, and new scalers would have to be done in order to support the SNES resolution (which SGB mode uses), so better to skip this for now.

NOTES: For adding support for BMP borders, some code was added to Gnuboy/fb.h
If you replace 1.05 code with 1.03 code (for testing, or whatever), be sure to use fb.h from 1.05. Otherwise, you may get compilation errors, and borders won't work.


BTW, anyone knows where to get Gnuboy 1.03 source code? i had it, but lost it when formatting my PC...
Title: Re: New OhBoy release for native
Post by: hi-ban on February 22, 2012, 08:27:17 pm
@wy_scorpio:
About the Super Robot War 2G... the game is in japanese... don't know what to do, or even how to play, lol.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 23, 2012, 10:38:43 am
@wy_scorpio:
About the Super Robot War 2G... the game is in japanese... don't know what to do, or even how to play, lol.

 :(there must have some strange between normal save and savestate..
because i try every time the normal save lost every time..

i notice that normal savestate named like savestate.sav,and savestate named like savestate.000..
it should be have no conflict..but strange..there seems have some conflict.. :(
Title: Re: New OhBoy release for native
Post by: hi-ban on February 23, 2012, 10:51:39 am
try with other game, like metroid2, DKL2, or SML2.

does it also happen with these roms? i'm starting to think that there are 2 possibilities:

1- there is a problem with that specific rom. (because that doesn't happen with any of the three roms i say above)

2- you are mixing the "save" and "savestate" concepts, and you say "save" when you really mean "savestate",  and "savestate" when you really mean "save".
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 23, 2012, 11:00:31 am
try with other game, like metroid2, DKL2, or SML2.

does it also happen with these roms? i'm starting to think that there are 2 possibilities:

1- there is a problem with that specific rom. (because that doesn't happen with any of the three roms i say above)

2- you are mixing the "save" and "savestate" concepts, and you say "save" when you really mean "savestate",  and "savestate" when you really mean "save".

may be is that rom's problem..
i try that rom two version,one is Chinesization version...one is Japanese original version...but they all have this problem..
sorry my english...write savestate have make me mess.. :D
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 23, 2012, 11:04:37 am
try with other game, like metroid2, DKL2, or SML2.

does it also happen with these roms? i'm starting to think that there are 2 possibilities:

1- there is a problem with that specific rom. (because that doesn't happen with any of the three roms i say above)

2- you are mixing the "save" and "savestate" concepts, and you say "save" when you really mean "savestate",  and "savestate" when you really mean "save".

may be is that rom's problem..
i try that rom two version,one is Chinesization version...one is Japanese original version...but they all have this problem..
sorry my english...write savestate have make me mess.. :D

i notice romname.sav can autogeneration when fist load a rom..but romname.000 must use savestate function in menu..the problem is that may be romname.sav be strange modified.. ::)
Title: Re: New OhBoy release for native
Post by: hi-ban on February 23, 2012, 11:14:59 am
Forget my last post, you are right.

If you load a savestate in which the sram save is empty, the sram save data (normal save) is erased.

BUT...

If you load a savestate in which there IS a save, the sram save data will be rewritten with that save.

If you load a savestate in which there are TWO saves, the sram save data will be rewritten with that two saves.

etc...

So my solution: save a state after saving the game, so you will be able to recover that save afterwards. (there are 16 savestate slots, so you may not run out of these)
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 23, 2012, 11:35:18 am
Forget my last post, you are right.

If you load a savestate in which the sram save is empty, the sram save data (normal save) is erased.

BUT...

If you load a savestate in which there IS a save, the sram save data will be rewritten with that save.

If you load a savestate in which there are TWO saves, the sram save data will be rewritten wiith that two saves.

etc...

