Dingoonity.org
GCW Zero => Releases => Topic started by: Nebuleon on September 08, 2013, 04:37:15 am
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I would like to present ReGBA, a GBA emulator based ultimately on gpSP 0.9 by Exophase.
Download 1.45.5: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-1.45.5.opk
Manual: http://wiki.gcw-zero.com/ReGBA (can also be read on the device using gmenu2x's show manual feature)
Source and issue tracker: https://github.com/Nebuleon/ReGBA
Lineage
gpSP 0.9, Exophase and others
- gpSP Kai 3.2, Takka
- NDSGBA 1.21 for DSTwo, Supercard Team
- TempGBA 1.45 for DSTwo, Nebuleon, Normmatt, BassAceGold
- ReGBA 1.45.5 for GCW Zero, Nebuleon, pcercuei, JohnnyonFlame
Features of the emulator
You can look at these features in the ReGBA Manual on your device. Press Select with ReGBA selected in gmenu2x, then choose "Show manual of ReGBA".
- Loading ROMs, both uncompressed and compressed in zip format.
- Synchronised video. Optionally scaled to full screen, and optionally preserving the aspect ratio of the image, using two scalers.
- Fast-forwarding.
- Synchronised audio.
- In-game saving and saved states (see below for more information about saved states).
- Input from GCW Zero buttons and analog nub, fully remappable to the GBA. The emulator has a menu you can enter with a customisable hotkey (default is Y). You can use the menu to reset the game, exit to gmenu2x and set some settings. They are saved to a file, so you can use your favourite scaling, FPS counter, boot screen, remapping and hotkey settings all the time.
- Per-game settings, so that you can use the same settings for most games but override them as needed. Press Select at the ReGBA Main Menu for the per-game settings.
- Bundled game_config.txt for greater compatibility, as well as overrides in /boot/local/home/.gpsp/game_config.txt.
- Bundled open-source GBA BIOS replacement by Normmatt, as well as the ability to drop the Nintendo GBA BIOS in /boot/local/home/.gpsp/gba_bios.bin.
- A border when the GBA image is shown on the screen without scaling. You can override this border by putting one at /boot/local/home/.gpsp/border.png.
- Automatic and manual frameskip.
Saved state file details
There are 100 saved state slots. The states are saved in /boot/local/home/.gpsp as files named like the ROM but the extension ".sNN", where NN is between 00 and 99. Each saved state is 506,963 bytes (495.1 KiB).
Users of TempGBA/DSTwo can use their saved states from TempGBA betas 6-15 and versions 1.43-1.45 in ReGBA/GCW0. It is the very same format.
Users of gpSP/PSP cannot use their saved states in ReGBA/GCW0. gpSP/PSP's saved states referenced locations in the PSP's RAM, and as such would have corrupted the GCW0's RAM or crashed ReGBA when loaded, if the format had stayed the same. Users of gpSP/PSP can save in-GBA on their PSP and transfer the SRAM file (.sav) via storage cards instead.
How is this different from gpSP 0.9 by Exophase?
It's different in that I made a lot of optimisations to the code translator, some of which Exophase had independently done but never released.
gpSP Kai 3.2 by Takka also fixed some games, notably the Final Fantasy games and some other Japanese games like Dragon Ball, and attempts to fix the timing of the CPU emulation (but fails).
A full list of optimisations performed in the DSTwo version, TempGBA, can be found on the first post of my thread at GBATemp (http://gbatemp.net/threads/tempgba-ndsgba-revival.343210/).
ReGBA builds on these optimisations and attempts to factor out the core into a cross-platform source directory and per-platform port files.
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Holy batman, its here!
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testin'
* banjo kazooie grunty's revenge auto resets after intro
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Runs awsome!
As you stated a menu would be amazing
two problems:
1. in banjo kazooie when starting a new game it restarts and the gba splash screen starts again.
2. I keep accidentally hitting the X + Y combo possibly think about changing it to start + select
Other then those things this thing runs amazing! way better then Gpsp. Thanks for the help
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To both of you, which BIOS are you using? Normmatt's or Nintendo's? If you use Normmatt's, does Nintendo's allow the game to continue? (see the intro post to know where to put it)
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Excellent. Flawlessly played everything I just threw its way (10 games or so)!
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Runs great even on the A320, good work folks : ;D
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Any luck with the Famicom Mini/Classic NES Series games? Mine won't start.
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Great thanks, So far Mario Golf has loaded fine with no sound issues
gpSP seemed to stutter crackle then crash when loading Mario Golf
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Thank you all so much for this amazing emulator. Tried about several games so far with no problems.
You can never play too much Advance Wars ;D
Edit: I tried Banjo kazooie with both GBA BIOS + Normmatt's and get kicked back to the gba splash screen after starting a new game
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Just in time, I'm getting a Zero tomorrow! This is the #1 emulator I'm looking forward to... :)
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Runs great even on the A320, good work folks : ;D
Did you just compile that yourself using the GCW Zero sources?
Any luck with the Famicom Mini/Classic NES Series games? Mine won't start.
Known issue, and known cause (at least to me). All of the games end up at a black screen because they use prefetching (a feature of the ARM processor) to detect emulators, which a recompiling emulator has no hope to get right. The games then go into a STOP loop.
Edit: Here's an image of the no$gba debugger showing the part in question:
(http://home.base.be/vt6480682/classic_nes_prefetch.png)
The debugger is stopped on a STR (STORE) instruction which will modify the instruction 8 bytes later. The new instruction is E3A01000 (MOV R1, #$00). A real GBA would have already read ("prefetched") the instruction E3A010FF (MOV R1, #$FF) and would execute it; however, emulators that recompile code have a hard time with this construct, because they need to delay the flushing of their code buffer. Thus they execute E3A01000 and get stuck in a loop.
I have no hope of ever supporting the Famicom Mini/Classic NES Series games. Please use a port of a NES emulator for the GCW Zero and the ROMs for the originals.
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Omg! Tony Hawk Pro Skater 2 really works well!
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Runs great even on the A320, good work folks : ;D
Did you just compile that yourself using the GCW Zero sources?
Yeah, I just compiled the sources with the A320 OD toolchain.
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Omg! Tony Hawk Pro Skater 2 really works well!
Seconded, the fact it runs TH so well (or at all!) indicates to me just how much potential this platform holds. Well done on this fantastic emulator!
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Oh if only my GCW Zero had arrived yet, I can't wait to test this out. Even in just an alpha stage these seems promising.
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Oh if only my GCW Zero had arrived yet, I can't wait to test this out. Even in just an alpha stage these seems promising.
Heck yeah .
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Woot! Can't wait to give this one a try. Thanks for all your hard work!!
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Will the final build be crisper?
Also, one small thing I noticed in golden sun.
I guess the layer is out of place. It's a flying carpet! :p
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layers problems with these demo ( which is a good way for testing emulator ;D )
http://www.pouet.net/prod.php?which=30299
http://www.pouet.net/prod.php?which=24571
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a) Will the final build be crisper?
b) Also, one small thing I noticed in golden sun.
I guess the layer is out of place. It's a flying carpet! :p
a) I don't understand what you mean here with a "crisp build"...
b) Mk. Be my guest, I don't understand video.c at all. It would take me months just to understand it, then more to modify it. It took me the better of 2 months to understand the CPU emulation core.
layers problems with these demo ( which is a good way for testing emulator ;D )
http://www.pouet.net/prod.php?which=30299
http://www.pouet.net/prod.php?which=24571
www.pouet.net DNS resolution failure
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I'm really liking this so far.
Kingdom hearts doesn't work however.
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Almost every time I start Golden Sun, I lose my saved game. The game is playing great, though.
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@Nebuleon: by crisp I meant the image quality. Of course native looks the most crisp and stretching the image won't be exactly the same I know.
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is there a filter of some kind applied to the image? Personally, I prefer the original look of GBA graphics.
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No filter. The output image is scaled from 240x160 to 320x240. In other words, a fullscreen scaler.
(http://img.photobucket.com/albums/v629/hi-ban/GBA_Fullscreen_Anim_zps33158b8a.gif)
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I made a video of Tony Hawk Pro Skater 2 with ReGBA. Runs really nice!
http://www.youtube.com/watch?v=E5WQnm4EJ0k
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No filter. The output image is scaled from 240x160 to 320x240. In other words, a fullscreen scaler.
(http://img.photobucket.com/albums/v629/hi-ban/GBA_Fullscreen_Anim_zps33158b8a.gif)
My eyes hurt with the scaled version :(
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No filter. The output image is scaled from 240x160 to 320x240. In other words, a fullscreen scaler.
(http://img.photobucket.com/albums/v629/hi-ban/GBA_Fullscreen_Anim_zps33158b8a.gif)
An option to scale up while keeping aspect ratio plus the ability to remap buttons are my most anticipated features. On the Zero, jump (A) should be mapped to B and attack (B) should be mapped to X, like how games on the SNES are mapped, so I can hold a charge and jump in Megaman Zero games properly. I do enjoy having fast forward available to skip through certain transitions and stuff too. Maybe those options will be in by the time I receive my system.
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I'm really liking this so far.
Kingdom hearts doesn't work however.
Ok.
Almost every time I start Golden Sun, I lose my saved game. The game is playing great, though.
Whoa... what?! Sorry, but I've tested this myself and it loads my save on every start. In-game saving should work already. However, please exit with the temporary hotkey, X+Y, and not Power+Select or shutting down the console in another way.
@Nebuleon: by crisp I meant the image quality. Of course native looks the most crisp and stretching the image won't be exactly the same I know.
I have the scaler enabled at all times because:
a) I have no menu (and you didn't read the first post, it states that an option to stop fullscreening is not there because of that)
b) I wish to test the software in the worst conditions possible in order to know what (else) to fix and optimise, and this includes tying up more CPU on the Zero because of scaling. And you see that it begat feedback as well: #28 by Awakened requests that the scaler preserve the aspect ratio as an option. :)
I made a video of Tony Hawk Pro Skater 2 with ReGBA. Runs really nice!
http://www.youtube.com/watch?v=E5WQnm4EJ0k
Aww yea! Awesome! :D
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layers problems with these demo ( which is a good way for testing emulator ;D )
http://www.pouet.net/prod.php?which=30299
http://www.pouet.net/prod.php?which=24571
www.pouet.net resolves now, but still, layer stuff is in video.c - be my guest
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Almost every time I start Golden Sun, I lose my saved game. The game is playing great, though.
Whoa... what?! Sorry, but I've tested this myself and it loads my save on every start. In-game saving should work already. However, please exit with the temporary hotkey, X+Y, and not Power+Select or shutting down the console in another way.
I have the newest Zero firmware and I use X+Y to exit every time. What could be wrong? Would it have anything to do with an old save in the .gpsp folder? Should I have deleted that folder before installing this?
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One thing to keep in mind for the full release might be an image overlay to take care of the black box for the native resolution.
It's on the 3DS and Ohboy, it's amazing how tolerable the smaller screen size is when you simply have something covering up the empty space.
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Almost every time I start Golden Sun, I lose my saved game. The game is playing great, though.
Whoa... what?! Sorry, but I've tested this myself and it loads my save on every start. In-game saving should work already. However, please exit with the temporary hotkey, X+Y, and not Power+Select or shutting down the console in another way.
I have the newest Zero firmware and I use X+Y to exit every time. What could be wrong? Would it have anything to do with an old save in the .gpsp folder? Should I have deleted that folder before installing this?
What size is your save? Is it from gpSP or one of its derivatives? (gpSP is very sensitive to save sizes, and Golden Sun's save must be 65536 bytes -- 64 KiB.)
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Almost every time I start Golden Sun, I lose my saved game. The game is playing great, though.
Whoa... what?! Sorry, but I've tested this myself and it loads my save on every start. In-game saving should work already. However, please exit with the temporary hotkey, X+Y, and not Power+Select or shutting down the console in another way.
I have the newest Zero firmware and I use X+Y to exit every time. What could be wrong? Would it have anything to do with an old save in the .gpsp folder? Should I have deleted that folder before installing this?
What size is your save? Is it from gpSP or one of its derivatives? (gpSP is very sensitive to save sizes, and Golden Sun's save must be 65536 bytes -- 64 KiB.)
It was from gpsp. I think I've fixed it though. I deleted the .gpsp folder and opened ReGBA again creating a new folder. I then copied a Golden Sun save from my PC which is exactly 65536 bytes. It's working perfectly now! Save opens every time. It's also using the default Normatt bios now. I don't know if that would have anything to do with it. Thanks for your help. :)
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Nebuleon good work, thank yoy for your explanation about why NES Classics not working in any emulator.
?It is possible patch stop loop?
What games skip frames in this emulator?
Regards
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Nebuleon good work, [a)] thank yoy for your explanation about why NES Classics not working in any emulator.
[b)] ?It is possible patch stop loop?
[c)] What games skip frames in this emulator?
Regards
a) You're welcome. I guess a lot of emulators will have trouble with it, except maybe the very latest releases from the VBA Merge (VBA-M) project.
b) There are a few "prefetch patches" out there -- see this Google query (https://www.google.com/search?channel=fs&q=classic+nes+patches&ie=utf-8&oe=utf-8), some links might be dead -- but I tested some myself and found them to be woefully inadequate. It is also possible that ReGBA is not fully able to execute code from VRAM (video RAM, GBA memory line 0x06) yet, but there is no way to test those except the Classic NES games! Hence the recommendation to use a NES emulator - there are likely multiple issues with the game, and fixing one would just endlessly lead to another.
c) So far in my own testing:
- Payback. It runs at ~10 FPS and issues silence for the majority of its emulation time. This game may never work well.
- Mario Golf. It runs at 60 FPS most of the time, but in some 3D scenes it will drop to 58-59 and you will hear a TINY audio underrun (silence). Implementing a frameskip of 0-or-1 should fix this game completely on the Zero, but on the Dingoo A320 with OpenDingux, a frameskipper of 0-to-3 may be needed.
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This is a great emulator, thanks Nebuleon! :) I can't wait for future releases so I can kill the scaling effect.
Also, in my testing, Star Wars Flight of the Falcon doesn't run.
Thanks again!
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Just like to report my mileage with this, haven't messed with any configs or anything. Just barely tested anything.
OVERALL: So far, very impressed, and have found zero missed frames without turning on a counter or anything. I only played each game for about a minute, just to test them. I'll let you know if I have problems later on :] But as long as Pokemon runs, I'll be happy. Probably gonna get a lot of hate for that P:
Game-wise:
Pokemon Emerald, Started. Saved. Loaded successfully. Didn't play longer than 3 minutes, so idk if I'll have problems later, but looks promising.
Pokemon Lead Green, Started. Saved. Loaded successfully.
Super Mario Advance 4/Super Mario Bros 3, freezes upon meeting the map screen
Scooby Doo, the original, opened fine.
Scooby Doo - Mystery Mayhem opened fine
Scooby Doo - Unmasked, runs fine, but really weird graphical glitches. Sections of the screen are switched and there's a constant flashing starting at the beginning cutscene. Saw no end to it. Could be the rom, but not sure.
Scooby Doo - Cyber Chase, opened fine and played fine.
Scooby Doo 2 - Monsters Unleashed, opened and played fine (at least the tutorial part)
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good work!
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I've been playing "Advance Wars 2 - Black Hole Rising" for hours now!
Works really well! Didn't spot anything that's not correct.
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Nebuleon, great work so far ;). Will you work on porting CATSFC too?
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Nebuleon, great work so far ;). Will you work on porting CATSFC too?
CATSFC is itself a port of Snes9x - there are already some of those on the GCW Zero, but they may or may not be in the repository Surkow set up.
There are PocketSNES and snes9x4d. Look elsewhere on the forum for them.
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ReGBA alpha 2, the "I suck at making frontends" edition, is now available.
Download it here: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-2.opk
In this version, there is still no menu, because I suck at making them from scratch, but:
- Some games had a problem where the Game Boy beeper instruments and the digital music instruments would appear to become more and more desynchronised over time. This is now worked around.
- You can now use the Analog Right direction to fast-forward, anywhere from 1.01x to 6x (or less if emulating your game needs lots of processor time).
- You can now use the Analog Up direction to go full-screen and the Analog Down direction to see 1:1 GBA pixels. There is no border yet.
The last commit that went into this build is commit a111469 (https://github.com/Nebuleon/ReGBA/commit/a111469d52c3be6733781856eedc3d85445c70da): "DSTwo, GCW Zero: Raise volume to << 4 again. The problem in Metroid Fusion was not clipping; it was what commit f098a58 fixed."
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Dude, this is a huge update. Game throttling! Thank you so much!
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Thanks for adding the 1:1 pixel option, the screen looks great that way!
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I finally got my GCW Zero a couple days ago now, and I'm loving ReGBA even in its early state.
It runs very well, I have noticed the occasional issue like misdrawn text in Mario & Luigi Superstar Saga, where text drawn at 2x scale might be missing a horizontal line.
Sound has improved with alpha 2, and I'm enjoying the 1:1 display option. I hope that you can include an aspect ratio upscaler though, something that doesn't skew the aspect ratio. The fast forward option is a great demonstration of how effective the GCW Zero is at emulating the GBA.
I hope you can include a way to remap the controls sometime, since the A button on my system is somewhat stiff, when pressing down B as well.
Can I also suggest an alternative keybind for exiting the application? Something that's quite unlikely to be done accidentally, like analogue nub left + X + Y.
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Well, I tried playing Kingdom Hearts: Chain of Memories, which has an FMV at the start and at certain points in the game.
It made it about four seconds into the first FMV before everything turned rainbows and the game froze, the audio going nuts as well. Hopefully that'll be addressed in the final release, as it's an excellent game and the FMVs are likely to be the only issue with its emulation.
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Well, I tried playing Kingdom Hearts: Chain of Memories, which has an FMV at the start and at certain points in the game.
It made it about four seconds into the first FMV before everything turned rainbows and the game froze, the audio going nuts as well. Hopefully that'll be addressed in the final release, as it's an excellent game and the FMVs are likely to be the only issue with its emulation.
If you want the final release to be in a decade, sure. So many games have so many issues that come from so wildly different emulation inaccuracies, all coming from gpSP-Exophase 0.9, and I have only weekends to myself. Perhaps you know of someone else who could help investigate and fix the game issues?
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If you want the final release to be in a decade, sure. So many games have so many issues that come from so wildly different emulation inaccuracies, all coming from gpSP-Exophase 0.9, and I have only weekends to myself. Perhaps you know of someone else who could help investigate and fix the game issues?
I'll seek out an alternative solution then, I had mistakenly assumed it was a general emulation problem that would be fixed without too much specific attention. Sorry about that.
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If you want the final release to be in a decade, sure. So many games have so many issues that come from so wildly different emulation inaccuracies, all coming from gpSP-Exophase 0.9, and I have only weekends to myself. Perhaps you know of someone else who could help investigate and fix the game issues?
I'll seek out an alternative solution then, I had mistakenly assumed it was a general emulation problem that would be fixed without too much specific attention. Sorry about that.
Well, it may have been, so I don't blame you for asking, however in all the time I've spent -- 4 months when my weeks were made entirely of free time -- I managed to "fix" (as opposed to speed up) exactly 2 games that crashed, and the crashes were both caused by something that I changed while I made speedups. I would not count on changing anything to improve game compatibility as far as freezing on white or black screens, or emulation seeming to stop, or crashes, including the Classic NES games.
gpSP works well for the games for which it works well, and the rest crashes and burns because this is a performance emulator, which disregards accuracy almost every step of the way yet somehow manages to get a lot of games right. In a way, it's magic :)
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I for one appreciate you spending your free time to work on this for us.
I've been really enjoying the latest release, with the throttle and screen resizing on-the-fly...so good!
Thank you Nebuleon! ;D
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And I for two too!
I'm not big on Nintendo but have always liked the GBA and your work has opened my eyes to some titles I'd ignored.
Much appreciated.
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Alpha 3 is almost ready. In it, I attempt to implement an automatic frameskipper, among other things. Since the codebase compiles with the Dingoo A320 OpenDingux toolchain (see /Dingoo A320 (Dingoo Linux)/ReGBA for OpenDingux (http://boards.dingoonity.org/dingux-releases/regba-%28alpha-1%29-for-opendingux/)), and it's almost impossible for the GCW Zero to absolutely need to skip a frame, I wish for Gaku Kano to test it first.
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ReGBA alpha 3, the "optimisations are my strength" edition, is now available.
Download it here: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-3.opk
In this version, there is still no menu, but:
- Fast-forward is now up to 6x real-time, having been optimised by skipping rendering of hidden frames and completely skipping unrendered audio samples.
- The audio thread is now running with <1% CPU usage instead of 7-11%. I made it use 44100 Hz audio instead of 88200 Hz. This improves battery life and may help some games.
- Unscaled images now have a border around them. The default is hi-ban's silver "ReGBA Advanced SP" border. You can override this using /boot/local/home/.gpsp/border.png.
- The emulator now displays an FPS counter. You have no option to remove this yet. A menu will soon follow, but I don't know how soon. I did re-enable the text functions, though. The GNU Unifont (http://czyborra.com/unifont/) is bundled into the emulator now. It is an 8x16 pixel font that will be more readable at the GCW Zero's resolution than the gpSP 6x10 pixel font.
- A rudimentary frameskip implementation is present. You may find that it activates and gives 40-50 FPS for 2 seconds every once in a while in some parts of Golden Sun 2, Mario Golf and Mario Tennis.
The last commit that went into this build is commit a6576c5 (https://github.com/Nebuleon/ReGBA/commit/a6576c5a152ca32ff42cd3603f68e14fd10a9f9a): "GCW Zero, Dingoo A320: Collect audio underrun statistics in the Stats structure.."
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Thank you very much for all the work that goes into this project! I'm gonna try this out when i get back home.
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I'm having a weird problem in alpha 3 where the audio lowers by itself. I thought the audio dropped completely but I was able to turn it back up. It does it every couple of minutes.
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I'm having a weird problem in alpha 3 where the audio lowers by itself. I thought the audio dropped completely but I was able to turn it back up. It does it every couple of minutes.
Cannot reproduce. Make sure that you're not pressing Power + Dpad Down while playing, and that you don't have a scheduled job running on your Zero to reduce the volume every few minutes. It's also possible that, in some circumstances, a bug in the power switch daemon would consider Power raised every so often.
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and that you don't have a scheduled job running on your Zero to reduce the volume every few minutes.
LOL ;D Why would he have that?
It's also possible that, in some circumstances, a bug in the power switch daemon would consider Power raised every so often.
No.
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It's also possible that, in some circumstances, a bug in the power switch daemon would consider Power raised every so often.
No.
Never say never!
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I'll try and recreate it then. I was playing the English patched version of Mother 3. I don't think it does it with any other applications but I'll check, as well.
No, I wasn't holding down the power press combo.
I'll keep you posted.
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Thanks for the updated version Nebulon!
Also I tried Alpha 3, and the volume doesn't fade for me.
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Never say never!
The power switch daemon is 3 years old, we would have seen such a bug by now.
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I'll try and recreate it then. I was playing the English patched version of Mother 3. I don't think it does it with any other applications but I'll check, as well.
No, I wasn't holding down the power press combo.
I'll keep you posted.
I actually started a game of Mother3 [1.1 english patch] too (i had been playing on my DSTwo, but gave it over to my kiddo when my Zero arrived). From my time playing i havent had any volume decreasing and I'm a good hour or so into dinking around in a new game.
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Never say never!
The power switch daemon is 3 years old, we would have seen such a bug by now.
I've reproduced this bug testing my Sonic Robo Blast 2 port today. It will happen after you press power + x buttons.
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There's nothing assigned to power + X...
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I forgot what was the combination for taking screenshots, so I pressed these buttons. After that, the up and down keys affected the volume.
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Like if the power switch was kept pressed all the time?
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Exactly, I didn't try another combo though.
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It appears as if this problem is not related to ReGBA, but to something in the Power switch handler daemon. I have started a thread about this in /GCW Zero/Help, Power button press/release issues, firmware 2013-09-13 (http://boards.dingoonity.org/gcw-help/power-button-pressrelease-issues-firmware-2013-09-13/new/#new), and copied some of you guys' posts into it.
Please continue discussing your volume, brightness, unresponsive input and Power button issues there. It may get more targetted insight over time.
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Come to think of it, I did take screenshots and tried both combinations of x and y a little before it happened.
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ReGBA alpha 4, the "start of a menu" edition, is now available.
Download it here: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-4.opk
In this version, the menu has started to become a thing! However, settings are currently not saved to any file.
(https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-4-menu.png)
- You can set these three settings, as well as look at various performance statistics and ROM information for the running game, return to the game, reset it or exit the emulator.
- The menu has returned to the Y key, as used in gpsp.opk compiled by pcercuei. As a result, X and Y don't act as rapid-fire anymore. As a result of Exit being in the menu, X+Y does not exit the emulator anymore. I did this because Start+Select sent the first button to the game as well as ReGBA.
- The Analog Up and Down directions do not change the screen scaling anymore. Use the menu for that.
The last commit that went into this build is commit d617825 (https://github.com/Nebuleon/ReGBA/commit/d6178259e477aadd33fbb3bcd5278a18a9b8e613): "OpenDingux, gui.c: Update copyright as commit 1d30cc1 was a rewrite."
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Cool, I will try out alpha 4 soon.
I hope you can implement some remapping options soon as I prefer to use X/B for B/A whenever possible, more comfortable direction, and also my GCW Zero's problem with the stiff A button.
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Cool, I will try out alpha 4 soon.
I hope you can implement some remapping options soon as I prefer to use X/B for B/A whenever possible, more comfortable direction, and also my GCW Zero's problem with the stiff A button.
Everything starts somewhere, and this start-of-a-menu in alpha 4 is just that. I plan to add much more in terms of settings. :)
Speaking of which, here's the backend for the button remapping - it only needs a frontend: source/opendingux/gcwinput.c Li 67 (https://github.com/Nebuleon/ReGBA/blob/master/source/opendingux/gcwinput.c#L67)
And here's a commit by JohnnyonFlame which adds save-to-file support for any menu option I already have and any I add in the future: commit 422a440 (https://github.com/Nebuleon/ReGBA/commit/422a440)
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Ah, and hey.
ReGBA alpha 5 is available, it includes JohnnyonFlame's settings code which works with my 3 first menu options :D
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-5.opk
- Saves settings from the menu into a text file at /boot/local/home/.gpsp/global_config.cfg.
The last commit that went into this build is commit cd6670ae (https://github.com/Nebuleon/ReGBA/commit/cd670ae20dc98802121c9bb07d59958b7f89e443): "Clean up commit 422a440.".
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Oh cool, better to try alpha 5 then. :)
The menu works very nicely, it doesn't need to look fancy but it does everything it needs, as you've compiled it so far.
Have you thought about things such as scrolling through the list? As you continue to add features to the menu you may need to implement scrolling, or at the very least pages to flip through.
I really look forward to the button remapping implementation because that'll let me take full advantage of ReGBA.
I've tested a number of games on ReGBA now and emulation seems near perfect. The only anomaly I've found is a slight text rendering bug in Mario & Luigi Super Star Saga.
(http://i.imgur.com/D7gHRiu.png)
As you can see, in enlarged text there is a horizontal line not rendered for some reason. Other than that, no problems yet.
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[a)] Oh cool, better to try alpha 5 then. :)
[b)] The menu works very nicely, it doesn't need to look fancy but it does everything it needs, as you've compiled it so far.
Have you thought about things such as scrolling through the list? As you continue to add features to the menu you may need to implement scrolling, or at the very least pages to flip through.
[c)] I really look forward to the button remapping implementation because that'll let me take full advantage of ReGBA.
[d)] I've tested a number of games on ReGBA now and emulation seems near perfect. The only anomaly I've found is a slight text rendering bug in Mario & Luigi Super Star Saga.
(http://i.imgur.com/D7gHRiu.png)
[e)] As you can see, in enlarged text there is a horizontal line not rendered for some reason. Other than that, no problems yet.
a) Yep. :D
b) I have thought about it; I think it'll just be pages, separated by functional area. (video settings for frameskip/scale/ffwd/etc., audio settings, hotkeys and button remapping as 2 menus, saved states as another)
c) Me too. I look forward to using an SNES-like button map for the Super Mario Advances.
d) That carries over from gpSP-Exophase 0.9 and was present in TempGBA/DSTwo as well - I don't know if I can fix that. But hey, it's open-source ;)
e) And the 55 rendered FPS... AFAIK that game should be a constant 60. Unless the screenshotter preparing to write the PNG image stole CPU away from ReGBA just when it was about to calculate the FPS :p
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a) Yep. :D
b) I have thought about it; I think it'll just be pages, separated by functional area. (video settings for frameskip/scale/ffwd/etc., audio settings, hotkeys and button remapping as 2 menus, saved states as another)
c) Me too. I look forward to using an SNES-like button map for the Super Mario Advances.
d) That carries over from gpSP-Exophase 0.9 and was present in TempGBA/DSTwo as well - I don't know if I can fix that. But hey, it's open-source ;)
e) And the 55 rendered FPS... AFAIK that game should be a constant 60. Unless the screenshotter preparing to write the PNG image stole CPU away from ReGBA just when it was about to calculate the FPS :p
[a}] Yup!
[b}] That aught to work just fine, like you said menus aren't your strong point. Maybe down the line another developer could help you with that if they felt like it, but it's not the important point of ReGBA, performance is. :)
[c}] Actually one of the advantages of the Super Mario Advances, is that the R shoulder button doubles as the B button. You can hold that down to run, whilst using A to jump and B to perform actions like shooting fireballs, pulling up turnips, swinging your raccoon tail etc.
[d}] I suspected as much, I was gonna try out gpSP quickly on my Caanoo to compare but now I don't have to.
My other suspicion was it might have to do with the alternative BIOS courtesy of Normatt, the one derived from VBA-M. I really doubt it though since VBA-M is very solid itself.
[e}] I've used the screenshotter in other applications too, and it usually does have a slight delay after performing a screenshot, that's normal I think.
A number of the ReGBA screenshots report slightly under 100% speed because they were taken in rapid succession like that.
Actually sometimes the FPS reads 59/59, I was wondering why 59 and not always 60?
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[...]
I've used the screenshotter in other applications too, and it usually does have a slight delay after performing a screenshot, that's normal I think.
A number of the ReGBA screenshots report slightly under 100% speed because they were taken in rapid succession like that.
Actually sometimes the FPS reads 59/59, I was wondering why 59 and not always 60?
The GBA outputs at a frame rate of 59.73. Weird, I know, but this caused problems in alphas 1 and 2 where the image would be output at a frame rate of 60 to the GCW and after 5 minutes of gameplay the sound would be 4096/11025ths of a second too late and wrap back horribly to the start, glitching and clipping. Alphas 3 and later actually skip a frame every 230 to resynchronise with the sound.
So there you go, the story of why the "this game is running fine" FPS is 59 instead of 60 :)
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The GBA outputs at a frame rate of 59.73. Weird, I know, but this caused problems in alphas 1 and 2 where the image would be output at a frame rate of 60 to the GCW and after 5 minutes of gameplay the sound would be 4096/11025ths of a second too late and wrap back horribly to the start, glitching and clipping. Alphas 3 and later actually skip a frame every 230 to resynchronise with the sound.
So there you go, the story of why the "this game is running fine" FPS is 59 instead of 60 :)
Huh, how peculiar that the GBA has a refresh rate of 59.73Hz, that's quite the idiosyncrasy. That's a good solution to the sound synchronization issue though.
It doesn't seem like you could drop a frame in the audio at the same time as the video, a skipped frame is impossible to notice, a skip in the audio might be more noticeable though.
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Has there been any work on a scaler that keeps the aspect ratio? Other than that this emulator is awesome! I'm near the end of Golden Sun and it's been running great. I had a couple of freezes but, I save all the time. I lost saves a lot at first but, it was just a dirty rom. I've got a bunch of games lined up to play. Thanks a lot!
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It doesn't seem like you could drop a frame in the audio at the same time as the video, a skipped frame is impossible to notice, a skip in the audio might be more noticeable though.
That's exactly the opposite, actually.
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The GBA outputs at a frame rate of 59.73. Weird, I know, but this caused problems in alphas 1 and 2 where the image would be output at a frame rate of 60 to the GCW and after 5 minutes of gameplay the sound would be 4096/11025ths of a second too late and wrap back horribly to the start, glitching and clipping. Alphas 3 and later actually skip a frame every 230 to resynchronise with the sound.
So there you go, the story of why the "this game is running fine" FPS is 59 instead of 60 :)
Huh, how peculiar that the GBA has a refresh rate of 59.73Hz, that's quite the idiosyncrasy. That's a good solution to the sound synchronization issue though.
It doesn't seem like you could drop a frame in the audio at the same time as the video, a skipped frame is impossible to notice, a skip in the audio might be more noticeable though.
You can "skip" a couple samples here and there, but a full 16ms (one frame) of audio is pretty noticeable.
I do find it easier to notice skipped video frames tho.
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Has there been any work on a scaler that keeps the aspect ratio? Other than that this emulator is awesome! I'm near the end of Golden Sun and it's been running great. I had a couple of freezes but, I save all the time. I lost saves a lot at first but, it was just a dirty rom. I've got a bunch of games lined up to play. Thanks a lot!
I have to say that the 1.33x1.33x scaler is like, the single most requested thing in the thread. Which is pretty good, because preserving the aspect ratio while blowing up the image sometimes looks better.
pcercuei made the 1.33x1.5x scaler for ReGBA; it is specifically made for those dimensions, and his code is very highly optimised in a way that is not very readable to me [link (https://github.com/Nebuleon/ReGBA/blob/5f3ea867d313f3bfdc233c6f3a0d54ef86c7d4b4/source/opendingux/draw.c#L107)]. With enough effort, I'm sure I'd be able to trace it in my head and rework the scaling so it does the same thing in height as it does in width, but it would be faster for pcercuei. I will see what I can do about it during the rest of the week.
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That's great! You and pcercuei and JohnnyonFlame and everybody else have done some excellent work so far. Thanks.
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pcercuei made the 1.33x1.5x scaler for ReGBA; it is specifically made for those dimensions, and his code is very highly optimised in a way that is not very readable to me [link (https://github.com/Nebuleon/ReGBA/blob/5f3ea867d313f3bfdc233c6f3a0d54ef86c7d4b4/source/opendingux/draw.c#L107)]. With enough effort, I'm sure I'd be able to trace it in my head and rework the scaling so it does the same thing in height as it does in width, but it would be faster for pcercuei. I will see what I can do about it during the rest of the week.
The fullscreen scaling algorithm works by converting grids of 6x2 pixels to grids of 8x3 in each loop. This is already a quite complex algorithm: it's fast because it does 32-bit I/O and no registers are swapped to memory during the process. A 1.33x1.33x algorithm with 32-bit I/O would have to convert grids of 6x3 to 8x4, which is already a whole lot more complex...
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I'm cool with the 1:1 shrunk down screen, it's nice and sharp. I just pretend mentally that I'm using a GB Micro.
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Wow thanks so much for this!!
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ReGBA alpha 6 is available.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-6.opk
New in this build:
- A manual frameskip option. If you're on the Dingoo A320 and are playing a game whose FPS varies a lot, you may want to give the emulator a fixed frameskip to reduce visual jitter. On the GCW Zero, this option can reduce CPU usage and improve battery life. 30 FPS is half the CPU usage of 60 FPS, but any more frameskip is already in vain.
The default value of the frameskip option is "Automatic". The FPS given by a manual frameskip value is indicated in parentheses. - A full-screen scaler that preserves the aspect ratio of the image. To use it, find the "Image scaling" setting in the menu and change its value to "Aspect".
The last commit that went into this build is commit a7658b6 (https://github.com/Nebuleon/ReGBA/commit/a7658b66161e7f94a0b44fc73cc44e01c9c132e1): "Dingoo A320: There are now 3 choices for screen scaling. Remove the two hotkeys. Use the menu instead.".
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It's working perfectly! Whoever fixed the aspect ratio did some fast work. Thanks!
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Yup, awesome work.
I hadn't updated since pre-alpha 1, but certain pokemon games that requires a specific save type (128K?) now appear to work, they didn't before.
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It's working perfectly! Whoever fixed the aspect ratio did some fast work. Thanks!
That was me this time, but I had pcercuei's 1.33x1.5x scaler to help me. :)
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The aspect screen scaler looks great, thanks for adding it. ;D
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you don't find the upscaled graphics to be blurry? The 1:1 pixel option seems much sharper to me.
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Pleeeeease release rebindable buttons, please please please??? I want to play Donkey Kong and Mario with the B and X buttons instead of the A and B, it's so much more comfortable.
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you don't find the upscaled graphics to be blurry? The 1:1 pixel option seems much sharper to me.
I wonder how blurry it is (I still don't have a system to try this out on). Is it like bilinear filtering? Ideally (IMHO) you'd use something like the pixellate shader with the scaling so you get nice even pixels with minimal blurring. Here's an example of it off vs. on in Megaman X scaled up to 1080p with 4:3 aspect ratio correction:
(http://abload.de/img/look74syr.png)
I'm not sure if would look as good at the Zero's res or if it's even fast enough to run fullspeed with that kind of filter. In RetroArch it seems to be one of the easier shaders to run, but it might not be so easy to implement in other emulators. You can look at the cg version of that shader here (https://github.com/libretro/common-shaders/blob/master/pixellate.cg) to get an idea of how it works.
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you don't find the upscaled graphics to be blurry? The 1:1 pixel option seems much sharper to me.
A little blurry sure, but that comes with non-integer scaling.
Once in motion though it's not bad.
Pleeeeease release rebindable buttons, please please please??? I want to play Donkey Kong and Mario with the B and X buttons instead of the A and B, it's so much more comfortable.
I'm still interested in this too.
Actually if you had a simple option in the primitive menu to toggle GCW B/A = GBA B/A to GCW X/B to GBA B/A, that would suffice for now.
On another note, the X button isn't doing anything right now. It might do well to map the fast forward button to that, if you can't map both autofire A and B.
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Upscaled graphics are always kinda "blurry" if you want to mantain a consistent scaling in a low-res screen.
In ReGBA, the aspect ratio scaler (1.33x) needs to convert every 3 pixels to 4 pixels. There are two ways of doing this, using a software scaler:
Convert 3 pixels into 4 by creating pixels which are the average of their neighbour pixels (interpolation). This makes the image look a bit blurry, but mantains the proportions consistently.
The other option is to use the "nearest neighbour" method, which just duplicates a pixel each 3 pixels. This looks crisp, but it makes the image look distorted, especially in low-res screens.
Here is an example when scaling a simple shape with diagonal lines:
(http://img.photobucket.com/albums/v629/hi-ban/scaler_types_2_zpse0cb33a0.png)
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I guess the slight blurriness is normal, just a personal preference that I like the 1:1 pixels.
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I guess the slight blurriness is normal, just a "personal" preference that I like the 1:1 pixels.
What , you thought you were the only one :P
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A fantastic emulator, I must say. Games that ran horribly before on gpSP run nice and smooth on ReGBA. I have, however, noticed some issues with several games. The most recent issue being from Dragonball Z: Buu's Fury.
Using the stock GBA BIOS (to test with gpSP, since Normmatt's seems to not work with gpSP), BF runs fine, albeit a little choppy and requiring the use of frameskip. With ReGBA, it runs nice and smooth, but will crash from time to time, seemingly randomly. I've seen it crash while transitioning from menus and dialog boxes.
With Normmatt's BIOS, it's stable, but the graphics will get completely garbled and render the game unplayable. As mentioned before, gpSP boots to a white screen when using Normmatt's BIOS.