So my solution: save a state after saving the game, so you will be able to recover that save afterwards. (there are 16 savestate slots, so you may not run out of these)

..."super robot war 2G" has two methods to save gamestate in games,one is when playing game..one is when pass one stage can save at in games menu..

thx..
i think i have to save the two methods use 16 slots... :(
Title: Re: New OhBoy release for native
Post by: hi-ban on February 23, 2012, 11:49:25 am
anyway, i am now installing the dingux sdk/toolchain, so i will see if i can disable that rewriting of the SRAM data when loading a savestate. Just give me a couple of hours.

but any game should make you use about 4 savestates at most (unless you want to have a savestate in each game stage, for selecting the stage to play, in that case you would need as many savestates as stages are in the game)
Title: Re: New OhBoy release for native
Post by: emrextreme on February 23, 2012, 12:12:50 pm
Hi, while you are changing the ohboy, would you consider to change the menu color font to white? Thanks in advance.
Title: Re: New OhBoy release for native
Post by: hi-ban on February 23, 2012, 12:28:57 pm
If i change the menu font color to white, then the text would not be seen when selected, because the selection rectangle is white (and that is hardcoded into the executable). But i can change the font color to blue (or any other color).
Title: Re: New OhBoy release for native
Post by: emrextreme on February 23, 2012, 12:56:12 pm
Sure, anyother color would work i guess. I don't know why but red font gives me headaches.
Title: Re: New OhBoy release for native
Post by: hi-ban on February 23, 2012, 01:21:25 pm
the savestate issue seems to be in the Gnuboy code. I'm doing some tests to see if i can fix it.

It seems that every time you saved a state, the savestate included SRAM (normal save) information, which was loaded when you loaded a savestate. I'm seeing if i can disable that lines without generating bugs.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 23, 2012, 01:34:45 pm
the savestate issue seems to be in the Gnuboy code. I'm doing some tests to see if i can fix it.

It seems that every time you saved a state, the savestate included SRAM (normal save) information, which was loaded when you loaded a savestate. I'm seeing if i can disable that lines without generating bugs.

thx very much :D
i hope this problem can be resolved..
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 23, 2012, 01:40:03 pm
the savestate issue seems to be in the Gnuboy code. I'm doing some tests to see if i can fix it.

It seems that every time you saved a state, the savestate included SRAM (normal save) information, which was loaded when you loaded a savestate. I'm seeing if i can disable that lines without generating bugs.

by the way...
if you reslove this problem and release next ver ohboy,can release sim ver and app ver(with .zip support) together?
great thanks,beacause i very like ohboy,so i want to have both sim and app version 8)
Title: Re: New OhBoy release for native
Post by: hi-ban on February 23, 2012, 01:49:20 pm
I've just tried and now savestates work as intended (No unintended SRAM re-writes when saving/loading states)

And it seems that everything else works ok, so i'll include it in next version.

I'll release both SIM and APP versions. (although there is no point of having an APP version, unless you want to use Gnuboy4D or other GB SIM emulator, along with Ohboy)

Note that Ohboy always supported ZIP files. It's just that the Dingoo gets confused when you have 2 different emulators which auto-launch with the same file type. (that's the reason why you can't have two SIM emulators for the same console at the same time)

That's also the reason why i added support for launching with GBZ extension. The Dingoo thinks ZIP files are CPS1 games, and opens them with the CPS1 emulator.

But, as i said earlier, you can open ZIP files from Ohboy internal menu. With both SIM and APP versions.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 23, 2012, 01:55:15 pm
I've just tried and now savestates work as intended (No unintended SRAM re-writes when saving/loading states)

And it seems that everything else works ok, so i'll include it in next version.

I'll release both SIM and APP versions. (although there is no point of having an APP version, unless you want to use Gnuboy4D or other GB SIM emulator, along with Ohboy)

Note that Ohboy always supported ZIP files. It's just that the Dingoo gets confused when you have 2 different emulators which auto-launch with the same file type. (that's the reason why you can't have two SIM emulators for the same console at the same time)

That's also the reason why i added support for launching with GBZ extension. The Dingoo thinks ZIP files are CPS1 games, and opens them with the CPS1 emulator.

But, as i said earlier, you can open ZIP files from Ohboy internal menu. With both SIM and APP versions.

"you can open ZIP files from Ohboy internal menu. With both SIM and APP versions."
yes..i forget this.. :)
but app ver i want to have..beacause i really like this wonderful emu!! 8)
Title: Re: New OhBoy release for native
Post by: hi-ban on February 23, 2012, 04:36:18 pm
Ok, i have submitted it to openhandhelds, waiting for it to be updated.

Meanwhile, you can download it here: http://www.box.com/s/znm5x6q0nhesfezdtjsd

It includes both APP and SIM versions.