I mentioned this on the IRC as well a little earlier, but I figured I'd mention it here too. Other than a few complaints with a few games, I love ReGBA and vastly prefer it over gpSP for most games. Great work so far!
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A fantastic emulator, I must say. Games that ran horribly before on gpSP run nice and smooth on ReGBA. I have, however, noticed some issues with several games. The most recent issue being from Dragonball Z: Buu's Fury.
Using the stock GBA BIOS (to test with gpSP, since Normmatt's seems to not work with gpSP), BF runs fine, albeit a little choppy and requiring the use of frameskip. With ReGBA, it runs nice and smooth, but will crash from time to time, seemingly randomly. I've seen it crash while transitioning from menus and dialog boxes.
With Normmatt's BIOS, it's stable, but the graphics will get completely garbled and render the game unplayable. As mentioned before, gpSP boots to a white screen when using Normmatt's BIOS.
I mentioned this on the IRC as well a little earlier, but I figured I'd mention it here too. Other than a few complaints with a few games, I love ReGBA and vastly prefer it over gpSP for most games. Great work so far!
Ah, another crasher a few more crashers, probably up to a hundred by now. Please put it them on my GitHub repository issues (https://github.com/Nebuleon/ReGBA/issues), and I may find out how to fix this all the bugs that make each game crash in late 2014, hopefully without breaking more games or making everything slower. This is a performance emulator, after all, so it takes lots of shortcuts that break easily.
Alternatively, if the file game_config.txt had an entry for this game these games in gpSP/PSP but not in ReGBA, pass it to me and I'll add it give me the sections and I'll add them.
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ReGBA alpha 7 is available.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-7.opk
New in this build:
- The black screen that appeared for up to 7 seconds in alpha 6 when loading a (32 MiB) game, immediately after gmenu2x's "Launching ReGBA" screen, now hosts a progress indicator regarding the loading of the game.
- A short black screen may also appear immediately after saving in-game, staying on-screen until the data is completely queued for writing. It states "Writing saved data". It also appears when exiting the emulator, if saved data was accessed by the game.
I toyed with memory-mapping [mmap (http://en.wikipedia.org/wiki/Mmap)] the ROM into ReGBA's process, but the on-demand loading is not fast enough, and the GCW Zero has 512 MiB, of RAM so I continue loading it fully before the first frame like in alpha 6. The Dingoo A320 has 32 MiB of RAM, so I use memory-mapping there.
mth told me that the microSD access driver could not be made to service memory-mapped files fast enough to avoid sound underruns, even after cleanups and optimisations, because the accesses are scattered everywhere in this emulator. I wonder how well 32 MiB ROMs work on the Dingoo A320, then, using any access method. Loading the entire ROM swaps some of the OS out, so that slows it down; loading it on-demand is not fast enough...
The last commit that went into this build is commit 1d04000 (https://github.com/Nebuleon/ReGBA/commit/1d040003ad6f6d8d7fcee23137b043ec2553b242): "GCW Zero: Load entire ROMs into memory again. Dingoo A320: Keep memory-mapping files due to the device not having enough memory to hold 32 MiB ROMs in private allocations.".
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Thanks for your work.
I'm tested in my Dingoo with 386 mhz overclock.
Aspect ratio scaler is very good, thank you for add it.
The emulator works very good but the performance in this alphas is worse than native emulator even with overclocking.
Without scaling, when borders load, performance of emulator drops, ?It's a bug?
I try to test conflictive games soon.
Regards.
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The emulator works very good but the performance in this alphas is worse than native emulator even with overclocking.
The native emulator over-clocks to 408 MHz.
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The emulator works very good but the performance in this alphas is worse than native emulator even with overclocking.
The native emulator over-clocks to 408 MHz.
This is impossible my dingoo only admits over 390MHZ, 396MHZ freezee my console.
Native emulator runs in stock clock 336 MHZ.
Regards.
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It varies per unit (for the Dingoo a320). My old unit could overclock far higher than the unit I received afterwards.
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Thanks for your work.
I'm tested in my Dingoo with 386 mhz overclock.
Aspect ratio scaler is very good, thank you for add it.
The emulator works very good but the performance in this alphas is worse than native emulator even with overclocking.
Without scaling, when borders load, performance of emulator drops, ?It's a bug?
I try to test conflictive games soon.
Regards.
The Dingoo A320 is a contributed platform; I don't support it officially. I only attempted to make it work well on the Dingoo A320 with automatic frameskipping, and alpha 3 was much better than alpha 2 (http://boards.dingoonity.org/gcw-releases/regba-gba-emulator-(alpha-1)/msg81468/#msg81468) (which had no ability at all to skip frames) according to Gaku_Kano.
If you'd like some more optimisations for the Dingoo A320 on OpenDingux, you could do one of two things:
a) Wait for someone with a Dingoo A320 and the knowledge to edit ReGBA to pick it up.
b) Donate a Dingoo A320 to me, perhaps pooling with other interested people to get enough cash. This will allow me to see for myself how to optimise for the platform.
I already have a working version of ReGBA that can issue flawless audio at 30 FPS in Golden Sun on the DSTwo, which has the very same processor (JZ4740, 336..396 MHz). But I had to have lots of knowledge about the DSTwo SDK and how it draws to the screen and issues audio to get that performance. I can do it, given a Dingoo ;)
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ReGBA alpha 8, the "input edition", is available.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-8.opk
New in this build:
- Rebinding for all GBA buttons (A, B, L, R, Start, Select) and rapid-fire. Regular buttons have mandatory bindings; rapid-fire buttons have optional bindings. See the Input Settings submenu.
- Rebinding for the Menu button, now as a hotkey (which means you can require more than 1 button to enter the menu). Additionally, the Menu hotkey is not recognised if more than just its button is pressed (for example, set the hotkey to Y and R+Y won't trigger the menu, only exactly Y). The default Menu hotkey is Y. See the Hotkeys submenu.
- The Fast-forward hotkey can now be rebound. The default is to have none, so if you want one, go set one :)
- There is now a Fast-forward target setting. It allows you to set the maximum speed of fast-forwarding while its hotkey is pressed; values are from 2x to 6x. See the Display Settings submenu.
- (GCW Zero) The analog nub can now be bound to the GBA d-pad. This helps bird's-eye view pixel-movement games like the Zeldas and the Golden Suns. See the Input Settings submenu.
- (GCW Zero) The analog nub has a sensitivity setting. See the Input Settings submenu.
Changed in this build:
- Saving the game on the GBA now does not display a short progress screen with "Writing saved data" in the middle.
- Display settings, which were formerly shown in the Main Menu, are now in a Display Settings submenu.
- A display optimisation whereby the border is not drawn every frame if all back-buffers of the N-buffered surface are guaranteed to be filled. This may help the Dingoo A320 in the bordered and aspect-ratio-preserving scaling modes. However, pcercuei reports it crashing in the Display Settings submenu on the Dingoo A320.
The last commit that went into this build is commit bf509fc (https://github.com/Nebuleon/ReGBA/commit/bf509fc81491cb2861a229559a3476ce866b4395): "OpenDingux: Add a remappable mandatory Menu hotkey.".
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devs are gods! thanks!
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Regarding fast forwarding, can we toggle it yet or can it only FF while the set key is pressed down? I was hoping that eventually we could just toggle in steps, as in each time the hotkey is pressed it would raise the speed level up a notch (normal speed >> x2 >> x4 >> x8 >> normal speed)
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Regarding fast forwarding, can we toggle it yet or can it only FF while the set key is pressed down? I was hoping that eventually we could just toggle in steps, as in each time the hotkey is pressed it would raise the speed level up a notch (normal speed >> x2 >> x4 >> x8 >> normal speed)
Only while the hotkey is held; it stops afterward. I don't really know of a case where holding the hotkey is not feasible; can you give me one example in a game you play?
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Just preference. Some extended grinding in games like RPGs and Pok?mon.
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Just preference. Some extended grinding in games like RPGs and Pok?mon.
I already have an option like that on ReGBA/DSTwo, it's in the menu and lasts until it's undone in the menu. Would that do for extended fast-forwarding?
With a good target speed (say 4x), it should be both fast and manageable. Unless you're going for broke with 6x ;)
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I'm not the rain man of gaming to go past 4x! :P I know I sound like an ingrate but I do it on the fly so much that entering the menu each time would become annoying. At any rate it's probably more of a hassle so it's ok if it can't be implemented. I really like where this emulator is going so far even without it.
Edit: I just got home. Time to try out this update! ^_^
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I'm not the rain man of gaming to go past 4x! :P I know I sound like an ingrate but I do it on the fly so much that entering the menu each time would become annoying. At any rate it's probably more of a hassle so it's ok if it can't be implemented. I really like where this emulator is going so far even without it.
Edit: I just got home. Time to try out this update! ^_^
Your suggestion is indeed much better in Pok?mon. Since you need to slow down to have a strategy against some particularly tough wild Pok?mon, you would need to enter the menu quite often, and having a toggle hotkey that can work with the while-held hotkey is better.
So... ReGBA alpha 9, the "second input edition", is available.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-9.opk
New in this build:
- A fast-forward toggle hotkey, defaulting to none. You can press the fast-forward while held hotkey and it will work regardless of toggle. If you toggle fast-forwarding and press the while-held hotkey, it will not go faster, however. See the Hotkeys submenu.
The last commit that went into this build is commit c3a5e47 (https://github.com/Nebuleon/ReGBA/commit/c3a5e478d9bc54e7008d2fb53919918c0c727cfd): "OpenDingux: Add a hotkey to toggle fast-forward until it's next held.".
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Oh my! That was unexpectedly fast! It looks like I'll be spending even more time with this emulator!
Personal life? Who needs one of those?
ʅ(?◔౪◔)ʃ
That was very awesome of you to actually do that! Thank you!
But, uh oh, Do Alphas usually extend into the 10s? ^__^
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Thanks for your work! This emulator is very cool... I tried several ROMs and all works fine (full speed and without glitches)... of course the original GBA bios is needed for a better compatibily ...
with the add of Load and Save State this emulator will be near the "perfection" ! ;)
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Oh brilliant, the long awaited button remapping! Now I can really dig into GBA goodness on the Zero! :)
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ReGBA alpha 10, the "saved states are awesome edition", is available.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-10.opk
New in this build, which needs wider testing:
- The appearance of a Saved States menu in the Main Menu. As in gpSP-Exophase 0.9, you can select your state, see screenshots that were saved along with existing states, load a state, write a state and delete a state. You get a confirmation before overwriting or deleting a state in this menu.
- Quick load and save state (slot #1) hotkeys, defaulting to none. You get no confirmation before anything when using these hotkeys. See the Hotkeys submenu.
- Errors occurring while performing file operations (loading the BIOS, loading the ROM, loading or saving a state) now appear on the screen, not only in the Log Viewer. For example: "Writing saved state #1 failed: No space left on device" or "Reading saved state #3 failed: No such file or directory".
(https://dl.dropboxusercontent.com/u/106475413/gcw-zero/saved-state-error-example.png)
Saved state file details:
There are 100 saved state slots. The states are saved in /boot/local/home/.gpsp as files named like the ROM but the extension ".sNN", where NN is between 00 and 99. Each saved state is 506,963 bytes (495.1 KiB).
Users of TempGBA/DSTwo can use their saved states from TempGBA betas 6-15 and versions 1.43-1.45 in ReGBA/GCW0. It is the very same format.
Users of gpSP/PSP cannot use their saved states in ReGBA/GCW0. gpSP/PSP's saved states referenced locations in the PSP's RAM, and as such would have corrupted the GCW0's RAM or crashed ReGBA when loaded, if the format had stayed the same. Users of gpSP/PSP can save in-GBA on their PSP and transfer the SRAM file (.sav) via storage cards instead.
The last commit that went into this build is commit 08273f6 (https://github.com/Nebuleon/ReGBA/commit/08273f6ae45dfae141fb3f71da6e4d36ba63d066): "OpenDingux: Add quick load and save state hotkeys.".
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My GCW0 is in the mail and I've been following this thread for quite some time now.
First thing Im getting on my GCW0 when it arrives!
HUGE kudos to you Nebuleon for all your hard work!
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Awesome! Thanks a lot Nebuleon! :)
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Awesome update!
I just renamed a few of my TempGBA's _0.rts files to .s00, .s01, .02 etc, and they work real good on reGBA.
Thanks Neb =D
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good i hope with this new alpha 10 fixed the game doom gba,it has graphical errors.Thank you nebuleon for making a good emulator GBA :)
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good i hope with this new alpha 10 fixed the game doom gba,it has graphical errors.Thank you nebuleon for making a good emulator GBA :)
That's weird.
On ReGBA/DSTwo, Doom has worked in every single version, even a freshly-made compilation of the very latest code. (albeit slowly)
On ReGBA/GCW0, Doom outputs garbled graphics in any version, including alpha 10. (and alpha 5 segfaults immediately)
I will need to investigate this.
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good i hope with this new alpha 10 fixed the game doom gba,it has graphical errors.Thank you nebuleon for making a good emulator GBA :)
That's weird.
On ReGBA/DSTwo, Doom has worked in every single version, even a freshly-made compilation of the very latest code. (albeit slowly)
On ReGBA/GCW0, Doom outputs garbled graphics in any version, including alpha 10. (and alpha 5 segfaults immediately)
I will need to investigate this.
Thank you nebuleon for you reply.In Doom 2 GBA version plays fine it doesnt have graphical errors,Doom GBA has graphical errors.Its the only rom i have this problem every rom i play its fine,maybe i have a bad rom from doom gba,anyways i will search for another backup.
Note:I installed the gba bios in their respective folder Regba
Edit:Video Example about the graphical errors in Doom GBA
https://www.youtube.com/watch?v=cfEPcjt8cV0
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<2 nested quotes omitted ~Nebuleon>
https://www.youtube.com/watch?v=cfEPcjt8cV0
I would just like to compliment you for having one of the most detailed bug reports I've had for ReGBA. Not only does it contain an occurrence of the bug, it also contains your entire relevant settings and the ROM information. Bravo. :)
I get the same problem as you when trying it out on the GCW0, but it works fine on the DSTwo. I'll try disabling MIPS32 R2 instruction optimisations first, seeing as this is one of the big differences between the two ports.
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<2 nested quotes omitted ~Nebuleon>
https://www.youtube.com/watch?v=cfEPcjt8cV0
I would just like to compliment you for having one of the most detailed bug reports I've had for ReGBA. Not only does it contain an occurrence of the bug, it also contains your entire relevant settings and the ROM information. Bravo. :)
I get the same problem as you when trying it out on the GCW0, but it works fine on the DSTwo. I'll try disabling MIPS32 R2 instruction optimisations first, seeing as this is one of the big differences between the two ports.
Thank you jejeej :-* but the only merit its you nebuleon for making a good emulator for the GBA.If you dont have those options on the REGBA i cant detailed the bug report.I will try more roms if i see another bug i will post in this threads.Sorry for my bad english language its not my native language :-[
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ReGBA alpha 11 is available.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-11.opk
This build contains a quick fix for Doom's garbled graphics. As I suspected, MIPS32 R2 instructions are to blame. I disabled some of them (and will need to revalidate them before enabling them again later). The performance will be up to 4% less in any release from now on until the MIPS32 R2 instructions are validated, which will be unnoticeable in all games except Mario Golf and Tennis.
In this release, there is also a small change to the progress bar. The text is now inside the bar, and the background is TRS-80 blue (http://scottunes.com/main/MegaBug.jpg).
The last commit that went into this build is commit fbc3d1a (https://github.com/Nebuleon/ReGBA/commit/fbc3d1a105c8710cb67b63b4b13da41e82bc9353): "OpenDingux: Quick fix to disable most MIPS32 R2 instructions in the stub, but allow the SYNCI instruction.".
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I have revalidated the optimisations, and it turns out I used the wrong register in some GCW-specific code. I have fixed this, resulting in ReGBA/GCW0 alpha 12. Up to 4% of performance has been restored.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-alpha-12.opk
Dingoo A320 users don't need this; they can continue using alpha 10. Alphas 10, 11 and 12 will be byte-identical on the Dingoo A320.
The last commit that went into this build is commit dc526d2 (https://github.com/Nebuleon/ReGBA/commit/dc526d2eb49386bff795769107c91e83ca9abca1): "GCW Zero, mips/stub.S: Correct the MIPS32 R2 instructions. The instructions used the wrong register.".
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Nebuleon, your dedication is admirable. Thank you!
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Thank you very much for you work!!
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What features are next for ReGBA? I would like to request a couple. Rumble and Tilt emulation. I have yet to utilize either of these functions of the GCW Zero, but aren't there a few GBA games that utilize them? I'd love to play them.
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What features are next for ReGBA? I would like to request a couple. Rumble and Tilt emulation. I have yet to utilize either of these functions of the GCW Zero, but aren't there a few GBA games that utilize them? I'd love to play them.
There are about 20 or so GB/GBC cartridges with a built-in rumble pack, but only 2 for GBA: Drill Dozer and WarioWare: Twisted!
Only 3 GBA games (and 1 GBC game) with tilt sensors:
Yoshi's Universal Gravitation (AKA Yoshi Topsy-Turvy)
WarioWare: Twisted!
Koro Koro Puzzle Happy Panechu!
Kirby Tilt 'n' Tumble (GBC)
Although it's only for a few games, having support for rumble and tilt would be big steps towards making ReGBA "complete" and "unique" for the GCW Zero. 8)
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Currently the firmware does not support force-feedback (that's like the last thing on the TO-DO list).
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https://www.youtube.com/watch?v=0bH4kABrksU
This is just a minor bug on Castlevania, not quite sure what you would call it. But I uploaded a video of it.
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https://www.youtube.com/watch?v=0bH4kABrksU
This is just a minor bug on Castlevania, not quite sure what you would call it. But I uploaded a video of it.
Yeah... This is a micro-bug I had only seen so far in Golden Sun battles - if you enter the psynergy menu or something, it shows 1 frame garbled. Perhaps the video-mode switching is at fault.
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Thanks for the great (and fast) work on the emulator :)
I try it tonight ^^
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I'm having problems with a lot of ROMs in alpha 12. Most of the mario games don't work. Mario Advance is all garbled, Mario Advance 3 won't load, neither will Mario Advance 4. Wolfenstein won't load
I tried the built-in gba bios, and the official nintendo one. Neither worked....
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I'm having problems with a lot of ROMs in alpha 12. Most of the mario games don't work. Mario Advance is all garbled, Mario Advance 3 won't load, neither will Mario Advance 4. Wolfenstein won't load
I tried the built-in gba bios, and the official nintendo one. Neither worked....
All 4 mario advance games and Wolfenstein work fine for me. Using alpha 12 with nintendo bios.
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I'm having problems with a lot of ROMs in alpha 12. Most of the mario games don't work. Mario Advance is all garbled, Mario Advance 3 won't load, neither will Mario Advance 4. Wolfenstein won't load
I tried the built-in gba bios, and the official nintendo one. Neither worked....
I wonder how much can be wrong with your setup and/or files, given that I can properly launch every regional version of all the Mario Advances using either BIOS.
Some things to start:
a) Whether you dumped from a GBA, or downloaded from the Internet, your ROMs for these games, did the files get cut off mid-transfer to your computer or to your GCW Zero? (You can check this using file sizes.)
b) If you know about CRC32 values, did you compare the CRC32 values of your ROMs with those of known sources?
c) Did you compress the ROMs into ZIP archives?
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All 4 mario advance games and Wolfenstein work fine for me. Using alpha 12 with nintendo bios.
The games work fine for me too... for the test I used ReGBA alpha12 and the original GBA bios...
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I'm having problems with a lot of ROMs in alpha 12. Most of the mario games don't work. Mario Advance is all garbled, Mario Advance 3 won't load, neither will Mario Advance 4. Wolfenstein won't load
I tried the built-in gba bios, and the official nintendo one. Neither worked....
I had problems with roms that I had trimmed a long time ago for VBA on the PC. Are your roms trimmed? They should be exactly 4,8,16 or 32 MB. That's if they're not zipped.
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I'm having problems with a lot of ROMs in alpha 12. Most of the mario games don't work. Mario Advance is all garbled, Mario Advance 3 won't load, neither will Mario Advance 4. Wolfenstein won't load
I tried the built-in gba bios, and the official nintendo one. Neither worked....
I wonder how much can be wrong with your setup and/or files, given that I can properly launch every regional version of all the Mario Advances using either BIOS.
Some things to start:
a) Whether you dumped from a GBA, or downloaded from the Internet, your ROMs for these games, did the files get cut off mid-transfer to your computer or to your GCW Zero? (You can check this using file sizes.)
b) If you know about CRC32 values, did you compare the CRC32 values of your ROMs with those of known sources?
c) Did you compress the ROMs into ZIP archives?
Thanks, I didn't know these were working for everyone else, I will check the integrity of my roms
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I'm having problems with a lot of ROMs in alpha 12. Most of the mario games don't work. Mario Advance is all garbled, Mario Advance 3 won't load, neither will Mario Advance 4. Wolfenstein won't load
I tried the built-in gba bios, and the official nintendo one. Neither worked....
I wonder how much can be wrong with your setup and/or files, given that I can properly launch every regional version of all the Mario Advances using either BIOS.
Some things to start:
a) Whether you dumped from a GBA, or downloaded from the Internet, your ROMs for these games, did the files get cut off mid-transfer to your computer or to your GCW Zero? (You can check this using file sizes.)
b) If you know about CRC32 values, did you compare the CRC32 values of your ROMs with those of known sources?
c) Did you compress the ROMs into ZIP archives?
Thanks, I didn't know these were working for everyone else, I will check the integrity of my roms
Yep... looks like my roms were corrupt somehow. Thanks for the tips
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I'm still hoping that someday the FMV problem with Kingdom Hearts: Chain of Memories will be fixed, but since it's just one game it's unlikely to ever happen since it's not really worth the effort of addressing.
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+1 KH:CoM fix. It's worth it, so maybe they'll include it with other game fixes. It's still in alpha, and there's still a ways to go, I'm sure.
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Does ReGBA support GameBoy/Color ROMs?
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Does ReGBA support GameBoy/Color ROMs?
No. It's a GBA emulator. Not a GB/GBC, those are different systems.
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Does ReGBA support GameBoy/Color ROMs?
You'll want to try OhBoy for that. ReGbA and OhBoy are the current two best emulators on the GCW:0 right now.
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I am having problems getting Sonic Advance, Sonic Advance 2, and Sonic Advance 3 to work on ReGBA .
I have the gba bios /local/home/.gpsp.
gpsp plays roms fine, but can't get ReGBA to play them
Thanks.
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I am having problems getting Sonic Advance, Sonic Advance 2, and Sonic Advance 3 to work on ReGBA .
I have the gba bios /local/home/.gpsp.
gpsp plays roms fine, but can't get ReGBA to play them
Thanks.
You can get past the four-rectangles screen in ReGBA by pressing the GBA button combination A+B+Start+Select. (You can remap that, so press the appropriate GCW Zero buttons.)
I'm not sure gpSP played them fine. It's possible it did but gpSP Kai's changes broke them, though.
IMPORTANT EDIT: Or you could boot from the GBA BIOS. Booting from the GBA BIOS makes the games start correctly, not showing the four-rectangles screen.
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ReGBA version 1.45 is now available. All the features I wanted to add to the frontend are there, and the emulator is stable enough for a proper release. The version number indicates feature parity with the DSTwo version, which is at 1.45 due to being later in the lineage than NDSGBA 1.30 and being an improved version of NDSGBA 1.30.
Download: http://gcw-zero.com/file.php?file=regba.opk
New in this build:
- Per-game settings. You can press Select in the menu and you can edit settings that are applied to only the currently-loaded game. For example, you may want to start only some games from the BIOS for compatibility (e.g. Sonic Advances) but start the rest from the cartridge, or full-screen most games and leave a few at the original pixels due to being text-heavy.
- Settings files are saved only when changing the settings inside a submenu. This causes fewer erase cycles to be used up on the internal flash storage of the GCW Zero and the Dingoo A320.
- A manual. You can see this manual on your GCW Zero by pressing Select on ReGBA in gmenu2x and activating the "Show manual of ReGBA" option. This manual is also on the GCW Zero Community Wiki: see ReGBA (http://wiki.gcw-zero.com/ReGBA).
- A bug that caused a crash when entering the Display Settings menu on the Dingoo A320 has been fixed.
- When opposing directions of the GBA d-pad would both be pressed -- that is, both Left and Right, or both Up and Down, whether by the GCW Zero's d-pad or its analog nub --, Left and Up are ignored, respectively.
- Add a version information screen in the Main Menu's Performance and Debugging submenu.
The last commit that went into this build is commit 45381c7 (https://github.com/Nebuleon/ReGBA/commit/45381c74cdc2d7e3080768922259f9e957938c0e): "OpenDingux: Add a version information screen.".
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How do you get ReGBA to load nintendo's gba bios?
Where do you put the bios file?
What must it be called?
Thanks
I am having problems getting Sonic Advance, Sonic Advance 2, and Sonic Advance 3 to work on ReGBA .
I have the gba bios /local/home/.gpsp.
gpsp plays roms fine, but can't get ReGBA to play them
Thanks.
You can get past the four-rectangles screen in ReGBA by pressing the GBA button combination A+B+Start+Select. (You can remap that, so press the appropriate GCW Zero buttons.)
I'm not sure gpSP played them fine. It's possible it did but gpSP Kai's changes broke them, though.
IMPORTANT EDIT: Or you could boot from the GBA BIOS. Booting from the GBA BIOS makes the games start correctly, not showing the four-rectangles screen.
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How do you get ReGBA to load nintendo's gba bios?
Where do you put the bios file?
What must it be called?
Thanks
https://raw.github.com/Nebuleon/ReGBA/8befe217f3b844a6eb588601813b5367143fdef1/source/opendingux/data/manual-en.txt
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How do you get ReGBA to load nintendo's gba bios?
Where do you put the bios file?
What must it be called?
Thanks
Please see http://wiki.gcw-zero.com/ReGBA#Files if you want to know what files you can transfer, and where, for ReGBA/GCW0.
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Thanks for the new version Nebuleon! This emulator is so awesome... ;D
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How do you get ReGBA to load nintendo's gba bios?
Where do you put the bios file?
What must it be called?
Thanks
1) you can find it easily on the web (I think that you need to have an original GBA console for a "legal" use of the bios);
2) Put the bios inside the .gpsp folder (usr/local/home/.gpsp/);
3) the bios name must be: gba_bios.bin
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Please see http://wiki.gcw-zero.com/ReGBA#Files if you want to know what files you can transfer, and where, for ReGBA/GCW0.
Ops, I'm sorry... with my previous post "I duplicated" your answer!
May I take this opportunity to congratulate you for the excellent work! :)
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Nebuleon, thanks for all the hard work! Your REGBA runs smooth on my ds! Is there any chance we will receive a PSP port?
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Nebuleon, thanks for all the hard work! Your REGBA runs smooth on my ds! Is there any chance we will receive a PSP port?
While this appears to be ironic at first sight ("there's a ReGBA for PSP; it's gpSP"), I see what you mean: you're asking if there's a port of gpSP with the improvements of ReGBA on the PSP.
I do not have a PSP, and even if I had the PSP SDK, I would essentially have to make a blind port, compile it and hope it works on a PSP first try. However, the PSP does have a head start: it uses a MIPS32 kinda-R2 processor, just like the GCW Zero.
If you are interested in a PSP port, you (or someone else who's also interested) could take the original gpSP-Exophase/PSP sources, copy the GUI, adapt the Makefile and hook up the per-platform functions ReGBA requires (e.g. the function that tells ReGBA what file a saved state at slot #n should be, the one that allocates memory for the GBA ROM, and so on). You'd find these declarations in common.h. A few definitions are already in the source/psp directory, but they are quite incomplete. I'd be happy to accept patches from interested people!
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For those of you which can't pass the Kingdom Hearts first cutscene, you can play it on pc emulator then save after and copy save file to your console.
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For those of you which can't pass the Kingdom Hearts first cutscene, you can play it on pc emulator then save after and copy save file to your console.
I believe I did this on gpSP, but it still works - when the freeze happens, use a save state. Close and re-open the game, and then load from the save state. The video should progress after that.
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Here you can find a save file if needed. Just put it in .gpsp folder in home directory.
http://www.qfpost.com/file/d?g=mcTzMwann
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So, yeah, yeah, subpixel rendering again. It's not exactly a perfect fit, but it does make blurry text more readibly at the expense of the whole Apple II colored text look (which also did the whole subpixel thing too).
Anyways, here's most the code (minus the bits of adding the "Sub-Pixel" option to the menu since that's trivial):
static inline uint16_t bgr555_to_rgb565_16(uint16_t px)
{
return ((px & 0x7c00) >> 10)
| ((px & 0x03e0) << 1)
| ((px & 0x001f) << 11);
}
#define X(a,b) ((a & 0xf800) | (b & 0x07ff))
#define Y(b,c) ((b & 0xffe0) | (c & 0x001f))
#define Z(A,B) ((((A) >> 1) & 0x7bef) + (((B) >> 1) & 0x7bef))
/* Upscales an image based on subpixel rendering; also does color conversion
* using the function above.
* Input:
* from: A pointer to the pixels member of a src_x by src_y surface to be
* read by this function. The pixel format of this surface is XBGR 1555.
* src_x: The width of the source.
* src_y: The height of the source.
* src_pitch: The number of bytes making up a scanline in the source
* surface.
* dst_pitch: The number of bytes making up a scanline in the destination
* surface.
* Output:
* to: A pointer to the pixels member of a (src_x * 4/3) by (src_y * 4/3)
* surface to be filled with the upscaled GBA image. The pixel format of
* this surface is RGB 565.
*/
static inline void gba_upscale_subpixel(uint16_t *to, uint16_t *from,
uint32_t src_x, uint32_t src_y, uint32_t src_pitch, uint32_t dst_pitch)
{
/* Before:
* a b c
* d e f
* After (multiple letters = (average)/subpixel overlap):
* a ab bc c
* (ad) (ad)(be) (be)(cf) (cf)
* d de ef f
*/
uint16_t a, b, c, d, e, f;
uint16_t *src, *dst;
uint32_t x, y;
const uint32_t sp = src_pitch / sizeof(uint16_t), dp = dst_pitch / sizeof(uint16_t);
for (y = 0; y < src_y/2; y++) {
src = from;
dst = to;
for (x = 0; x < src_x/3; x++) {
a = bgr555_to_rgb565_16(src[0]);
b = bgr555_to_rgb565_16(src[1]);
c = bgr555_to_rgb565_16(src[2]);
d = bgr555_to_rgb565_16(src[sp]);
e = bgr555_to_rgb565_16(src[sp+1]);
f = bgr555_to_rgb565_16(src[sp+2]);
dst[0] = a; dst[1] = X(a,b); dst[2] = Y(b,c); dst[3] = c;
dst[dp] = Z(a,d); dst[dp+1] = X(Z(a,d),Z(b,e)); dst[dp+2] = Y(Z(b,e),Z(c,f)); dst[dp+3] = Z(c,f);
dst[dp*2] = d; dst[dp*2+1] = X(d,e); dst[dp*2+2] = Y(e,f); dst[dp*2+3] = f;
src += 3;
dst += 4;
}
from = (uint16_t *) (((uint8_t *) from) + src_pitch * 2);
to = (uint16_t *) (((uint8_t *) to ) + dst_pitch * 3);
}
}
And here's the package: regba 1.45 w/ sub-pixel rendering (http://kuwanger.net/regba.opk)
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I've made ReGBA version 1.45.1 with two "rainbow fringe" subpixel scalers: kuwanger's full-screen one and an aspect-ratio-preserving one based on it.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-1.45.1.opk
(For the record, I still prefer the original one 8) - and I think this one is way too rainbow-fringey, it should average it more like FreeType)
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Thanks fot the update :).
I still prefer "None scaling" too :P
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Something more like this, perhaps?
#define X(a,b) ((a & 0xf800) | (b & 0x07ff))
#define Y(b,c) ((b & 0xffe0) | (c & 0x001f))
#define Z(A,B) ((((A) >> 1) & 0x7bef) + (((B) >> 1) & 0x7bef))
static inline void gba_upscale_mostly_subpixel(uint16_t *to, uint16_t *from,
uint32_t src_x, uint32_t src_y, uint32_t src_pitch, uint32_t dst_pitch)
{
/* Before:
* a b c
* d e f
* After (multiple letters = (average)/subpixel overlap):
* a ab bc c
* (ad) (be) (be) (cf)
* d de ef f
*/
uint16_t a, b, c, d, e, f;
uint16_t *src, *dst;
uint32_t x, y;
const uint32_t sp = src_pitch / sizeof(uint16_t), dp = dst_pitch / sizeof(uint16_t);
for (y = 0; y < src_y/2; y++) {
src = from;
dst = to;
for (x = 0; x < src_x/3; x++) {
a = bgr555_to_rgb565_16(src[0]);
b = bgr555_to_rgb565_16(src[1]);
c = bgr555_to_rgb565_16(src[2]);
d = bgr555_to_rgb565_16(src[sp]);
e = bgr555_to_rgb565_16(src[sp+1]);
f = bgr555_to_rgb565_16(src[sp+2]);
dst[0] = a; dst[1] = X(a,b); dst[2] = Y(b,c); dst[3] = c;
dst[dp] = Z(a,d); dst[dp+1] = Z(b,e); dst[dp+2] = Z(b,e); dst[dp+3] = Z(c,f);
dst[dp*2] = d; dst[dp*2+1] = X(d,e); dst[dp*2+2] = Y(e,f); dst[dp*2+3] = f;
src += 3;
dst += 4;
}
from = (uint16_t *) (((uint8_t *) from) + src_pitch * 2);
to = (uint16_t *) (((uint8_t *) to ) + dst_pitch * 3);
}
}
And, yea, the rainbow-ringy thing is rather annoying. But then you have games like Scurge Hive whose status bar text is blurry under the original. My various attempts to blur/average other ways has either (a) resulted in equally blur text, (b) left/right or top/bottom ripples, or (c) a grid of dots. I'm sure there's a better way to do it. I'm just not readily aware of that way. :)
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Hey kuwanger, would it be possible to make a custom scaler for snes9x?
It's a great emu but the fullscreen blurriness really puts me off using it.
Not in this thread, Sonic.
-
Something more like this, perhaps?
<code>
And, yea, the rainbow-ringy thing is rather annoying. But then you have games like Scurge Hive whose status bar text is blurry under the original. My various attempts to blur/average other ways has either (a) resulted in equally blur text, (b) left/right or top/bottom ripples, or (c) a grid of dots. I'm sure there's a better way to do it. I'm just not readily aware of that way. :)
It still appears to be rainbow-fringey (and worse, now I can see a grid of dots every 3 by 3 pixels). What I meant was more like the technique most commonly known as "ClearType" today, where the spatial anti-aliasing applies to subpixels like they were whole new pixels. So your yellow would really be a kind of dark orange, and your cyan would really be a kind of dark blue, after averaging with all the new pixels.
http://en.wikipedia.org/wiki/File:Subpixel_demonstration_%28Quartz%29.png
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Third time's a charm, maybe?
/* Takes pixels a, b, and c and writes out four pixels to out.
* Does a blend of pixels based upon R G B order of LCD.
* Note: Left most and right most pixels have extra red from a and blue from c, respectively,
* as the alternative is to blend from pixels to the left and right of the grouping
*/
static inline void F(uint16_t *out, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = (((a & 0xf800)*3/4) & 0xf800) |
(((a & 0x07e0)*3/4) & 0x07e0) |
((a & 0x001f)*3/4);
*out++ = ( ((a >> 1)&0x7800) + ((b >> 2)&0x3800) ) |
( ((a >> 2)&0x01e0) + ((b >> 1)&0x03e0) ) |
((b & 0x001f)*3/4);
*out++ = (((b & 0xf800)*3/4) & 0xf800) |
( ((b >> 1)&0x03e0) + ((c >> 2)&0x01e0) ) |
( ((b >> 2)&0x0007) + ((c >> 1)&0x000f) );
*out++ = (((c & 0xf800)*3/4) & 0xf800) |
(((c & 0x07e0)*3/4) & 0x07e0) |
((c & 0x001f)*3/4);
}
static inline void gba_upscale_subpixel(uint16_t *to, uint16_t *from,
uint32_t src_x, uint32_t src_y, uint32_t src_pitch, uint32_t dst_pitch)
{
/* Before:
RRRR RRRRrr rrrrrr RRRRRR RR
GGGGGG GGgggg ggggGG GGGGGG
BB BBBBBB bbbbbb bbBBBB BBBB
* After (merges r/R, g/G, b/B groups into four pixels)
RR GG BB rr gg bb RR GG BB rr gg bb
RR GG BB rr gg bb RR GG BB rr gg bb
RR GG BB rr gg bb RR GG BB rr gg bb
*/
const uint32_t dst_x = src_x * 4 / 3;
uint16_t a, b, c, d, e, f;
uint16_t *src, *dst;
uint32_t x, y;
const uint32_t sp = src_pitch / sizeof(uint16_t), dp = dst_pitch / sizeof(uint16_t);
for (y = 0; y < src_y/2; y++) {
src = from;
dst = to;
for (x = 0; x < src_x/3; x++) {
a = bgr555_to_rgb565_16(src[0]);
b = bgr555_to_rgb565_16(src[1]);
c = bgr555_to_rgb565_16(src[2]);
d = bgr555_to_rgb565_16(src[sp]);
e = bgr555_to_rgb565_16(src[sp+1]);
f = bgr555_to_rgb565_16(src[sp+2]);
F(dst, a, b, c);
F(&dst[dp], Z(a,d), Z(b,e), Z(c,f));
F(&dst[dp*2], d, e, f);
src += 3;
dst += 4;
}
from = (uint16_t *) (((uint8_t *) from) + src_pitch * 2);
to = (uint16_t *) (((uint8_t *) to ) + dst_pitch * 3);
}
}
Note, this results in a darker image which might be more of the reason for the less rainbow fringe than anything, but then it could just be me seeing things. :/
-
Third time's a charm, maybe?
<code>
Note, this results in a darker image which might be more of the reason for the less rainbow fringe than anything, but then it could just be me seeing things. :/
Yeah, must be the *3/4 everywhere. But if I take a screenshot of the full-screen sub-pixel scaler now, and raise its brightness with an image editing program, there is much less rainbow fringe, so maybe this is good and just needs some adjustment:
(https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-subpixel-rendering-1.png)
-
A little bit more blending and further brightened:
static inline void F0(uint16_t *out, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = ( ((a&0xf800)*2/3) & 0xf800 ) |
(a&0x07e0) |
(a&0x001f);
*out++ = ( ((a&0xf800)*2/3 + (b&0xf800)/3) & 0xf800 ) |
( ((a&0x07e0)/3 + (b&0x07e0)*2/3) & 0x07e0 ) |
(b&0x001f);
*out++ = (b & 0xf800) |
( ((b&0x07e0)*2/3 + (c&0x07e0)/3) & 0x07e0 ) |
( ((b&0x001f)/3 + (c&0x001f)*2/3) & 0x001f );
*out++ = c;
}
static inline void F(uint16_t *out, uint16_t z, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = (z & 0xf800) |
(z & 0x07e0) |
( ((z&0x001f)*2/3 + (a&0x001f)/3) & 0x001f );
*out++ = ( ((z&0xf800)/3 + (a&0xf800)*2/3) & 0xf800 ) |
(a&0x07e0) |
(a&0x001f);
*out++ = ( ((a&0xf800)*2/3 + (b&0xf800)/3) & 0xf800 ) |
( ((a&0x07e0)/3 + (b&0x07e0)*2/3) & 0x07e0 ) |
(b&0x001f);
*out++ = (b & 0xf800) |
( ((b&0x07e0)*2/3 + (c&0x07e0)/3) & 0x07e0 ) |
( ((b&0x001f)/3 + (c&0x001f)*2/3) & 0x001f );
*out++ = c;
}
...
static inline void gba_upscale_subpixel(uint16_t *to, uint16_t *from,
uint32_t src_x, uint32_t src_y, uint32_t src_pitch, uint32_t dst_pitch)
{
...
for (y = 0; y < src_y/2; y++) {
src = from;
dst = to;
for (x = 0; x < src_x/3; x++) {
a = bgr555_to_rgb565_16(src[0]);
b = bgr555_to_rgb565_16(src[1]);
c = bgr555_to_rgb565_16(src[2]);
d = bgr555_to_rgb565_16(src[sp]);
e = bgr555_to_rgb565_16(src[sp+1]);
f = bgr555_to_rgb565_16(src[sp+2]);
if (x == 0) {
F0(dst, a, b, c);
F0(&dst[dp], Z(a,d), Z(b,e), Z(c,f));
F0(&dst[dp*2], d, e, f);
} else {
F(dst-1, dst[-1], a, b, c);
F(&dst[dp-1], dst[dp-1], Z(a,d), Z(b,e), Z(c,f));
F(&dst[dp*2-1], dst[dp*2-1], d, e, f);
}
...