@almoorn, install new version and if you want blue text, download this bmp file and copy it into the ohboy/etc folder: http://www.box.com/s/6tumc0187zbuc72i6m37

EDIT:
Source code: http://www.box.com/s/91sgy9la1q8esddeohcf
Title: Re: New OhBoy release for native
Post by: emrextreme on February 23, 2012, 04:40:26 pm
Thanks, that was fast. I'm gonna feedback as soon as i try.

Ed: I've just tried it and love it. It's a really nice choice of blue, very easy on the eyes. Thanks a much, mate. You really deserve respect a lot.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 24, 2012, 06:05:26 am
Ok, i have submitted it to openhandhelds, waiting for it to be updated.

Meanwhile, you can download it here: http://www.box.com/s/znm5x6q0nhesfezdtjsd

It includes both APP and SIM versions.

@almoorn, install new version and if you want blue text, download this bmp file and copy it into the ohboy/etc folder: http://www.box.com/s/6tumc0187zbuc72i6m37

EDIT:
Source code: http://www.box.com/s/91sgy9la1q8esddeohcf

thx very much! savestate problem has reslove,it doesnt lost again :D

...sorry my so many needing..
if can add shootscreen function with hot keys?...so can share games pictures.. ;)
Title: Re: New OhBoy release for native
Post by: hi-ban on February 24, 2012, 11:04:10 am
@wy_scorpio:

I've been trying other emulators, and in all of them the SRAM is overwritten when loading savestates, so the savestates were fine since the beginning.

So this will be reverted in next version. I'll try to make it available as an option, though.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 24, 2012, 11:26:55 am
@wy_scorpio:

I've been trying other emulators, and in all of them the SRAM is overwritten when loading savestates, so the savestates were fine since the beginning.

So this will be reverted in next version. I'll try to make it available as an option, though.

...20120223 ver i feel very ok...seems speed a bit quickly..you mean in next ver will lost romname.sav again,only when  open it in the menu?thats ok...but i feel no reason to revert it..
will next ver add save screenshoot used hot key?i very expect this function 8)
Title: Re: New OhBoy release for native
Post by: naxeras on February 24, 2012, 01:25:17 pm
It is possible add hardware scaling like dingoosnes?
Title: Re: New OhBoy release for native
Post by: pcercuei on February 24, 2012, 01:51:00 pm
You don't like the currently available scalers?
And dingoosnes does not use a hardware scaler.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 24, 2012, 02:46:43 pm
@wy_scorpio:

I've been trying other emulators, and in all of them the SRAM is overwritten when loading savestates, so the savestates were fine since the beginning.

So this will be reverted in next version. I'll try to make it available as an option, though.

...20120223 ver i feel very ok...seems speed a bit quickly..you mean in next ver will lost romname.sav again,only when  open it in the menu?thats ok...but i feel no reason to revert it..
will next ver add save screenshoot used hot key?i very expect this function 8)

add..
can next ver make volume set from 1-100? not 10,20,30....100..thx :)
Title: Re: New OhBoy release for native
Post by: hi-ban on February 24, 2012, 03:07:14 pm
@wy_scorpio:

Volume is fine as it is (0, 10, 20, 30, 40, 50... 100) There is no real need of it being (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12... 99, 100).

About screenshot, there is code for it, but it is disabled because it causes errors when building.

@naxeras:

Scalers from Ayla are already fast enough to run at 59-60 fps. In fact, it would be almost impossible to make them faster. If a game runs slowly it's the emulation being slow, not the scaler.

In your opinion, what is wrong with the scalers?

Title: Re: New OhBoy release for native
Post by: hi-ban on February 24, 2012, 04:51:29 pm
New Ohboy version (20120224).

Until it is updated in Openhandhelds, you can download it here: http://www.box.com/s/353cdfzj6z111hg0305a

Changes:

-Made it optional to load SRAM data when loading a savestate.

-Now there is a new option in the options menu. "State SRAM"

-It is ON by default, so loading a savestate rewrites the SRAM data (which is the usual behaviour)
Turn it OFF if you don't want savestates to interfere with your normal saves. You will see a "SRAM Off" text in the "Load State" menu as a reminder.

Included are SIM and APP versions.