There's still that noticeable pattern unfortunately, but I think it looks better. :/
Edit: I've been playing with the scaler for a while. Trying to eliminate the pattern directly seems to restore the fringe (which makes sense since the whole point of sub-pixel rendering is to add a fringe that blends in, but it obviously doesn't do well with large solid blocks of the same color). So, I decided to use a PocketNES trick and do dual-frame blending. It gets rid of the pattern, but it does cause more of a visible fringe I think. :/ Feel free to toy with this.
static inline uint16_t bgr555_to_rgb565_16(uint16_t px)
{
return ((px & 0x7c00) >> 10)
| ((px & 0x03e0) << 1)
| ((px & 0x001f) << 11);
}
/* Tries to keep the least significant bits when averaging to avoid rippling */
#define Z0_(A,B) (((((A) >> 1) & 0x7bef) + (((B) >> 1) & 0x7bef)))
#define Z0(A,B) (Z0_(A,B) | ((Z0_(A,B)>>3) & 0x1803) | ((Z0_(A,B)>>4) & 0x60))
/* Directly uses A if A == B or mix the two. */
#define Z(A,B) ((A == B) ? A : Z0(A,B))
/* These macros define mixing RGB components from A then B with always more from A
* than B. So, M210 == 3/3 red A + 1/3 red, 1/3 green A + 2/3 green B, 3/3 blue B
* Note: M233 and M123 are special, only using A as they're used on the left border of the
* screen and hence there's nothing else to mix with.
#define M333(A,B) (A)
#define M233(A) ( ((((A)&0xF800)*2/3) & 0xF800) | ((A) & 0x07FF) )
#define M123(A) ( ((((A)&0xF800)/3) & 0xF800) | \
((((A)&0x07E0)*2/3) & 0x07E0) | \
((A) & 0x001F) )
#define M210(A,B) ( ((((A)&0xF800)*2/3 + ((B)&0xF800)/3) & 0xF800) | \
((((A)&0x07E0)/3 + ((B)&0x07E0)*2/3) & 0x07E0) | \
((B) & 0x001F) )
#define M321(A,B) ( ((A)&0xF800) | \
((((A)&0x07E0)*2/3 + ((B)&0x07E0)/3) & 0x07E0) | \
((((A)&0x001F)/3 + ((B)&0x001F)*2/3) & 0x001F) )
#define M332(A,B) ( ((A) & 0xFFE0) | \
((((A)&0x001F)*2/3 + ((B)&0x001F)/3) & 0x001F) )
#define M100(A,B) ( ((((A)&0xF800)/3 + ((A)&0xF800)*2/3) & 0xF800) | \
((B) & 0x07FF) )
static inline void F0(uint16_t *out, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = M233(a);
*out++ = M210(a,b);
*out++ = M321(b,c);
*out++ = c;
}
static inline void F1(uint16_t *out, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = M123(a);
*out++ = M321(b,c);
*out++ = M332(b,c);
*out++ = c;
}
static inline void F2(uint16_t *out, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = M321(a,b);
*out++ = M332(b,c);
*out++ = M100(b,c);
*out++ = c;
}
static inline void F_0(uint16_t *out, uint16_t z, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = M332(z,a);
*out++ = M100(z,a);
*out++ = M210(a,b);
*out++ = M321(b,c);
*out++ = c;
}
static inline void F_1(uint16_t *out, uint16_t y, uint16_t z, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = M100(y,z);
*out++ = M210(z,a);
*out++ = M321(a,b);
*out++ = M332(b,c);
*out++ = c;
}
static inline void F_2(uint16_t *out, uint16_t z, uint16_t a, uint16_t b, uint16_t c)
{
*out++ = M210(z,a);
*out++ = M321(a,b);
*out++ = M332(b,c);
*out++ = M100(b,c);
*out++ = c;
}
static inline void gba_upscale_subpixel(uint16_t *to, uint16_t *from,
uint32_t src_x, uint32_t src_y, uint32_t src_pitch, uint32_t dst_pitch)
{
/* Before:
* RRRR RRRRrr rrrrrr RRRRRR RR
* GGGGGG GGgggg ggggGG GGGGGG
*BB BBBBBB bbbbbb bbBBBB BBBB
* After (merges r/R, g/G, b/B groups into four pixels)
* RR GG BB rr gg bb RR GG BB rr gg bb
* RR GG BB rr gg bb RR GG BB rr gg bb
* RR GG BB rr gg bb RR GG BB rr gg bb
*/
const uint32_t dst_x = src_x * 4 / 3;
uint16_t a, b, c, d, e, f;
uint16_t *src, *dst;
uint32_t x, y;
static int frame = 0;
frame = (frame + 1) % 3;
const uint32_t sp = src_pitch / sizeof(uint16_t), dp = dst_pitch / sizeof(uint16_t);
for (y = 0; y < src_y/2; y++) {
src = from;
dst = to;
if (frame == 0) {
for (x = 0; x < src_x/3; x++) {
a = bgr555_to_rgb565_16(src[0]);
b = bgr555_to_rgb565_16(src[1]);
c = bgr555_to_rgb565_16(src[2]);
d = bgr555_to_rgb565_16(src[sp]);
e = bgr555_to_rgb565_16(src[sp+1]);
f = bgr555_to_rgb565_16(src[sp+2]);
if (x == 0) {
F0(dst, a, b, c);
F0(&dst[dp*2], d, e, f);
dst[dp] = Z(dst[0],dst[dp*2]);
dst[dp+1] = Z(dst[1],dst[dp*2+1]);
dst[dp+2] = Z(dst[2],dst[dp*2+2]);
dst[dp+3] = Z(dst[3],dst[dp*2+3]);
} else {
F_0(dst-1, dst[-1], a, b, c);
F_0(&dst[dp*2-1], dst[dp*2-1], d, e, f);
dst[dp-1] = Z(dst[-1],dst[dp*2-1]);
dst[dp] = Z(dst[0],dst[dp*2]);
dst[dp+1] = Z(dst[1],dst[dp*2+1]);
dst[dp+2] = Z(dst[2],dst[dp*2+2]);
dst[dp+3] = Z(dst[3],dst[dp*2+3]);
}
src += 3;
dst += 4;
}
} else if (frame == 1) {
for (x = 0; x < src_x/3; x++) {
a = bgr555_to_rgb565_16(src[0]);
b = bgr555_to_rgb565_16(src[1]);
c = bgr555_to_rgb565_16(src[2]);
d = bgr555_to_rgb565_16(src[sp]);
e = bgr555_to_rgb565_16(src[sp+1]);
f = bgr555_to_rgb565_16(src[sp+2]);
if (x == 0) {
F1(dst, a, b, c);
// F1(&dst[dp], Z0(a,d), Z0(b, e), Z0(c, f));
F1(&dst[dp*2], d, e, f);
dst[dp] = Z(dst[0],dst[dp*2]);
dst[dp+1] = Z(dst[1],dst[dp*2+1]);
dst[dp+2] = Z(dst[2],dst[dp*2+2]);
dst[dp+3] = Z(dst[3],dst[dp*2+3]);
} else {
F_1(dst-1, dst[-2], dst[-1], a, b, c);
// F_1(&dst[dp-1], dst[dp-2], dst[dp-1], Z0(a,d), Z0(b,e), Z0(c,f));
F_1(&dst[dp*2-1], dst[dp*2-2], dst[dp*2-1], d, e, f);
dst[dp-1] = Z(dst[-1],dst[dp*2-1]);
dst[dp] = Z(dst[0],dst[dp*2]);
dst[dp+1] = Z(dst[1],dst[dp*2+1]);
dst[dp+2] = Z(dst[2],dst[dp*2+2]);
dst[dp+3] = Z(dst[3],dst[dp*2+3]);
}
src += 3;
dst += 4;
}
} else {
for (x = 0; x < src_x/3; x++) {
a = bgr555_to_rgb565_16(src[0]);
b = bgr555_to_rgb565_16(src[1]);
c = bgr555_to_rgb565_16(src[2]);
d = bgr555_to_rgb565_16(src[sp]);
e = bgr555_to_rgb565_16(src[sp+1]);
f = bgr555_to_rgb565_16(src[sp+2]);
if (x == 0) {
F2(dst, a, b, c);
// F1(&dst[dp], Z0(a,d), Z0(b, e), Z0(c, f));
F2(&dst[dp*2], d, e, f);
dst[dp] = Z(dst[0],dst[dp*2]);
dst[dp+1] = Z(dst[1],dst[dp*2+1]);
dst[dp+2] = Z(dst[2],dst[dp*2+2]);
dst[dp+3] = Z(dst[3],dst[dp*2+3]);
} else {
F_2(dst-1, dst[-1], a, b, c);
// F_1(&dst[dp-1], dst[dp-2], dst[dp-1], Z0(a,d), Z0(b,e), Z0(c,f));
F_2(&dst[dp*2-1], dst[dp*2-1], d, e, f);
dst[dp-1] = Z(dst[-1],dst[dp*2-1]);
dst[dp] = Z(dst[0],dst[dp*2]);
dst[dp+1] = Z(dst[1],dst[dp*2+1]);
dst[dp+2] = Z(dst[2],dst[dp*2+2]);
dst[dp+3] = Z(dst[3],dst[dp*2+3]);
}
src += 3;
dst += 4;
}
}
from = (uint16_t *) (((uint8_t *) from) + src_pitch * 2);
to = (uint16_t *) (((uint8_t *) to ) + dst_pitch * 3);
}
}
-
ReGBA version 1.45.2, the Scalers Galore Edition, is now available.
Download: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/regba-1.45.2.opk
In this release, software bilinear scaling is available, and subpixel-aware scaling is now a special case of software bilinear scaling and is much less rainbow-fringey.
-
I think Aspect, bilinear is my favorite. Very consistent looking compared to fast and without the slight rainbow effect of subpixel. The blur you get doesn't look bad at all on such a low res screen either. Thanks! I really like having all the options if my mood changes :)
It'll be awesome if other emulators implement that type of scaling too.
-
I think Aspect, bilinear is my favorite. Very consistent looking compared to fast and without the slight rainbow effect of subpixel. The blur you get doesn't look bad at all on such a low res screen either. Thanks! I really like having all the options if my mood changes :)
It'll be awesome if other emulators implement that type of scaling too.
In the future we'll be able to use the IPU for bicubic and bilinear scaling. This means no overhead for the CPU and programs won't have to implement scaling in software.
-
Hmm, in this release a few games dont appear to work, and just get a white screen after the boot logo, the game ive tried are:
F-Zero
F-zero GP Legends
Double Dragon Advanced
any ideas?
-
They work for me. Which BIOS are you using? Maybe you might have to try a different BIOS...
-
They work for me too... (I use the original gba bios)
-
In the future we'll be able to use the IPU for bicubic and bilinear scaling. This means no overhead for the CPU and programs won't have to implement scaling in software.
I think I saw someone mention that in #gcw. That's gonna be a really nice feature.
-
In the future we'll be able to use the IPU for bicubic and bilinear scaling. This means no overhead for the CPU and programs won't have to implement scaling in software.
I think I saw someone mention that in #gcw. That's gonna be a really nice feature.
Of course, if the scaling filters are managed from the Image Processing Unit, the computational power (which the CPU should utilize for them) can be used for other processes!
-
as a new member and new owner of the GCW0 I just would like to thank you for this great work.
I got my GBA running on my ZERO, just great!!
-
IS Ninja Cop working for others on version 1.45.2?, just starts to load the rom and then resets back to the rom list screen!?
-
IS Ninja Cop working for others on version 1.45.2?, just starts to load the rom and then resets back to the rom list screen!?
Post a log please.
* In Gmenu2x, press Start, then Down until you get to Output logs, then A (so it says ON), then Start.
* Launch ReGBA with the ROM, then exit the file selector that appears.
* The log can then be found at /Settings/Log Viewer.
I don't guarantee that I'll be able to make that game work given the log, though.
-
IS Ninja Cop working for others on version 1.45.2?, just starts to load the rom and then resets back to the rom list screen!?
The US version of that game (Ninja Five-O) works just fine.
-
Latest version is pretty cool. Improved options menu. Fast forward button, woooww. It's really fast!
p.s. I installed it so that I check V-Rally 3 again. It still has the same problem, clouds in the sky don't blend properly. No big deal because it's playable, but a bit ugly. Possible future fix?
-
Any way to implement gameshark
-
Any way to implement gameshark
Not as it stands.
When I was making improvements to gpSP for the Supercard DSTwo, multiple users noticed that no cheats worked in some games, that some cheats worked in some more games, and that all cheats worked in the rest of the games, which were few. Additionally, the cheat UI was unable to show whether a cheat was enabled for some reason, and for those that worked, disabling a cheat only worked after fully exiting the emulator.
This was why I didn't even add a cheat UI in the GCW Zero version.
Another problem was the lack of GBA cheat pack in a machine-readable format. I found none during my research. Find one, and enough documentation to fully read the cheat files when loading a certain game (for example, whether the cheat pack is multiple files or one, whether it's by game ID or GoodName or CRC32; the file and line formats, etc.) and to fully implement GameShark cheats, and I could try then. Or anyone else.
-
I don't know if ReGBA supports on the fly IPS patching, but you could use IPS trainers for cheating.
http://bubbz.pocketheaven.com/?system=gba§ion=patch (http://bubbz.pocketheaven.com/?system=gba§ion=patch)
-
I don't know if ReGBA supports on the fly IPS patching, but you could use IPS trainers for cheating.
http://bubbz.pocketheaven.com/?system=gba§ion=patch (http://bubbz.pocketheaven.com/?system=gba§ion=patch)
Nope. GBA ROMs can be 32 MiB, and IPS supports 24-bit file offset references, so only up to 16 MiB. IPS is not viable for GBA patches.
Edit: I just looked at the Boktai solar sensor patch for example, and it's a .BBP file.
-
OK. So user could still patch his rom on his PC (IPS, BBP or whatever format can exist) and then use the resulting file with ReGBA.
-
OK. So user could still patch his rom on his PC (IPS, BBP or whatever format can exist) and then use the resulting file with ReGBA.
Yeah, pretty much. There is a tool to hardcode cheats into ROMs, I think it's called GBAATM. GBATemp would know loads about this thing. :) And of course all the binary patchers like for IPS, BBP and XDelta.
-
OK. So user could still patch his rom on his PC (IPS, BBP or whatever format can exist) and then use the resulting file with ReGBA.
Yeah, pretty much. There is a tool to hardcode cheats into ROMs, I think it's called GBAATM. GBATemp would know loads about this thing. :) And of course all the binary patchers like for IPS, BBP and XDelta.
Former GBATemp regular checking in. That tool would be GBATA (http://filetrip.net/gba-downloads/tools-utilities/download-gbata-gba-tool-advance-07a-f223.html). :)
-
Great emulator, almost perfect emulation. I especially love that it has filtering and hotkey settings.
-
For some reason when trying those optimizations it causes Payback(of all things) to run slightly faster. It decreases emulated frames by ~1-2, and occassionally rendered frames by ~1. I don't know why this is happening because ReGBA is almost entirely assembly with it's dynarec apparently it runs slightly slower which greatly disappoints me. I'll try some different options in the future but I find it odd that the various optimizations aren't doing it, is more likely than not because you're using the registers yourself and GCC will reorder them in a way it sees fit with the -fweb option.
-
I encounter a little bug in regba 1.45.2 for example if you saved the path rom directory on your microsd,when you take out the microsd and you want to load a gba rom in the internal memory on the gcw zero you cant select it.
-
ReGBA uses gmenu2x's directory selector. This bug is with gmenu2x, not ReGBA.
You can always press B until you get to the root directory, which contains bin, lib, media etc., and then go back to your GCW Zero's internal memory that way.
-
ReGBA uses gmenu2x's directory selector. This bug is with gmenu2x, not ReGBA.
You can always press B until you get to the root directory, which contains bin, lib, media etc., and then go back to your GCW Zero's internal memory that way.
Thanks but even i press b i cant access to the root directory,the only way to get it fixed is put again the microsd on the gcw zero.
Edit:Nevermind i see its fixed...its weird because the last time i press b many times i dont see any results to get to the root directory until i reboot again my gcw zero its all fixed.
-
You just had to press select, edit options and switch the selector browser to true. It's set to true by default so you probably changed it.
-
ReGBA 1.45.3 is now available. Containing no game fixes, this version instead only requests triple buffering.
It will help in the following circumstances:
* Fast-forwarding games that only barely reach your target speed;
* Playing Golden Sun, Golden Sun 2, Mario Tennis and Mario Golf;
* Playing games while doing file transfers that hog the entire CPU.
The link is in the OP. :)
-
Thank you Neb ;)
-
Thank you :)
-
Thank you Nebuleon ;D
-
Thank you very much ;D
-
Works very good! Thank you!
-
Thanks Nebuleon, thank you so much, runs perfectly :)
-
Cheers muchly, looks beautiful!
-
Great thanks!
Why the new version 1.45.3 don't added to official repo?
-
Great thanks!
Why the new version 1.45.3 don't added to official repo?
that's true, they forgot to put :o
-
I was wondering if there is 7zip support for this.
All my gba games are in 7z files namely and I tried to open them but it doesn't show them in this format.
So my guess was it isn't supported as of yet.
Am I right by assuming this or am I doing something wrong here?
And if right, will it be supported in the future?
-
a) I was wondering if there is 7zip support for this.
b) All my gba games are in 7z files namely and I tried to open them but it doesn't show them in this format.
c) So my guess was it isn't supported as of yet.
d) Am I right by assuming this or am I doing something wrong here?
e) And if right, will it be supported in the future?
a) No.
b) Why do you keep them in .7z? Is it superior to .zip, despite its sometimes huge RAM requirements for decompression?
c, d) Correct.
e) Probably not. There's no "libgeneric-open-archive"-style library that I know of which would make this easier for this emulator and all others (because once support for a certain archive format is added to one emulator, you or someone else may just assume and request 7z support for other emulators, or even support for .gz, .xz, .bz2, .rar, .ace, .arj, .lha, .sit, .lz4, .lzma, PPMd and browsing inside multi-file solid archives for this one). Zip support is very simple to add, and it's the most logical choice because Windows, Linux and Mac OS X can make and read zips no problem.
-
So I'd spent the last couple of weeks looking for a fun turn based game for Android, and remembered Advance Wars for GBA. I owned the cart back in the day but had trouble playing an entire level through to a save point. It was great though, you just needed undistracted time in your day.
So I loaded it up on the Zero, and blow me down if it's not even better than I remember. And with save states it's so much more friendly; now pick up and play short sessions are not just possible, but fun too. It looks perfect and sounds great.
This is what I love about retro gaming - not just reliving old games but using new technology to help you appreciate them even more.
-
So I'd spent the last couple of weeks looking for a fun turn based game for Android, and remembered Advance Wars for GBA. I owned the cart back in the day but had trouble playing an entire level through to a save point. It was great though, you just needed undistracted time in your day.
So I loaded it up on the Zero, and blow me down if it's not even better than I remember. And with save states it's so much more friendly; now pick up and play short sessions are not just possible, but fun too. It looks perfect and sounds great.
This is what I love about retro gaming - not just reliving old games but using new technology to help you appreciate them even more.
I believe that Advance Wars supports in game 'anytime' saving.
It is one of the best series ever. The DS versions are fantastic too.
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a) I was wondering if there is 7zip support for this.
b) All my gba games are in 7z files namely and I tried to open them but it doesn't show them in this format.
c) So my guess was it isn't supported as of yet.
d) Am I right by assuming this or am I doing something wrong here?
e) And if right, will it be supported in the future?
a) No.
b) Why do you keep them in .7z? Is it superior to .zip, despite its sometimes huge RAM requirements for decompression?
c, d) Correct.
e) Probably not. There's no "libgeneric-open-archive"-style library that I know of which would make this easier for this emulator and all others (because once support for a certain archive format is added to one emulator, you or someone else may just assume and request 7z support for other emulators, or even support for .gz, .xz, .bz2, .rar, .ace, .arj, .lha, .sit, .lz4, .lzma, PPMd and browsing inside multi-file solid archives for this one). Zip support is very simple to add, and it's the most logical choice because Windows, Linux and Mac OS X can make and read zips no problem.
Well the 7z wasn't my choice, it was because they were already in 7z archives in the full GBA romset that I downloaded. I'll just unpack them then.
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You can unpack them from 7z, then transfer them to your Zero and zip them via Telnet or SSH:
$ telnet 10.1.1.2
$ ssh -l root 10.1.1.2
[password, etc.]
[email protected] /media/data/local/home # cd /path/to/roms
[email protected] /path/to/roms # for f in *.gba; do zip "${f%.gba}.zip" "$f"; rm "$f"; done
Or, if your host is Linux, repack them before sending them with the same command.
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I have the GoodGBA rom set and it came in 7z format containing all the roms's versions, revisions and regions.
The main advantage is that you can keep all these taking the space of just one rom, it compresses very well :) So, yeah, 7z support would be interesting.
You can unpack them from 7z, then transfer them to your Zero and zip them via Telnet or SSH:
$ telnet 10.1.1.2
$ ssh -l root 10.1.1.2
[password, etc.]
[email protected] /media/data/local/home # cd /path/to/roms
[email protected] /path/to/roms # for f in *.gba; do zip "${f%.gba}.zip" "$f"; rm "$f"; done
Or, if your host is Linux, repack them before sending them with the same command.
In the case of multiple roms in a 7z, some regexp to get just one version of the rom would help
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You can unpack them from 7z, then transfer them to your Zero and zip them via Telnet or SSH:
$ telnet 10.1.1.2
$ ssh -l root 10.1.1.2
[password, etc.]
[email protected] /media/data/local/home # cd /path/to/roms
[email protected] /path/to/roms # for f in *.gba; do zip "${f%.gba}.zip" "$f"; rm "$f"; done
Or, if your host is Linux, repack them before sending them with the same command.
Thanks for the suggestion.
I connected to my device through Putty, which worked fine.
Then I tried to execute your command, but apparently the zip command is not found or it might be looking for zip files, but there are only gba files, so none would be found.
The error message given is this:
-sh: zip: not found
I am using the latest gcw0 firmware and tried this through ssh, obviously.
Perhaps I'm doing something wrong here. I'm confused.
I have had a small course in bash script so I know the script should work properly as it would loop through all .gba files, then zip them with their names with .gba and .zip added as extensions, then removing the original .gba file. I might not be entirely right here, since it has been over 6 years since I had the bash scripting course.
EDIT: Nevermind, figured since the system is Linux it obviously uses gzip instead of zip. D'oh!
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No, I did mean 'zip'. 'gzip' makes .gz files, not .zip files.
If the Zero doesn't have this tool (which is odd because it has 'unzip'), you'll have to use a mass one-file-zipper for Windows, or this same command on your Linux host on which 'zip' is actually installed.
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Yeah, you're right. It indeed only has unzip and not zip.
And I was mistaken about gzip.
I'm just gonna zip them on my laptop then.
I had fun goofing around in the terminal again though. ;D
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Apparently 7zip doesn't do this by it self, so had to dive into BATCH a bit.
For those who wish to batch zip all their gba files to zip files without exceeding your ?SD space, which might happen if you have a full romset and then zip everything before removing the source files, here's a batch script that'll zip every file and delete the source file that was just zipped:
cd F:\Nintendo\GBA
for %%i in (*.gba) do "C:\Program Files\7-Zip\7z.exe" a "%%~ni.zip" "%%i" & del "%%i"
pause
This of course is for my own laptop, so you might need to adjust the directories. The first line is your directory that contains the gba files, the second is the directory where 7z.exe is located.
This only works for 7zip, but with some modifying you can also use it with other archivers, as long as they have cmdline support.
If you don't want to remove the source gba files, just remove the, & del "%%i", part.
I have tested this script and it works fine.
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Hi,
I've asked this request of most emulators, is it possible to show preview images on the rom browser for ReGBA? I just find it a lot easider to pick and choose a rom to play as I'm not aware of many of them and a screenshot gives you an idea of the type of game.
Thanks
Mark
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I'd like to see some better compatibility with homebrew games. A number of PDroms (including alekmaul's Lindsi Luna Blast) won't load with either Normatt's or the Nintendo BIOS.
I've asked this request of most emulators, is it possible to show preview images on the rom browser for ReGBA? I just find it a lot easider to pick and choose a rom to play as I'm not aware of many of them and a screenshot gives you an idea of the type of game.
ReGBA would need a rom browser first, it currently uses the Gmenu file selector.
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And I'm not planning to add a file browser. If anything, launching as many emulators as possible with gmenu2x's file browser SHOULD be the goal, as then any improvement made to gmenu2x improves every emulator -- and any file-opening application -- equally.
Most emulators' file browsers will fail (freeze, stop displaying any files or crash) if you open a directory containing more than X (512, 1024, 2048) files, a character outside of US-ASCII (' ' Space to '~' <7E>) or Latin1 (' ' Space to '?' U+00FF), a directory which doesn't exist anymore and so on. gmenu2x doesn't fail on any of that, and saves your last directory.
I am aware that FBA needs options to be set before launching arcade ROMs because you set the emulation core there, which is pretty freaking important and can't be changed easily once the game is launched. Other emulators don't have such restrictions.
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This is where a universal front end could come in nicely like the one that was started on Pandora which I can't remember the damn name of. Was it pandafe or is that something else
Are you suggesting gmenu2x could be made to show screenshots? If not then its a shame to be restricted by it :(
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Are you suggesting gmenu2x could be made to show screenshots? If not then its a shame to be restricted by it :(
Yes, gmenu2x (the original GP2X build) was designed to handle screenshots while browsing the files. I don't know if that functionality is still working in the GCW0 build - someone would need to check it.
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Most emulators' file browsers will fail (freeze, stop displaying any files or crash) if you open a directory containing .. a character outside of US-ASCII (' ' Space to '~' <7E>) ..
No kidding, check out what happens to FCEUX's rom selector when there's files with Chinese characters.
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Nebuleon Its possible to add data transfer link beetween GBA Roms in your emulator? it would be great if you can add this nice feature in your excellent GBA Emulator:
For example this emulator its capable to transfer pokemon to many gba roms supported:
http://www.vbalink.info/
http://vbalink.wz.cz/
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Nebuleon Its possible to add data transfer link beetween GBA Roms in your emulator? it would be great if you can add this nice feature in your excellent GBA Emulator:
For example this emulator its capable to transfer pokemon to many gba roms supported:
http://www.vbalink.info/
http://vbalink.wz.cz/
No, at least not from me (I improve and optimise, not implement). It's not even close to starting to be implemented, and it's not going to be doable with similar source code.
A Japanese person with the handle Takka spent months trying to do networking on gpSP, and it was so botched that Exophase recommended against the modified version and got tons of support questions about that work which was not his own. I wouldn't even begin to imagine the work that's needed to do proper networking on this.
The link between GBAs is a serial link which sends a byte at the same time as one is ready to be received from the other side. Over LAN the latency is low and you can actually send-and-receive multiple packets per second, but over WiFi, the latency is so high that I question the viability of this without slowing the emulator down 60x.
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This is where a universal front end could come in nicely like the one that was started on Pandora which I can't remember the damn name of. Was it pandafe or is that something else
Are you suggesting gmenu2x could be made to show screenshots? If not then its a shame to be restricted by it :(
Shame RetroArch hasnt been ported over yet, as this sorts that issue out. All emulators in one program
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ReGBA is updated yet again, to implement the unified emulator menu button proposal (http://boards.dingoonity.org/gcw-development/unified-emulator-menu-button-proposal/).
You can now press Power or Start+Select to enter the menu. Other emulators will probably follow suit shortly.
The link, as always, is in the first post.
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Nebuleon Its possible to add data transfer link beetween GBA Roms in your emulator? it would be great if you can add this nice feature in your excellent GBA Emulator:
For example this emulator its capable to transfer pokemon to many gba roms supported:
http://www.vbalink.info/
http://vbalink.wz.cz/
No, at least not from me (I improve and optimise, not implement). It's not even close to starting to be implemented, and it's not going to be doable with similar source code.
A Japanese person with the handle Takka spent months trying to do networking on gpSP, and it was so botched that Exophase recommended against the modified version and got tons of support questions about that work which was not his own. I wouldn't even begin to imagine the work that's needed to do proper networking on this.
The link between GBAs is a serial link which sends a byte at the same time as one is ready to be received from the other side. Over LAN the latency is low and you can actually send-and-receive multiple packets per second, but over WiFi, the latency is so high that I question the viability of this without slowing the emulator down 60x.
Thanks for the explanation Nebuleon ok i understand you cant implement the networking on your emulator :(
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Is it just me, or does ReGBA now run waay too fast? Advance Wars is zoooming.
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What are your fast-forward when held and fast-forward toggle hotkeys?
Did you set one of those for your current game?
Are you holding it?
edit: Showing FPS with /Display settings/FPS counter, what does the bottom-left corner say?
edit 2: Which versions of ReGBA and of the firmware are you using? In ReGBA, /Performance and debugging/ReGBA version information, and for the firmware, in gmenu2x, see /Settings/System Info.
(I don't see that here.)
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Thanks Nebuleon - for some reason it's not doing it now, running a steady 59/60fps. I don't have any hotkeys set and am using the latest build and firmware. Typical - like telling your mechanic about a noise after it stops doing it!
Actually now I think about it, I did notice as it was happening that neither the Start nor Select buttons were working in-game. I'd loaded from a saved state that worked fine previously. And today, that saved state is working fine again.
Anyway, I'll keep an eye out for if it happens again but I presume it must have been me doing something inadvertently. Sorry for the false alarm!
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Is it possible to add cheats with a gameshark rom? I know that Fceux uses a game genie rom in order to enable cheats, but I just want to know if it's possible for ReGBA to use cheats with a gameshark rom? It's just an idea I have for a future release.
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Bug report
Hi, Nebuleon:
I just test Mortal Kombat Deadly Alliance (& Tournament Edition) with ReGBA 1.45.4 on OD ver.2014-05-05, it got stuck when the Midway logo shown up. :(
Edit:
Thanks for Gab1975's hint!
My fault, sorry!
Just use bios, Mortal Kombat Deadly Alliance (& Tournament Edition) will works fine.
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Bug report
Hi, Nebuleon:
I just test Mortal Kombat Deadly Alliance (& Tournament Edition) with ReGBA 1.45.4 on OD ver.2014-05-05, it got stuck when the Midway logo shown up. :(
Did you use the embedded PD bios or the original GBA bios (gba_bios.bin) ?
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Did you use the embedded PD bios or the original GBA bios (gba_bios.bin) ?
Haha, I see, it's my fault!
I didn't use bios before, thanks for your hint, it works fine now.
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ReGBA is updated yet again, to implement the unified emulator menu button proposal (http://boards.dingoonity.org/gcw-development/unified-emulator-menu-button-proposal/).
You can now press Power or Start+Select to enter the menu. Other emulators will probably follow suit shortly.
The link, as always, is in the first post.
I would greatly appreciate the restored ability to configure the menu button, even if only via manual config file edit. I appreciate the desire for consistency, but I find the change to be extremely jarring and unpleasant (as odd as that may seem).
Please and thank you.
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Has anyone gotten Medal of Honour: Infiltrator to work? I've tried both Normmatt and GBA bios', after the mission cut scene I either get the stuck Normmatt logo, or if using the GBA bios it resets.
Not sure what to do next. Mind you, I'm finally learning how to play Advance Wars so maybe I shouldn't let myself get sidetracked lol.
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Hey guys,
Hope this is the right place to comment on a few games I can't get to work on the ReGBA.
The 2 games I've noticed problems with are as follows:
Ninja Cop: It just won't load up, which is a shame because it's one of my favorite games.
Grand Theft Auto Advance: After the first bit of cut scene/dialogue it just stops the game and goes back to my rom list.
After seeing these issues, I tried the same roms on OpenEmu for my mac and both games seem to run fine without the issues mentioned above.
Could someone shed some light on this? I'd love to be able to play Ninja Cop.
Thanks
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ReGBA is a performance emulator, which takes many shortcuts during emulation to achieve said performance. Most games run fine even with these shortcuts, and some don't.
edit: Do note that OpenEmu uses VisualBoyAdvance, which has much better compatibility but is about 16 times more resource intensive and wouldn't be fast enough on the GCW Zero.
As for Ninja Cop, you can probably play the USA version, Ninja Five-O. GTA games are troublesome and I have no idea why.
Same for alyinsanfran's question about Medal of Honor.
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I can confirm that ninja five-o works
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Thanks for the reply Nebuleon! I'm not too worried, GBA has so many neat titles that look perfect on the Zero.
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Cool, thanks for the help guys. I've got Ninja Five O working.
Out of interest, why does the US version work and the Europe one doesn't, when they are the same game.
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Out of interest, why does the US version work and the Europe one doesn't, when they are the same game.
It's strange, but it's the same case of Mario Tennis (US version works, EUR version doesn't works -constantly resets-).
Another little problem: In Mario & Luigi SSS, the big texts showing wrong
(https://farm4.staticflickr.com/3875/14364507984_75430c06bd_o.png)
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Just thought I would mention a bug here
Rom Info:
Game Name= STREETRACING
Game Code= BCZE
Vendor Code= AF
Game: Street Racing Syndicate (U)
Issue: Plays OK but Hangs or Resets when entering a race in Street mode, In Arcade mode it will lock up on car selection if you wait for a few seconds or as with Street mode will crash when you try to race.
Tried:
* Both Official BIOS & Open Source one
* Direct Boot of the ROM and having the BIOS boot first
Debug information:
Native code statistics
Read-only bytes at peak: 711888
Writable bytes at peak: 266432
Read-only bytes flushed: 0
Writable bytes: 0
Metadata clear statistics
Read-only area full: 0
Writable area full: 0
BIOS tags full: 0
EWRAM tags full: 0
IWRAM tags full: 1
VRAM tags full: 0
Partial clears: 10920
Execution statistics
Sound buffer underruns: 1
Frames emulated: 4063
Frames Rendered: 4042
ReGBA Version: 1.45.4
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Greetings, new to the forum and emulation scene and have been combing through this forum (great community!) for useful information as I determine whether or not to purchase a GCW as my first emulation device.
One thing I haven't been able to find however is if patched roms (or rom hacks) will run on GCW's emulators (specifically Pokemon and Mario rom hacks)
Anyone had any luck with this in ReGBA?
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One thing I haven't been able to find however is if patched roms (or rom hacks) will run on GCW's emulators (specifically Pokemon and Mario rom hacks)
Anyone had any luck with this in ReGBA?
I have several Pokemon ROM hacks (Ultra violet, Light Platinum, etc.) and other English patched ROMs (Dragon Quest - Caravan Heart, Oriental Blue, etc.), and they totally work.
Though I am using an old version of ReGBA, I don't see why they wouldn't work on the current version.
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Greetings, new to the forum and emulation scene and have been combing through this forum (great community!) for useful information as I determine whether or not to purchase a GCW as my first emulation device.
One thing I haven't been able to find however is if patched roms (or rom hacks) will run on GCW's emulators (specifically Pokemon and Mario rom hacks)
Anyone had any luck with this in ReGBA?
My Censorship Removal patched DooM worked great!
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Hi, just bought this off thinkgeek.com (wanted to buy it back when it was still being funded on Kickstarter, but never got the chance to).
The main reason I want this is to upgrade from my Dingoo A320. I've played the hell out of it, and it's starting to wear down.
One main question, does the newest reGBA run Golden Sun 1 and 2 well? Also, how well does the GG emu work on the zero?
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I have several Pokemon ROM hacks (Ultra violet, Light Platinum, etc.) and other English patched ROMs (Dragon Quest - Caravan Heart, Oriental Blue, etc.), and they totally work.
Though I am using an old version of ReGBA, I don't see why they wouldn't work on the current version.
Awesome! Thats good to know, if I end up springing for the zero I'll update on whether or not they work in the new version of ReGBA.
The GCW Zero looks like its got a nice build and well supported community but the only thing holding me back is the price. For the same amount (or in some cases cheaper) I could get an android device with a more capabilities. Still weighing pros/cons.
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Hi, just bought this off thinkgeek.com (wanted to buy it back when it was still being funded on Kickstarter, but never got the chance to).
The main reason I want this is to upgrade from my Dingoo A320. I've played the hell out of it, and it's starting to wear down.
-> One main question, does the newest reGBA run Golden Sun 1 and 2 well? Also, how well does the GG emu work on the zero?
This (ReGBA) is an optimisation over gpSP (GBA for the PSP) that was almost centered around Golden Suns. They now run at 60 FPS except in a few graphical-effect-heavy areas.
GG is out of the scope of this thread; please start another in /GCW Zero/Emulation. Thanks.
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GG is out of the scope of this thread; please start another in /GCW Zero/Emulation. Thanks.
@hosunlee89: with GG I presume that you mean "Game Gear"... in this case, you can check this topic: http://boards.dingoonity.org/gcw-releases/smsgg-for-gcw0/ (the SMS_SDL supports Master System and Game Gear games)
PS: Now, as Nebuleon "said": stop with the OT ! ;)
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Hi!
first, i want to you for your great work, i love this emulator, and until now, i didn't have any trouble ;D
Here's my problem : most of my gba games seems to work, but for some reason, i didn't manage to get Shining Soul II to work on this (i precise that i try to use the european version, which let you choose your language)
Now, after my researches, i've noticed that this problem happened with the GPSP version of the emulator before, but even by trying to use a trick that i've found somewhere else, it still doesn't work :'( :
the log says "GBA segmentation failtThe game tried to jump from 08000420 to FFFFFB60"
at first, the log file told me that "Shining Soul II.cfg" is missing, but as i said before i try to create a file named like that, and i added this, as the GPSP problem mentionned it :
# Shining Soul 2 (U)
game_name = SHININGSOUL2
game_code = AU2E
vender_code = EB
iwram_stack_optimize = no
# Shining Soul 2 (E)
game_name = SHININGSOUL2
game_code = AU2P
vender_code = 8P
iwram_stack_optimize = no
# Shining Soul (U)
game_name = SHINING SOUL
game_code = AHUE
vender_code = EB
iwram_stack_optimize = no
# Shining Soul (E)
game_name = SHINING SOUL
game_code = AHUP
vender_code = 8P
iwram_stack_optimize = no
.... but no game working... it seems that these keywords are not recognized by reGBA.... can someone help me? i precise that the european version of shining soul II worked perfectly on other emulators (pc ones, not on GCW)....