Source code: http://www.box.com/s/f4abbq6zn5bu3b95nqv1
Title: Re: New OhBoy release for native
Post by: naxeras on February 25, 2012, 12:06:44 pm
@wy_scorpio:

Volume is fine as it is (0, 10, 20, 30, 40, 50... 100) There is no real need of it being (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12... 99, 100).

About screenshot, there is code for it, but it is disabled because it causes errors when building.

@naxeras:

Scalers from Ayla are already fast enough to run at 59-60 fps. In fact, it would be almost impossible to make them faster. If a game runs slowly it's the emulation being slow, not the scaler.

In your opinion, what is wrong with the scalers?

Scalers from Ayla have a bilinear filtering?.

Scaler 3X is great buy even overclock to 360 is slow to me, and I can?t overclock to 400MHZ my dingoo only overclock to 395 MHZ.





Title: Re: New OhBoy release for native
Post by: hi-ban on February 25, 2012, 12:49:11 pm
Scalers from Ayla have a bilinear filtering?.

seriously ,why would anyone need that?

remember that this is a dingoo, not a PC. That would make sense in a higher resolution screen (and a more powerful device), but, as you may know, the Dingoo screen is 320x240.

scale3x is the slowest scaler, and it is only color 8bits, so colors are not accurate. I'm not surprised it is slow for you. But the Dingoo is not very powerful, you know.
Title: Re: New OhBoy release for native
Post by: naxeras on February 25, 2012, 01:49:05 pm
Because scalers 1.5x and fullscreen are pixelated.
 
DingooSNES have a bilinear filtering and have not pixelation in fullscreen scaling.

Dingoo is not a PC and is not powerfull system I know the native resoltion for GB is not 320x240 if you scale the screen without bilinear filtering screen pixelate.

Anyway Ohboy is the best GB and GBC emulator for me. Thank you for your work.
Title: Re: New OhBoy release for native
Post by: hi-ban on February 25, 2012, 02:31:15 pm
it's not a bug to be "pixelated", it's the way the scaler is programmed. And IMO pixels are beautiful.

If you make the scaler to calculate the average between pixels for all pixels in the screen (76800 pixels which would require calculations), it is much slower than just calculating the average for 2/5 of the pixels (30720 pixels in fullscreen scaler), or 5/9 of the pixels (28800 pixels in 1.5x scaler).

Anyway, i don't really know if a "smooth" scaler would require too much power. Maybe it runs fast, but i lack the skills to make a scaler myself. Ohboy 1.5x and Fullscreen scalers were done by Ayla. He was kind enough to make those for Ohboy. I don't think it would be correct to ask him for more (at least without paying him for them).
Title: Re: New OhBoy release for native
Post by: pcercuei on February 25, 2012, 04:21:59 pm
My scalers do bilinear filtering, yes.

Of course the GBC games are pixelated, what did you expect? The GBC has a resolution of 160x144, while the SNES has 256x224, around 2,5 times more pixels, so the comparison with dingoosnes is not fair.
Title: Re: New OhBoy release for native
Post by: naxeras on February 25, 2012, 10:04:50 pm
My scalers do bilinear filtering, yes.

Of course the GBC games are pixelated, what did you expect? The GBC has a resolution of 160x144, while the SNES has 256x224, around 2,5 times more pixels, so the comparison with dingoosnes is not fair.

Ok, thanks for you explanation. GBC resolution is too low.

For curiosity, how to work scaler 3x?

Ayla, it is possible add your scaler in SMSPLUS? Master System has a 248 x 192 resolution.

Title: Re: New OhBoy release for native
Post by: hi-ban on February 26, 2012, 12:09:28 pm
i've just recieved this pm:

:)great thx your ohboy,it is great

if you can make a state SRAM default off for me?thx a lot
by the way..
if you can port a wanderswan emu for dingoo?
there have a wanderswan emu on dingooux,it call Dswan, but that emu have no sound..there have no better wanderswan emu on dingoo..

@wy_scorpio:

Why do you want me to make a state SRAM default off? It has no sense. Absolutely no sense.

I made the menu option exclusively for you to change it to "Off".
You can change it to "Off" and Apply & Save the settings, and that's it. It will be off forever, until you want to change it.
You don't need any special version.

I think it's not too difficult to understand.

About the wonderswan emu, sorry. as i already said, my programming skills are still too low for doing that.

@naxeras:

i don't know how scale3x works. it was included with ohboy when i took the code from clach04.
If i knew how it works, i would change it to have 16 bit color.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on February 26, 2012, 12:27:31 pm
i've just recieved this pm:

:)great thx your ohboy,it is great

if you can make a state SRAM default off for me?thx a lot
by the way..
if you can port a wanderswan emu for dingoo?
there have a wanderswan emu on dingooux,it call Dswan, but that emu have no sound..there have no better wanderswan emu on dingoo..

@wy_scorpio:

Why do you want me to make a state SRAM default off? It has no sense. Absolutely no sense.

I made the menu option exclusively for you to change it to "Off".
You can change it to "Off" and Apply & Save the settings, and that's it. It will be off forever, until you want to change it.
You don't need any special version.

I think it's not too difficult to understand.

About the wonderswan emu, sorry. as i already said, my programming skills are still too low for doing that.

@naxeras:

i don't know how scale3x works. it was included with ohboy when i took the code from clach04.
If i knew how it works, i would change it to have 16 bit color.

...i see...thx reply :)
Title: Re: New OhBoy release for native
Post by: wy_scorpio on March 04, 2012, 05:03:48 am
 :)
i have test ohboy20120223 version a few days with playing gbc rom 'super robot war link'...and it plays well ...and doesnt lost savestate ...
so i think SRAM be off is ok,it is has no problem..
Title: Re: New OhBoy release for native
Post by: helloitsme on March 07, 2012, 11:04:51 pm
I'm not sure if it's just me or what, but here it goes:
When I try to set as a default game folder the folder where all my games are stored (in my memory card, that is drive b) I'm not able to navigate to the memory card.
But if I load a game and start going to parent folder then it jumps to the b: drive eventually. This does not happen in the set default game folder option, it starts to go to the parent folder until it get stuck in the emulator folder.
Weird, right?  :o
Title: Re: New OhBoy release for native
Post by: clach04 on March 24, 2012, 12:36:28 am
Ohboy uses the source from gnuboy 1.05, which has excellent compatibility with monochrome GB games, but it has more problems running GBC games than gnuboy 1.03.

I've logged an issue with your descriptions http://code.google.com/p/gnuboy/issues/detail?id=6 I'm not sure how to deal with them but this is useful information. The original Oh Boy author contacted me recently and he might have some ideas as he has some GB internal experience.

BTW, anyone knows where to get Gnuboy 1.03 source code? i had it, but lost it when formatting my PC...

You can get that from r20 in the repo. http://code.google.com/p/gnuboy/source/detail?r=20

I can't recommend you consider using source code control enough, it makes these sorts of questions easy to answer.
Title: Re: New OhBoy release for native
Post by: hi-ban on March 27, 2012, 08:21:01 pm
I've logged an issue with your descriptions http://code.google.com/p/gnuboy/issues/detail?id=6 I'm not sure how to deal with them but this is useful information. The original Oh Boy author contacted me recently and he might have some ideas as he has some GB internal experience.

Great news! i'll keep an eye on this.
Title: Re: New OhBoy release for native
Post by: eduardomx on April 14, 2012, 08:20:33 pm
If it is possible, can you make OHBOY menu open when you press start+select ??
My ON/OFF switch is broken and i can't use the menu to make some changes to the emulator
Title: Re: New OhBoy release for native
Post by: hi-ban on April 14, 2012, 11:10:14 pm
i tried once to remap menu to select+start, but it wasn't possible. Also, it would interfere with some cheats in certain games, so it wont be done for now. If i ever discover the cause that avoided the menu to be remapped to select+start, i might make an option for using select+start to bring up the menu.

Meanwhile, i recommend you to manually edit the .rc files in the ohboy folder:

ohboy.rc (for general options)

bindings.rc (for keymapping options)

I also recommend you to fix your power button.

Title: Re: New OhBoy release for native
Post by: hi-ban on August 15, 2012, 03:53:10 pm
Ok, i've had this sitting in my HD for months, so i've decided to release it.

New Ohboy version (20120815).