P.S. : that is not a chmod either, the rights are good for both the rom & the config file
Thank you ;)
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Yeah, those games don't work.
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Are there any plans to implement a filter smoother than bilinear?
I'm loving ReGBA by the way. The GBA is probably my favorite console and it's great to play it on the zero.
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There probably won't be any bicubic filter in software.
Bilinear was already pretty bad in ReGBA before I realised all the interpolants were quarters (1/4) and optimised it with integers. Bicubic in software would take lots of floating-point operations and give you 20 FPS from the start.
I will wait for the hardware to do it.
Thanks for the nice words, which are shared with Exophase since ReGBA is based on his software, gpSP :)
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ReGBA 1.45.5 adds hardware scaling on the GCW Zero, by requesting the video mode of 240x160 triple-buffered while in-game. Please make sure to grab the August 20 firmware (http://boards.dingoonity.org/gcw-releases/opendingux-update-2014-08-20/) first!
To enable this, make sure /Display settings/Image scaling is set to Hardware. The default has stayed None, of course. :)
Download it from the OP.
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Nubeleon're very good at your job, thanks friend
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Has anyone gotten Sonic Advance 1 or 2 to run? Both are listed as compatible in the TempGBA wiki, but all I get when trying to run either are grey rectangles on the screen.
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Go to display settings in the menu, and set Boot From to GBA BIOS.
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You need to have the GBA bios image in binary format (gba_bios.bin) and put it inside the "usr/local/home/.gpsp/" folder!
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Thanks very much, adding the bios worked like a charm. This also fixed a few other problems I was having with ReGBA! :)
Gonna go kick some Ro'butt'nick now.
(http://fc03.deviantart.net/fs70/i/2012/151/4/a/sonic_advance_2_wallpaper_a_by_kbabz-d51qs4e.jpg)
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Now that there's g-sensor support in the latest firmware, are we going to see games like Yoshi Topsy-Turvy and Warioware Twisted supported, as well as the rumble pack in Warioware Twisted?
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At the moment, that'd be counter-productive. The rumble and accelerometer drivers are both buggy.
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The g-sensor driver is buggy? First time I hear that.
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r u jokin pcercuei
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The only bug i can think of is the problems with center calibrating :P
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I found a little issue:
In Final Fantasy 1, if we play withouth image scaling (none), the game has little slowdowns.
But i try the same game with regba 1.45.2 and same configuration and the game runs perfectly.
Sorry for my english :-[
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A single frame can get dropped every 4 seconds. This is normal in all versions of ReGBA and in all games, because the GBA outputs at 59.73 Hz and the GCW Zero outputs at 60 Hz.
This is purely the placebo effect.
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Do you think gameshark codes could be added? I have no idea how to put it in myself :3
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Cheats don't work so well even in the core. I'm not making a frontend for them.
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A single frame can get dropped every 4 seconds. This is normal in all versions of ReGBA and in all games, because the GBA outputs at 59.73 Hz and the GCW Zero outputs at 60 Hz.
This is purely the placebo effect.
Thanks for the info, but I don't think on placebo effect in this case :-[, I show the game to three friends without any information, and all they thinks the 1.45.2 version runs better.
Please, If you have a moment, could you try it? I put my savestate and the emulators in this link:
https://mega.co.nz/#!TdhU2KBB!SJiU4fwqJh1W1ynMH7Fet-WqADZlq22metf77Fr63WE (https://mega.co.nz/#!TdhU2KBB!SJiU4fwqJh1W1ynMH7Fet-WqADZlq22metf77Fr63WE)
If you load this state, you only need run from left to right (with B button), I feel much difference.
The game is Final Fantasy I&II (European version) and my config are:
- Boot from Bios
- Image Scaling None
- Frame skipping: 0
Thanks for your hard work Nebuleon.
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Here are the commits between 1.45.2 and 1.45.5, and an explanation of how relevant they are to your perceived performance problem, if required.
commit 091af2f (https://github.com/Nebuleon/ReGBA/commit/091af2f3ed41ef25f1b34f3bf3e3541773f351ac) "OpenDingux: Lock and unlock the screen surface to access pixels directly."
- Required for correctness by SDL 1.2.
commit fd67d28 (https://github.com/Nebuleon/ReGBA/commit/fd67d28335502ae7f180865dfbe5a4b8394cd112) "OpenDingux: Correctly unlock and lock the surface for blitting the unscaled mode border."
- Required for correctness by SDL 1.2.
commit 00ee563 (https://github.com/Nebuleon/ReGBA/commit/00ee56322d7fb35d48be89799e463e1d565efed7) "OpenDingux: Use triple buffering in SDL if supported."
- Improves performance in the face of ongoing file transfers causing high CPU usage.
- Improves performance in Golden Sun, Golden Sun 2, Mario Tennis: Power Tour, Mario Golf: Advance Tour, Doom and Duke Nukem Advance. Instead of "60 FPS, dipping to 40 FPS in areas despite only 62% CPU usage", this makes them always 60 FPS.
commit cd7396d (https://github.com/Nebuleon/ReGBA/commit/cd7396d2b35a8bb7636c1ced78ada2d538c54739) "GCW Zero: Accept flicking Power as a way to enter the Main Menu."
commit b645f09 (https://github.com/Nebuleon/ReGBA/commit/b645f091fae35976e3bf7f531206df20b86cf449) "OpenDingux: Better handle very short presses of buttons, including the Power flick (GCW Zero)."
commit 006a8a7 (https://github.com/Nebuleon/ReGBA/commit/006a8a7e03302dad399de31744f74bb730e5d1af) "mips: Ensure compliance with the recommendation to clear instruction hazards after writing code in the MIPS32R2 documentation."
- Required for correctness, after writing generated code in memory areas that could be in the instruction cache, by the MIPS specification as of release level 2.
commit cd697c3 (https://github.com/Nebuleon/ReGBA/commit/cd697c3d5c48862fa8fec279cbe1e9d55b564b7c) "OpenDingux: Release 1.45.3."
commit 5e8f591 (https://github.com/Nebuleon/ReGBA/commit/5e8f59188b3f24cac1da9716cf12021f7476a75d) "OpenDingux: Update the manual with the new way to enter the menu."
commit e8c989e (https://github.com/Nebuleon/ReGBA/commit/e8c989e23bf3140abacaa55a173e6141437cd63b) "GCW Zero: Allow Start+Select to enter the menu as well as Power."
commit ff0993f (https://github.com/Nebuleon/ReGBA/commit/ff0993fce33b5f7810dcc51843cdd2ef56e92a3a) "Release version 1.45.4."
commit 5edc4b5 (https://github.com/Nebuleon/ReGBA/commit/5edc4b51b1d04393520ceb8649904ce2d6619398) "Support hardware-based scaling on the GCW Zero."
- Implements /Display settings/Image scaling = Hardware for firmware 2014-08-20. ReGBA and PocketSNES were used as reference implementations during the testing of the IPU driver.
commit 6762f6b (https://github.com/Nebuleon/ReGBA/commit/6762f6b42e6e8f35a696edc70567152c44505c1b) "Release version 1.45.5."
Absolutely nothing is relevant except 00ee563 (triple-buffering), and that commit has improved performance.
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https://www.youtube.com/watch?v=tDyoMvRR-Lw
is likely that the video does not say anything, but I'll keep testing the game
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that video runs super smooth
not finding the problem
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Yeah, in the video the game runs perfectly, I made the final test ;D:
One person give me my Zero with the game running, i don't know what version of emulator is, and I said the right choice 10 times, 10/10 :o.
Don't think I have superpowers, so I guess I should note a little difference or is a "problem" of my Zero. I don't know why, and isn't a big problem (I play this game with 1.45.2 and solved), but this game with the last version works differently in my Zero ::).
Well, is not a problem has two versions of this fantastic emulator in my zero for this game, I only has the problem with this game :)
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Maybe (asuming your rom is on the external SD not internal) its time you backed it up formatted the MicroSD with the Panasonic SD Formatter V4 (Full Overwrite and Size Adjust Enabled) then put your data back on
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Iridion II crashes soon after tutorial and log viewer gave me this: GBA segmentation faultThe game tried to jump from 0803AC98 to 1C311C30
I'm using latest 1.45.5 version, can you help me? :(
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Iridion II crashes soon after tutorial and log viewer gave me this: GBA segmentation faultThe game tried to jump from 0803AC98 to 1C311C30
I'm using latest 1.45.5 version, can you help me? :(
For me Iridion II works well with ReGBA 1.45.5!
Are you using the original GBA BIOS ?
You need to have the GBA bios image in binary format (gba_bios.bin), put it inside the "$home/.gpsp/" folder and select it from the emulator menu! (Display settings > Boot from > GBA BIOS)
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Iridion II crashes soon after tutorial and log viewer gave me this: GBA segmentation faultThe game tried to jump from 0803AC98 to 1C311C30
I'm using latest 1.45.5 version, can you help me? :(
For me Iridion II works well with ReGBA 1.45.5!
Are you using the original GBA BIOS ?
You need to have the GBA bios image in binary format (gba_bios.bin), put it inside the "$home/.gpsp/" folder and select it from the emulator menu! (Display settings > Boot from > GBA BIOS)
Rom file was the issue, i tried another one and it works and I am using gba bios. Thank you for your help Gab1975! :)
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Rom file was the issue, i tried another one and it works and I am using gba bios. Thank you for your help Gab1975! :)
Good ! :) I made the test with the "Euro" version of Iridion II... ;)
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Has anyone been able to get any of the pokemon hacks running, specifically light platinum? When I run the game, I get the white screen issue that seems to be common for these roms. I heard it has something to do with the save type needing to be set to 128k, so I tried creating a configuration text file for ReGBA, seen below
(http://s28.postimg.org/iza92mlot/screenshot001.png)
The rom information was taken from the menu in ReGBA. I think someone has addressed this before, but I haven't been able to find any info.
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I've played light platinum on TempGBA and it worked fine, so it should work on ReGBA.
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Well then I'm not really sure what I am doing wrong. Like I said, when I start the game it just shows a blank white screen.
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I took some time to try and get the game running myself (ReGBA 1.45.5). I found a few things wrong with how you are trying to get the game to run.
1. ReGBA, to my knowledge, does not look for a game_config.txt in the ~/.gpsp directory. It only uses the one packaged inside the OPK. If you had wanted to edit the game_config.txt, unpack the OPK, change the file, and repack it. However, please read on because you do not need to do this.
2. I'm not sure where you obtained the Light Platinum rom, but the ID and name of the rom should not have changed from Ruby's ID and game name which the rom was built from. The correct details, which are the same as Ruby Version, should be like this:
game_name = POKEMON RUBY
game_code = AXVE
Don't change the config file, though, it is unneccessary, as the flash_rom_type is already set to 128KB.
Please download the correct rom from the link found in a PM I sent you.
My guess is that the rom you have is a beta or broken version of the rom hack, made by someone who incorrectly patched the wrong rom or something like that...
Secondly, make sure you copy the .sav file to your ~/.gpsp directory in your GCW-Zero. My guess is that the author included the save file for a reason.
For proof of getting the game to run:
(https://dl.dropboxusercontent.com/u/3907397/img/gcw/screenshot001.png)
(https://dl.dropboxusercontent.com/u/3907397/img/gcw/screenshot002.png)
I found a proper Rom (already patched). I am supplying the link to you via PM (all other users, use Google).
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Thanks, for the explanation Drakonas, I got it working now.
Yeah I'm sure I just had a bad version of the rom like you said, I didn't think about patching my own to make sure I had everything right.
As for the game_config.txt file I made, I was looking at, but probably misinterpreting this section from the ReGBA page on the GCW Zero Wiki:
"A file called game_config.txt is bundled in ReGBA. It contains declarations of idle loops that can be skipped for enhanced performance, as well as saved data size declarations that help some games create saves, or even boot. You can put declarations in a similarly-formatted file at ~/.gpsp/game_config.txt (where ~ represents $HOME) and submit these declarations for inclusion into the bundled version of ReGBA."
I saw it and thought it meant I could make such a file :-[
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Well, you can, but you have to put things that make sense to make your game run, if it doesn't. :)
If the game name-ID-vendor triplet matching the current game is found in the file you make in ~/.gpsp, ReGBA skips reading the bundled game_config.txt and reads save size and idle loop declarations from your file.
Because the triplet didn't change in the hack, it's supported identically to Pok?mon Ruby.
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Is there any work being done to fix the enemy damage audio missing during battles in the Golden Sun games? I know the programming of both is a clusterfug, which I understand makes it difficult to emulate properly.
Other than that, everything else runs perfect. Very glad I bought one of these, it sure beats using the PSP.
Thanks for all the hard work!
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Konami Krazy Racers (US) has audio issues (press Start at title screen, after skipping legal/intro screens).
Using GBA BIOS with that.
WarioWare, Inc. (US) has some graphical glitch during the first Wario's scene, involving the building.
Both are persistent in gPSP too!!! Only VBA does it right. :(
EDIT: Video showing the problem.
https://www.youtube.com/watch?v=groovtP3Szo
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Has the real-time-related stuff been addressed, like in Pok?mon RSE?
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Answered your PM before seeing this. Yes, real-time clock support has been added, from the very first release for GCW Zero.
Make sure you didn't patch your ROM with RTC-disabling patches.
Another thing to watch out for is the time and date of your GCW Zero itself. It may have been shipped to you with a random date, so you need to use the Clock application on the GCW Zero first. Pok?mon RSE may tell you the battery is dry if your emulated GBA reports that it's 1970 or 1980.
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I also meant to ask; it does go by the clock itself and not by UTC, correct?
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It's local time, so whatever you put in the Clock application (as Central European Time, CET) is going to be used.
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Off-topic, related: http://boards.dingoonity.org/gcw-general/how-to-change-time-zone-when-connnecting-to-wireless
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This emulator is working much better than the PSP or Caanoo version. However I'm having problem playing Sonic Advance. I tried many versions but it gets stuck in what I think it's the language selection screen. Just wanted to know if I was doing something wrong or a setting to check.
*Edit*
Got it to work. I didn't knew I needed the bios since all of the games I tried didn't need it.
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*Edit* Got it to work. I didn't knew I needed the bios since all of the games I tried didn't need it.
AP measure, silly.
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Hi I haven't been on these forums for a long time because my GCW Zero broke, but I might get one later. My question is whether or not Mother 3 works on ReGBA. The thing is that Mother 3 has a combo system based on its music and it is slightly more difficult to create combos on a desktop emulator like VisualBoyAdvance.
So, does the combo system work with ReGBA?
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Hi I haven't been on these forums for a long time because my GCW Zero broke, but I might get one later. My question is whether or not Mother 3 works on ReGBA. The thing is that Mother 3 has a combo system based on its music and it is slightly more difficult to create combos on a desktop emulator like VisualBoyAdvance.
So, does the combo system work with ReGBA?
It works but timing is quite hard, don't if this my lack of skill or if this the emulator, but I've read that the timing is always harder on emulators for some reason.
I was able to play the game fine though, even with my lack of rhythm.
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I'm hoping someone may know of a fix for this.
I'm trying to run Banjo Kazooie - Grunty's Revenge, but every time you load it up, the game freezes five seconds into the intro, the moment you finish scrolling through the text.
Maybe reGBA doesn't support this game?
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I'm hoping someone may know of a fix for this.
I'm trying to run Banjo Kazooie - Grunty's Revenge, but every time you load it up, the game freezes five seconds into the intro, the moment you finish scrolling through the text.
Maybe reGBA doesn't support this game?
Give me a little while, my GF has this game so I'll dump her copy and give it a shot.
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I just tried the game with the same results even switching the game to boot from cartridge rom doesn't help.
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It does appear that this is an issue with the emulator :/
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It does appear that this is an issue with the emulator :/
That's too bad...
Banjo Pilot runs just fine, but this Banjo game doesn't work.
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It shows Normmatt logo. Does this mean it has something to do with his BIOS?
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It shows Normmatt logo. Does this mean it has something to do with his BIOS?
Nope. I use the official BIOS instead of the Normmatt placeholder BIOS. Normmatt is just there so the emulator can run until you get the official BIOS. It doesn't support all games, but the official BIOS do.
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Just wanted to post some compatibility results for others.
The following games seem to have compatibility issues, before the game gets to the actual game play section is crashes back to the menu or in some cases freezes.
Grand Theft Auto Advance
Kingdom Hearts
4-In-1 GT Advance
Banjo Kazooie Grunty's Revenge
Medal of Honor Infiltrator
Metal Slug Advance - Freezes in between levels
For Nebulon: My Zero is up to date firmware wise and I'm using the official GBA Bios
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The metal slug bug can be fixed by entering the emulator menu and exiting again, according to TempGBA compatibility list.
The others are indeed not working properly.
I tried to create the folder for the gba bios, but apparently it won't let me create folders in /boot.
Could anyone using original bios help me with that.
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Aeter after you first run the emulator look for a folder called .gpsp in /usr/local/home/ and you can put your gba bios in there.
After that it should run without problems.
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Just wanted to post some compatibility results for others.
The following games seem to have compatibility issues, before the game gets to the actual game play section is crashes back to the menu or in some cases freezes.
Grand Theft Auto Advance
Kingdom Hearts
4-In-1 GT Advance
Banjo Kazooie Grunty's Revenge
Medal of Honor Infiltrator
Metal Slug Advance - Freezes in between levels
For Nebulon: My Zero is up to date firmware wise and I'm using the official GBA Bios
As well as motion-sensing games. (Obviously)
Too bad there's no tilt support.
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Aeter after you first run the emulator look for a folder called .gpsp in /usr/local/home/ and you can put your gba bios in there.
After that it should run without problems.
The first post said it should be in /boot/local/home/.gpsp/, that's the mistake I made.
I'll give it a try, thanks.
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Gentleman,
First of all, thanks for this port, I was looking for a replacement for the native emulator which is very limited imo. I need some help on it though...
I have a A320 here, with Dingux installed (not sure which version). I downloaded this pack and placed in my emulators\ReGBA folder in the SD Card, and was able to place a link for it in the Dingux emulator section. Also, I turned on the rom browser for it, and replaced the gba_bios file with another one I've downloaded from Emuparadise (not sure if I can mention the site name, sorry) in the emulator\ReGBA folder - and in the .gpsp folder under "home", just in case.
I'm trying to run Final Fantasy 6 rom. When I load it through the rom browser after pressing "A" in the ReGBA DGE, I get a black screen and soon after I'm throw back to the rom browser screen.
Anyone can please shed some light on what I'm doing wrong?
Many thanks!
Bispo
EDIT: It won't work for others roms as well, tried two more, FFIV and Tactics Ogre.
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Gentleman,
First of all, thanks for this port, I was looking for a replacement for the native emulator which is very limited imo. I need some help on it though...
I have a A320 here, with Dingux installed (not sure which version). I downloaded this pack and placed in my emulators\ReGBA folder in the SD Card, and was able to place a link for it in the Dingux emulator section. Also, I turned on the rom browser for it, and replaced the gba_bios file with another one I've downloaded from Emuparadise (not sure if I can mention the site name, sorry) in the emulator\ReGBA folder - and in the .gpsp folder under "home", just in case.
I'm trying to run Final Fantasy 6 rom. When I load it through the rom browser after pressing "A" in the ReGBA DGE, I get a black screen and soon after I'm throw back to the rom browser screen.
Anyone can please shed some light on what I'm doing wrong?
Many thanks!
Bispo
EDIT: It won't work for others roms as well, tried two more, FFIV and Tactics Ogre.
This is the GCW Zero release thread, you'd have to ask somewhere else.
Also piracy and piracy discussion are not allowed in dingoonity afaik.
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So, is there a problem with all games with normmatt?