Until it is updated in Openhandhelds, you can download it here: https://www.box.com/s/700a7bffefefddb40b73

Changes from last Dingoo version:

(2012-08-15)
- Minor changes (DemoVision palettes and filters). (And of course, background BMPs)

Included are SIM and APP versions.

Source Code: https://www.box.com/s/21e1e2558e439d6f26a2
Title: Re: New OhBoy release for native
Post by: wy_scorpio on August 15, 2012, 04:28:58 pm
Ok, i've had this sitting in my HD for months, so i've decided to release it.

New Ohboy version (20120815).

Until it is updated in Openhandhelds, you can download it here: https://www.box.com/s/700a7bffefefddb40b73

Changes from last Dingoo version:

(2012-08-15)
- Minor changes (DemoVision palettes and filters). (And of course, background BMPs)

Included are SIM and APP versions.

Source Code: https://www.box.com/s/21e1e2558e439d6f26a2

great work! thanks
Title: Re: New OhBoy release for native
Post by: fenixt on August 18, 2012, 07:19:35 pm
Can't get SIM version to work. Put folder "OHBOY" into root of Dingoo memory, like the read me says, and none of my gba games show up. I updated jukebox still didn't work.
Title: Re: New OhBoy release for native
Post by: hi-ban on August 18, 2012, 11:56:43 pm
Can't get SIM version to work. Put folder "OHBOY" into root of Dingoo memory, like the read me says, and none of my gba games show up. I updated jukebox still didn't work.

Ohboy is NOT a GBA emulator. It is a GB/GBC emulator.
Title: Re: New OhBoy release for native
Post by: naxeras on August 29, 2012, 09:55:18 am
Thank you for the update hi-ban, your emulator is great!!, best GBC, GB emulator for dingoo.
Title: Re: New OhBoy release for native
Post by: helloitsme on September 07, 2012, 02:03:00 pm
I still can't access my B: drive as a default folder for my roms  :'(
Title: Re: New OhBoy release for native
Post by: hi-ban on September 07, 2012, 04:36:23 pm
I will look into it. Meanwhile, you can use the SIM version and start it by selecting a rom placed in the memory card. That way, that folder will be used as default one.

Alternatively, you can edit the "ohboy.rc" file and change the pat in the "set romdir" line to the path of your choice. That might work.
Title: Re: New OhBoy release for native
Post by: hi-ban on September 10, 2014, 10:29:36 pm
Hi! i just wanted to show some Dingoo love, so i released a new version of Ohboy for the Dingoo Native OS. (SIM version only)

Ohboy 20140910 Unofficial:

The changes are the same as in the GCW Zero version (except for the hardware scalers, which are not possible in the Dingoo). There are many changes since my last Dingoo release, so i suggest you to backup your saves and replace all the old files. That includes border images, config files, etc... (basically deleting the whole OHBOY folder)

Here is a download link until the file is updated on openhandhelds.org:

https://app.box.com/s/4umrgffrkk2963wqm8u4

Dont forget to read the included README_DINGOO_SIM.TXT file!

Enjoy!
Title: Re: New OhBoy release for native
Post by: spn-x on September 11, 2014, 07:59:23 pm
Thanks hi-ban, love to see that the dingoo still gets updates :)
Title: Re: New OhBoy release for native
Post by: slaanesh on September 12, 2014, 12:09:43 pm
First time I've used OhBoy, just getting into Gameboy Color games. My first Handlhend was a Gameboy Advance so pretty close.

The emulator is great, thanks!
Title: Re: New OhBoy release for native
Post by: chevette on September 13, 2014, 01:16:00 pm
Great EMU hi-ban. The Dingoo A320 is getting lots of love lately.
Thank-you
Title: Re: New OhBoy release for native
Post by: miroli on September 13, 2014, 11:28:37 pm
Hi! i just wanted to show some Dingoo love, so i released a new version of Ohboy for the Dingoo Native OS. (SIM version only)

Ohboy 20140910 Unofficial:

The changes are the same as in the GCW Zero version (except for the hardware scalers, which are not possible in the Dingoo). There are many changes since my last Dingoo release, so i suggest you to backup your saves and replace all the old files. That includes border images, config files, etc... (basically deleting the whole OHBOY folder)

Here is a download link until the file is updated on openhandhelds.org:

https://app.box.com/s/4umrgffrkk2963wqm8u4

Dont forget to read the included README_DINGOO_SIM.TXT file!

Enjoy!

Hi!
I have problems with the OhBoy, please help.
When loading Game and Watch Gallery 3.gbc rom it is colorless. But if i first load a GB rom (for example Super Mario Land), and after that i load the G&W gbc rom, it turns to colored.

My settings:
mono palette: super gameboy.pal
filter type: 75%
upscaler:Ayla fullscreen
frameskip: off


Title: Re: New OhBoy release for native
Post by: hi-ban on September 14, 2014, 03:10:07 am
i managed to reproduce that behaviour once. But then, after changing settings and taking out the miniSD and putting it again in, it started working in color mode. I will have to take a look at the modes of the emulator, but maybe it gives priority to monochrome mode.

Did it happen with previous versions of Ohboy?
Title: Re: New OhBoy release for native
Post by: miroli on September 14, 2014, 02:00:57 pm
i managed to reproduce that behaviour once. But then, after changing settings and taking out the miniSD and putting it again in, it started working in color mode. I will have to take a look at the modes of the emulator, but maybe it gives priority to monochrome mode.

Did it happen with previous versions of Ohboy?

I don't know, i didn't try it yet.

Title: Re: New OhBoy release for native
Post by: RetroChiGuy1212 on September 17, 2014, 01:40:46 am
The file was unzipped to the root directory.  I deleted the other GameBoy emulator.  I loaded up OhBoy and the SuperGameBoy function works great.  However, I cannot save via quick save or SRAM.  The files are all where they're supposed to be, but it just doesn't save.  Besides that, it looks great!

Any suggestions on how to get it to save?  Thanks!
Title: Re: New OhBoy release for native
Post by: chevette on September 17, 2014, 10:45:33 pm
Have the same problem......Save States are not working.
Title: Re: New OhBoy release for native
Post by: hi-ban on September 19, 2014, 12:12:07 am
I was using backslashes for the hardcoded save dir path, which used to work with no problem. But for some reason, they do not work anymore. I corrected the issue and now savestates and SRAM saves are working properly:

https://app.box.com/s/uxt1sd2e361xy03y09hv

Oh, there are some changes in the menu structure, i added a new option and i felt the settings menu was too crowded, so now there are "Main" and "Video" settings, and the config is split into 2 different files. This means you may have to go into each "main" and "video" settings menu and save the settings once in each one for the files to be created.

Enjoy!
Title: Re: New OhBoy release for native
Post by: RetroChiGuy1212 on September 19, 2014, 02:27:59 pm
Wow, the emulator works great now!  Hi-ban, this is the best Game Boy emulator for the A320.  It looks great, it works great AND the SuperGameBoy function works!

Thank you so much for taking the time and effort to make and distribute this.  ;D
Title: Re: New OhBoy release for native
Post by: hi-ban on September 19, 2014, 02:35:48 pm
RetroChiGuy, there is no SuperGameBoy support in Ohboy. There are included palettes and borders which can emulate that, but there is no real SuperGameBoy functionality in Ohboy.
Title: Re: New OhBoy release for native
Post by: RetroChiGuy1212 on September 19, 2014, 02:50:55 pm
My apologizes, I meant in terms of color emulations because of the palettes, not the emulation of the functionality.  Either way, it's still an awesome emulator.
Title: Re: New OhBoy release for native
Post by: chevette on September 19, 2014, 11:19:27 pm
Save States are now working!!!
Thanks so much hi-ban
Title: Re: New OhBoy release for native
Post by: wy_scorpio on November 15, 2014, 08:01:52 am
I was using backslashes for the hardcoded save dir path, which used to work with no problem. But for some reason, they do not work anymore. I corrected the issue and now savestates and SRAM saves are working properly:

https://app.box.com/s/uxt1sd2e361xy03y09hv

Oh, there are some changes in the menu structure, i added a new option and i felt the settings menu was too crowded, so now there are "Main" and "Video" settings, and the config is split into 2 different files. This means you may have to go into each "main" and "video" settings menu and save the settings once in each one for the files to be created.