I can't run Double Dragon Advance.
Other games I tried without success was Teen Titans, one and two.
Some games doesn't open the emulator menu (by pressing Y) so I can close it or change the rom, I need to reboot the system.
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rolimattos, if your referring to the bios that comes with ReGBA then that might be the problem, its not the official bios the gba comes with its an open source alternative. If you can use the official bios of the gba you should have better compatibility results (don't ask where to get it either google is your friend) but there are some games that even with the gba bios won't work correctly as that relates to a core issue i believe.
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So, is there a problem with all games with normmatt?
I can't run Double Dragon Advance.
Other games I tried without success was Teen Titans, one and two.
Some games doesn't open the emulator menu (by pressing Y) so I can close it or change the rom, I need to reboot the system.
For a better compatibility you can try to use the official GBA bios instead of the Normmatt's open-source bios!
PS: put the bios (gba_bios.bin) in the "$home/.gpsp" folder and enable it from the ReGBA menu.
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PS: put the bios (gba_bios.bin) in the "$home/.gpsp" folder and enable it from the ReGBA menu.
How do you enable it in the menu? The only menu I could find was the one you get when you press up on the power button during a game, but I could find an option to load a BIOS ROM in there.
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How do you enable it in the menu? The only menu I could find was the one you get when you press up on the power button during a game, but I could find an option to load a BIOS ROM in there.
The "boot" option is the first item in the "Display settings" sub-menu... you need to set "Boot from = GBA BIOS".
PS: to access to the ReGBA menu you need to press start+select simultaneously (during a game session).
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How do you enable it in the menu? The only menu I could find was the one you get when you press up on the power button during a game, but I could find an option to load a BIOS ROM in there.
The "boot" option is the first item in the "Display settings" sub-menu... you need to set "Boot from = GBA BIOS".
PS: to access to the ReGBA menu you need to press start+select simultaneously (during a game session).
If that doesn't work, what do you do? I have a ROM that works on visual boy advance but not on reGBA.
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What's the rom?
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What's the rom?
Pok?mon Ebony Phantom. It's a hack of emerald with a different story. Maybe ReGBA doesn't support Chinese? It doesn't show an image, but it does have sound and commands work. I'm working on an English translation of the rom.
Link: removed
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What's the rom?
Pok?mon Ebony Phantom. It's a hack of emerald with a different story. Maybe ReGBA doesn't support Chinese? It doesn't show an image, but it does have sound and commands work. I'm working on an English translation of the rom.
You can't just share roms, so you have to remove the link.
You can just share the patch or the patch source instead.
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What's the rom?
Pok?mon Ebony Phantom. It's a hack of emerald with a different story. Maybe ReGBA doesn't support Chinese? It doesn't show an image, but it does have sound and commands work. I'm working on an English translation of the rom.
Link: https://mega.co.nz/#!xxZEnAzJ!uY-Pusm3KeWHQ4z1hv0RhjiwxCPCbuZieFkkZOa0J_0
You can't just share roms, so you have to remove the link.
You can just share the patch or the patch source instead.
Its my own ROM, I ripped it off of a GBA cart I got the last time I went to China, So I have no patch/patch source. As far as I know, this is the first post of it on any English website. I'll remove it though
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Lego Drome Racers also doesn't work
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I got it to work! (Finally) I had to manually set the settings for each game separately for it to work. (I uploaded the wrong file anyway, that was the wrong hack)
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I got it to work! (Finally) I had to manually set the settings for each game separately for it to work. (I uploaded the wrong file anyway, that was the wrong hack)
Could you tell me what fixed it?
If others run into to similar problems this might help them too.
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When you enter the ReGBA menu, go to display settings, press start+select to enter special settings for that particular ROM, mess with settings until it works
Its still kind of fiddly. It seems like ReGBA sometimes resets the settings for a particular ROM.
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When you enter the ReGBA menu, go to display settings, press start+select to enter special settings for that particular ROM, mess with settings until it works
Its still kind of fiddly. It seems like ReGBA sometimes resets the settings for a particular ROM.
Did you try saving settings per rom?
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When you enter the ReGBA menu, go to display settings, press start+select to enter special settings for that particular ROM, mess with settings until it works
Its still kind of fiddly. It seems like ReGBA sometimes resets the settings for a particular ROM.
Did you try saving settings per rom?
Yes, every once in a while it just resets the settings to defaults. It may just happen because the ROMs I play are in Chinese. It doesn't reset every time.
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Hello
I am using the latest version of this game and I am having some trouble on a few games I tested.
Super Mario World for GBA seems to trigger the pause menu sometimes when going on a pipe on some levels. The button mapping seems correct.
Super Mario Advance 4 doesn't work at all. As far as I know the ROM is okay, but it could be that it's corrupted.
Both versions are European
I read somewhere that these roms worked. However I don't know about that pause menu bug that triggers in Super Mario World
Thanks
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Try using the USA versions... I doubt you will run into any trouble with those.
;D
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Will try, thanks! I tend to use the PAL versions tho, but I will.
Do you know why is that tho?
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No clue... compatibility issues are usually always prevalent within emulators, etc. Only one who would be able to give you a definitive on that one is Nebuleon, the creator of the app. One other thing could be that you are NOT yet using the latest firmware release for the Zero... 8/20/14 release. Double-check you are on that release of firmware. If you ARE, then I have no clue. If you are NOT, then that may be a reason as to why the ROM image is running poorly, etc.
Hope this helps. :o
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Thank you.
Yes, I am on the latest version of the firmware and last version available of the emulator.
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Okay, that's odd then you are running into those issues, etc. I've played numerous titles, USA versions, with no issues whatsoever. Only other thing that I can think of is that there is some setting you set or saved that is causing these issues. If NOT, again, try the USA versions of the ROM images is all that I can suggest further.
IF IF IF there are still issues with the USA ROM images, then I have no clue as to why the ROM images are behaving oddly, etc.
Besides, I'm sure the PAL versions are exactly the same as the USA versions, etc. No BIOS is needed for snes games, I know that much. It could be there are compatibility issues with PAL and/or JAP ROM images... who knows...
Hope this helps. :P
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Im reporting some issues with homebrew games in the ReGBA emulator for example uranus 1 and uranus 2 have graphical issues and you cant play it.
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There apparently is a new version of TempGBA that fixes a lot of games.
Perhaps some code could be reused for ReGBA?
Anyway, here's the link to the updated TempGBA:
http://crab.axfc.net/uploader/l/733770467370600/3416871.zip
Here's a updated game_config.txt for it:
http://herring.axfc.net/uploader/l/965493733868118/3430404.zip
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http://crab.axfc.net/uploader/l/733770467370600/3416871.zip
http://herring.axfc.net/uploader/l/965493733868118/3430404.zip
Both those links are 404 for me.
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http://crab.axfc.net/uploader/l/733770467370600/3416871.zip
http://herring.axfc.net/uploader/l/965493733868118/3430404.zip
Both those links are 404 for me.
I'll re-upload them later, have them on my laptop somewhere too.
Edit:
TempGBA link:
https://www.dropbox.com/s/cs1iw4lo7aa9equ/TempGBA.zip?dl=0
Game_config.txt:
https://www.dropbox.com/s/sjbiha8giyyooxl/game_config.zip?dl=0
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Super Mario Advance 4 doesn't work at all. As far as I know the ROM is okay, but it could be that it's corrupted.
Both versions are European
The ROMs could be corrupted. Did you get them from a reputable source? Have you tested out other copies?
(If you do a checksum on a copy and it has a different checksum, then you know that they are not the same file. It doesn't necessarily mean that one is corrupted, but it could.)
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http://crab.axfc.net/uploader/l/733770467370600/3416871.zip
http://herring.axfc.net/uploader/l/965493733868118/3430404.zip
Both those links are 404 for me.
I'll re-upload them later, have them on my laptop somewhere too.
Edit:
TempGBA link:
https://www.dropbox.com/s/cs1iw4lo7aa9equ/TempGBA.zip?dl=0
Game_config.txt:
https://www.dropbox.com/s/sjbiha8giyyooxl/game_config.zip?dl=0
Anyone want to look at this and see if it can be useful?
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Has anyone been able to play GBA video with sound
All the video I converted works great on actual hardware
Using a flash cart
But on the gcw the sound is just garbled and sounds horrible
Was the same on the Psp
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Having issues running Banjo-Kazooie - Grunty's Revenge. I found a gba_bios.bin file, put it in /usr/local/home/.gpsp, and changed the Display Settings to boot from "GBA BIOS". Is anyone else still having problems with this game or have they got it to work and how? Thanks!
Edit: Also when it boots from the GBA BIOS it still shows the Normmatt logo. Is it supposed to be that or the Nintendo logo?
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Having issues running Banjo-Kazooie - Grunty's Revenge. I found a gba_bios.bin file, put it in /usr/local/home/.gpsp, and changed the Display Settings to boot from "GBA BIOS". Is anyone else still having problems with this game or have they got it to work and how? Thanks!
Edit: Also when it boots from the GBA BIOS it still shows the Normmatt logo. Is it supposed to be that or the Nintendo logo?
Did you remove normmatt's bios?
What place did you leave the original GBA BIOS?
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Did you remove normmatt's bios?
What place did you leave the original GBA BIOS?
Where is the normmatt bios? And I put the gba bios under usr/local/home/.gpsp.
Edit: Ok, I got the GBA bios working now.
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Glad to hear you got it working ;D
Also, is there a possibility that analog support for this emulator can be added??
Thanks everyone.
:-*
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Also, is there a possibility that analog support for this emulator can be added??
You mean like this?
Input from GCW Zero buttons and analog nub, fully remappable to the GBA. The emulator has a menu you can enter with a customisable hotkey (default is Y). You can use the menu to reset the game, exit to gmenu2x and set some settings. They are saved to a file, so you can use your favourite scaling, FPS counter, boot screen, remapping and hotkey settings all the time.
It's already there. Check the "Input Settings" menu.
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Wow, look at that... never bothered to check the INPUT SETTINGS before... glad you mentioned it. Analog control is already there to setup.
Thanks David.
:o
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Iv been pushing Y however im not able to access any menu for the emulator, am I missing something?
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I forget exactly but I believe to access the menu, its either a button combination of START + SELECT or simply pushing the power slider up and it will appear.
Hope this helps.
:P
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I forget exactly but I believe to access the menu, its either a button combination of START + SELECT or simply pushing the power slider up and it will appear.
Hope this helps.
:P
Yep figured it out st+select! thanks anyway
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Im glad nebuleon come back...well nebuleon Can I request some enhacements for your GBA emulator? Yeah i know your emulator its perfect but i want this two feature in your emulator if is possible to do it:
The request are:
*Open the last rom you used before.
*Support to add gameshark codes in your REGBA emulator.
Can you put those features in your emulator?If its not possible to add it... well i will understand your situation.Thank you so much and waiting for your answer.
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Here is a border i've made for ReGBA, its dark and discreet, kind of invisible so you can forget about it and focus on the graphics of the game, you can download it here : https://www.sendspace.com/file/lthu16
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Is it possible to select the clock speed (NTSC or PAL) for Europe or USA / Japanese roms ? And if not is it on NTSC by default or does it automatically detect the clock speed of the rom ?
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Is it possible to select the clock speed (NTSC or PAL) for Europe or USA / Japanese roms ? And if not is it on NTSC by default or does it automatically detect the clock speed of the rom ?
Handheld Nintendo consoles dont use PAL/NTSC. They all run at 60fps. In other words, they are region-free.
A japanese GBA is exactly the same as an european or US GBA.
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I have noticed that the resolutions of the Gameboy / gbc & Gameboy advance games on the gcw is slighty minimized (smaller) compared to the original. Since the screen is actually bigger than the gb(c) / gba and the resolution higher, isnt there a way to have the true original resolution on the gcw in 164x140 pixels (as original size seen on a computer for exemple, not minimized for the gcw) for the gb(c) and 240x160 for the gba ? And if not would it be possible to have a scale that is closer to the original gba screen ? because the ones in the ReGBA options are far from it.
Here's a picture that explains the problem better :
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Man!! @Qubits ! You have got an eye for detail my friend! I love it!
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I have noticed that the resolutions of the Gameboy / gbc & Gameboy advance games on the gcw is slighty minimized (smaller) compared to the original. Since the screen is actually bigger than the gb(c) / gba and the resolution higher, isnt there a way to have the true original resolution on the gcw in 164x140 pixels (as original size seen on a computer for exemple, not minimized for the gcw) for the gb(c) and 240x160 for the gba ? And if not would it be possible to have a scale that is closer to the original gba screen ? because the ones in the ReGBA options are far from it.
Here's a picture that explains the problem better :
It is already possible on both emulators. There are plenty of scalers there.
OHboy:
Go to Menu > Video Settings > Upscaler and select the scaler of your choice.
You got plenty of them, ranging from Native (no scaling), multiple upscalers which mantain the aspect ratio, up to stretched fullscreen.
Fastest scalers are the hardware ones.
ReGBA:
Go to Menu > Display Settings >Image Scaling and select the scaler of your choice.
You got plenty of them, from Native (no scaling) up to fullscreen (in both aspect ratio and stretch modes). You also got the Hardware option (fastest), which you can cycle between Aspect Ratio and Stretch by pressing Power+A
The GB(C) resolution is 160x144, not 164x140 by the way.
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Yes, its a mistake, i've written 164x140 but the red square is really 160x144 so it still shows the problem. I need to get a gba to make a better comparaison. The scales in the options are bad, they blur the picture. What i meant is that it would be nice to have the real size of the original res with the " no scale " mode without any blur. The resolution of the gcw is 320x240 so it can display every retro consoles since none of them are over this res but..... the screen of the gcw is smaller than a real 320x240 pixels so it reduce the picture a little bit (i dont know if you see what i mean?) so when you play in no scale mode (to have no blur effect) you get a picture that is a little bit smaller than it should resulting for the gb(c) in a very tiny (kind of) square that is not really comfortable to play for a long time and a tiny rectangle for the gba that is also not really comfortable.
Im not sure this can be fixed and probably the gcw is not a good choice to play gb(c) / gba games.
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Hi there Qubits.
The GCW Zero has a resolution of 320x240 and a 3.5-inch screen, measured diagonally. (http://www.gcw-zero.com/specifications) This means that the width is 71.12 mm, fitting 320 pixels, and the height is 53.34 mm, fitting 240 pixels.
A pixel on the GCW Zero is thus 0.222... mm by 0.222... mm. This is a real pixel, in all senses of the word: it displays one color across all of its surface area, using the red, green and blue subpixels to create the illusion of a certain color. It's not suddenly a fake pixel just because its dimensions are different.
The size of these pixels cannot be reconfigured, because the color filters that make up the red, green, and blue components cannot be physically moved. As such, it is impossible to resize one of the pixels on the GCW to be a different size (here, the GB/GBC's 0.2552 mm pixels).
It's also not possible to make a pixel display a gradient of colors from its top to its bottom, to emulate a larger pixel by lighting up one entire pixel of a certain color, plus 1/6 of the top, bottom, left or right of its neighbors, for example.
Your image states that the resolution of the GB/GBC screen on a GCW is 142 by 131. That is false. 160 by 144 pixels are being used to display the 160 by 144 pixels of the GB/GBC screen - the same happens with the 240 by 160 (not 213 by 146) pixels of the GBA.
What you want is for a 160 by 144 pixel screen to take up the same space as on a GB/GBC. Because the GCW's pixels are 0.222 mm and this cannot be changed, you need 184.7887 pixels by 153.8931 (but GIMP says 166 preserves the aspect ratio better) pixels on the GCW.
Here's the title screen as you'd see it on the GB/GBC.
(https://dl.dropboxusercontent.com/u/106475413/dingoonity/kid-dracula-gb.png)
There are two ways to go about changing the pixels to maintain the size as opposed to the indivisibility of the pixels.
a) Duplicate or delete pixels, which makes text look bad (especially if it duplicates or deletes a horizontal or vertical stem).
(https://dl.dropboxusercontent.com/u/106475413/dingoonity/kid-dracula-gcw-no-interpolation.png)
b) Use bilinear interpolation, which is closest to the idea of "use 1 whole pixel of a certain color, but have the top, bottom, left and right 1/6 of its neighbors use the same color" but blurs the output.
(https://dl.dropboxusercontent.com/u/106475413/dingoonity/kid-dracula-gcw-interpolation.png)
The scalers on GCW emulators assume that you either don't want the blur or that you want the image to be full-screen, which offsets the illegibility that the blur creates. Here, though, the high amount of blur created by resizing the image by exactly 14.86% would outweigh the increase in legibility inherent in enlarging the image. It's a trade-off.
There are images in this post. Note that, because I don't know the size of your monitor, obviously I can't make them display at the same size on your monitor as on your GB/GBC. Don't worry; those are still real pixels, they're just a different size. You may also display these on your GCW and see exactly what they'd look like and the size of the result, by uploading them to your GCW and using the image viewer application.
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I've taken a look at the third picture you've posted ( kid-dracula-gcw-interpolation.png ) on my gcw. Would it be possible to have it in addition to the other scales available ? I think it looks better than the ones offered in the upscaler video settings : not too big, not too small, closer than what you can see on an original game boy.
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Hey Nebuleon would the implementation of a VBA style colour filter be feasible on GCW Zero? It works wonders with early GBA games. Aria of Sorrow looks so much better its mind blowing.
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Hey Nebuleon would the implementation of a VBA style colour filter be feasible on GCW Zero? It works wonders with early GBA games. Aria of Sorrow looks so much better its mind blowing.
You mean up-scalers algorithms like Hq2x or Scale2x ?
Well... it would look worse on the GCW's screen due to its lower resolution.
(remember, we're talking about 320x240 !)
Plus, Hq2x+ is super-taxing on the CPU so...
Screw Hqx, Seam carving is the King !
(https://gameblabla.nl/img/kid_carved.png)
More seriously...
As far as Gameboy games go, the only way to get good image quality on the GCW Zero without using expensive
scalers like hqx might be this :
- Upscale 3x the gameboy screen (using a neighbor algo like the one found in Hover Missiles)
- This would result in a 480x432 screen.
Upscaling 4x times would give better downscaling result s but this isn't currently possible due to the OpenDingux's framebuffer.
(It can't be bigger than 640x480, upscaling it four times give 640x576)
- Then use the IPU to downscale it using a Linear algo.
It should result in this :
(https://gameblabla.nl/img/kid-gcw.png)
I can't see a better way other than that.
Everything else would either look worse, or be too cpu-intensive for the GCW0.
In comparaison, here's what the screen would look like if you skip the first two steps and just use the IPU for upscaling :
(https://gameblabla.nl/img/kid_ipu.png)
It looks way more blurry than the previous one !
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gameblabla, could you please fix the color problem on the pc engine emulator ? or ask for some help to other devs because it's a major issue that needs to be fixed and it shouldnt be too hard.
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gameblabla, could you please fix the color problem on the pc engine emulator ? or ask for some help to other devs because it's a major issue that needs to be fixed and it shouldnt be too hard.
What does that have to do with reGBA?
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What does that have to do with reGBA?
Nothing, don't look too hard into it.
He was desesperate for me to fix that gamma issue in Temper.
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Any chance for a ps vita ReGBA port?
We need Nebuleon on psvita homebrew scene!
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Any chance for a ps vita ReGBA port?
We need Nebuleon on psvita homebrew scene!
lol, the PS Vita already has mGBA since 3.5 and it now has Retroarch.
Why ask for ReGBA when you have superior alternatives ?
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Any chance for a ps vita ReGBA port?
We need Nebuleon on psvita homebrew scene!
lol, the PS Vita already has mGBA since 3.5 and it now has Retroarch.
Why ask for ReGBA when you have superior alternatives ?
Lol, ReGBA is waaay faster than those "superior alternatives". The Lost Age runs like sh..
I don't care much for "accurate emulation". I need it to be fast, just like TEMPGBA2PSP. Maybe he can make a port for Vita, who knows...