Enjoy!

great!thx for new release 8)

by the way,if you can make one app for dingoo native?
the app have below function:
1.adjust Brightness
native brightness only adjust from 1 to 5,if can make Brightness lower and lower to pretect eyes and save power.
2.adjust color temperature
addjust color temperature: warm, normal,cool
set to warm will pretect eyes

thx,  ;)
Title: Re: New OhBoy release for native
Post by: jakten on December 28, 2014, 09:23:33 am
When I select "apply & save" in the settings menus after changing the volume it freezes the dingoo, does anyone know how to fix this?

I was also wondering if there was a way to use "start and select together" to open the main menu?

Edit: Sorry I'm dumb, I figured it out.
Title: Re: New OhBoy release for native
Post by: wy_scorpio on April 18, 2015, 12:46:29 pm
I was using backslashes for the hardcoded save dir path, which used to work with no problem. But for some reason, they do not work anymore. I corrected the issue and now savestates and SRAM saves are working properly:

https://app.box.com/s/uxt1sd2e361xy03y09hv

Oh, there are some changes in the menu structure, i added a new option and i felt the settings menu was too crowded, so now there are "Main" and "Video" settings, and the config is split into 2 different files. This means you may have to go into each "main" and "video" settings menu and save the settings once in each one for the files to be created.

Enjoy!
i cant open the link...if can release this emu to http://dl.openhandhelds.org/cgi-bin/dingoo.cgi  (http://dl.openhandhelds.org/cgi-bin/dingoo.cgi) thx :)
Title: Re: New OhBoy release for native
Post by: streeker on November 27, 2016, 06:52:46 pm
Hi!
I have problems with the OhBoy, please help.
When loading Game and Watch Gallery 3.gbc rom it is colorless. But if i first load a GB rom (for example Super Mario Land), and after that i load the G&W gbc rom, it turns to colored.

My settings:
mono palette: super gameboy.pal
filter type: 75%
upscaler:Ayla fullscreen
frameskip: off

I've had the same/similar problems with GBC ROMs. For example, some color-only games being detected as "inserted into a B/W GameBoy" and therefore not working in the latest 'OhBoy' version. But today I've discorvered a workaround for this strange behavior. Thought, it would be worth sharing:

All you have to do is zip your GBC ROMs (each game goes into a seperate archive) an afterwards rename the .zip-files to ".gbc". The last step is optional. But, by doing so, the zipped ROMs will still be selectable directly from the native file system. :)
Title: Re: New OhBoy release for native
Post by: hi-ban on December 13, 2016, 01:12:59 am
Hi!
I have problems with the OhBoy, please help.
When loading Game and Watch Gallery 3.gbc rom it is colorless. But if i first load a GB rom (for example Super Mario Land), and after that i load the G&W gbc rom, it turns to colored.

My settings:
mono palette: super gameboy.pal
filter type: 75%
upscaler:Ayla fullscreen
frameskip: off

I've had the same/similar problems with GBC ROMs. For example, some color-only games being detected as "inserted into a B/W GameBoy" and therefore not working in the latest 'OhBoy' version. But today I've discorvered a workaround for this strange behavior. Thought, it would be worth sharing:

All you have to do is zip your GBC ROMs (each game goes into a seperate archive) an afterwards rename the .zip-files to ".gbc". The last step is optional. But, by doing so, the zipped ROMs will still be selectable directly from the native file system. :)

Check the options, you should have "Main Settings > System > Auto / Auto, GBA Enhanced*" (both "auto" options are valid)
The "Force DMG mode" option will make the emulator think it's a B/W gameboy, so you'll have problems with many GBC titles if this option is selected.
Title: Re: New OhBoy release for native
Post by: streeker on December 13, 2016, 09:50:57 pm
Sure, but that's not it. For instance, I try to load a game like "Alfred's Adventure" from the native file system. It's gonna give me the "this game is for GB Color only" message. So, if I check the settings from there... "System=Auto" is selected, but it doesn't work.

Sometimes it will work, if I then switch to another system option / and back and reload the ROM file afterwards - but not initially. Or, like I said, if I put the ROM inside a ZIP file and rename it to GBC as a workaround. Strange behavior, I know... (and I haven't experienced this in previous versions of OhBoy, by the way)  ???