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Everything posted by xdaniel
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The GBA is a whole different beast compared to the GB/GBC, with completely different hardware in addition to the GB/GBC's - an ARM7 processor in the GBA versus the GB's Z80 derivative, for one - so it would be more or less like writing a completely different emulator. Thus, no, it's very unlikely.
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Fixed a misconception of mine - cast the DMA length to a byte, which is too small of a data type for the Oracles' DMA transfers - so the graphics are now correct EDIT: Also noticed that Ages crashes and restarts after the "Accept our quest, hero!" line, not sure why yet. EDIT 2: The Demotronic PD demo now also shows graphics, yet doesn't run because the emulator isn't accurate enough yet EDIT 3: Both, the original DMG and CGB bootstrap ROMs can now be used, however emulation issues make the DMG one run really sloooooowwwww...
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alphaheiti: Yeah, both OoA and OoS don't work right for now. Haven't looked into what's hanging them yet... Salvage66: There's no sound, period. It's somewhat difficult to emulate, and even the (more or less) copy and paste from VBA and GEST I did for sound channel 1 didn't result in anything that's really recognizable. It will have sound at some point, but probably not in the near future. MasterPhW: Many mainstream games should work already, excluding the above mentioned Zelda OoA/OoS (with minor glitches, maybe), but I know that many hard to emulate things don't yet - ex. certain PD demo ROMs come to mind here. Really looking forward to your test results EDIT: Haven't tested it much yet, tho EDIT 2: Figured out why the Oracle games hang, has to do with the missing sound emulation... A small hack later: Currently hangs after the last screenshot. EDIT 3: Seasons actually goes further than Ages, no other screenshots, tho, as I'm about to look into the messed up graphics...
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Yeah, apparently the sound code (and/or SlimDX's sound components) in the initial build is one thing that's creating problems, so the site's been updated with v0.1a that has sound completely disabled - the one I sent over to alphaheiti for testing. In addition, the "class not registered" error appears to happen when one doesn't have the SlimDX End User Runtimes installed - needed for all applications using SlimDX (-.-) - so a download link has been added to the site as well: http://magicstone.de/dzd/sharpboy/ Thus, download the SlimDX runtimes, download the updated emulator and then it should work
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Do games adapted from anime/manga/light novels count? If they do, then I'd say Toaru Majutsu no Index / Toaru Kagaku no Railgun. Dunno, but being a Level 2 or so Esper and part of Judgment would be kinda cool. Now, what kind of ability I'd want to have... not sure. Kuroko's teleportation, even if short-ranged because of the Level, is rather useful and element manipulation like Mikoto's electrical powers (Level 5 Electromaster ftw! <3) are just plain awesome... Then again, I could see me using some kind of barrier ability, which would be very useful for Judgment work - in case of a conflict, I'd protect my partner and possible bystanders, while he or she would take on the attacker. If that doesn't count... hm... dunno, maybe Mega Man Battle Network? I really like the concept and am somewhat of a technology freak anyway, so actually living in a world with AIs as advanced as NetNavis and the like would be really nice. Not to mention, I loved the N-1 Grand Prix in BN3 and how Net Battles were depicted in the Rockman EXE anime (and I refuse to call it "NT Warrior" or even consider that abomination <.<).
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MasterPhW: Thanks for the news posts, although this release appears to not work correctly for several people ^^" Trying to fix this right now and will post an updated build once I've confirmed it working for those where it doesn't atm... Salvage66: Probably my smallest concern right now, but most likely a little Game Boy or something...
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Download v0.1: http://magicstone.de/dzd/sharpboy/ Feedback is welcome! EDIT: To those getting crashes or somesuch, do you have the latest .NET Framework 4 installed? If not: Microsoft .NET Framework 4 (Standalone Installer) and please post if it helped!
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For one, the emulator has been renamed - SharpBoy is now its name. Doesn't seem like that's been used for an emulator already Now, as for accuracy and the like. I've been referencing GEST's source now, implementing new stuff and rewriting existing code. Overall accuracy, as far as ex. IRQ timing goes, has dropped a bit for now it seems, but I'm starting to see the fruits of the rewrites, with games now booting, running further, etc. than before. For example, Pokemon Crystal no longer crashes like mad, same goes for Pokemon Gold/Silver in GBC mode, and Super Mario Bros. Deluxe is now playable. I'm by no means as passionate as byuu when it comes to writing emulators and adhering to accuracy, but I'm going to keep trying my best And all that said, I'm preparing the first release now. Gonna add some more usability-related things (ex. saving of emulator settings), maybe try and fix a few of the hopefully simple bugs (ex. sprite priorities) and then post it here~ Also... some screenshots from yesterday, while/after fixing some GBC-specific bugs (mainly WRAM bank switching and the CPU double speed mode): Pokemon Gold, Pokemon Crystal (GBC only), Tetris DX, Pocket Puyo Puyo 4 (GBC only) and R-Type DX. http://i.imgur.com/kv7gN.png Super Mario Bros. Deluxe (GBC only), Zelda: Link's Awakening DX, GBC Promo Demo (GBC only), Pocket Bomberman, Mega Man Xtreme and Tales of Phantasia: Narikiri Dungeon.
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About two days, a rewrite of both memory management and GBC HDMA emulation later: ...but you get a spectacular crash before you even get to leave your house. Mostly while talking to your mom. She's a mean person, isn't she? Also, that rewrite broke compatiblity with quite a few GBC games, including Zelda DX, Mega Man Xtreme and others...
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With rather stable CPU, LCDC and Interrupt code, I started GBC emulation; still very, VERY preliminary right now... (Also, Lyra sucks, Kris ftw!) EDIT: Well, BG layer colors are there now, now to fix window and sprite rendering, plus the host of other glitches still occuring. EDIT 2: Window and sprite rendering implemented; but the GBC's HDMA capabilities, CPU double speed mode and other features aren't done yet, and what's there has some bugs (ex. sprite colors are somewhat wonky). EDIT 3: Partial HDMA and CPU speed change emulation and bugfixes later... http://i.imgur.com/AUfsG.png Regarding GBC and MBC5 emulation only, Tetris DX works without visible glitches, Zelda DX has some issues with sprites and VRAM bank switching, Pokemon Gold works somewhat but has slight graphical glitches and crashes when entering and/or leaving the menu (Crystal has some severe graphic errors and dies when going in-game, probably MBC-related), Mega Man Xtreme works with minor glitches, Pokemon Puzzle Challenge appears to have more VRAM and/or MBC bank switching problems, with missing or corrupted graphics, and has logic bugs in-game (CPU core?), and Super Mario Bros. Deluxe has minor graphical bugs, but is unplayable because of MBC problems (levels are fully made of breakable blocks). EDIT 4: http://i.imgur.com/mWy8v.pnghttp://i.imgur.com/doQ9A.png Tried to improve HDMA emulation, didn't go all too well...
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No problem, especially since that's a very good suggestion, so yeah As for the name, SayakaGL, I once pointed that out to someone on YouTube before: Heh, I tend to name my projects on a whim recently, and for some reason after anime characters of all things... The GL comes from OpenGL, which the program uses, while Sayaka comes from Sayaka Miki from Puella Magi Madoka Magica. Also have tools named after K-ON and Railgun characters Weird, am I not?
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Doable and a good idea; had collision rendering implemented waaay back in the original OZMAV before, but never improved upon that in any way. Keep in mind, tho, that you probably won't see this (and some other things) in the first public release, because I don't want to delay this much longer.
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Yeah, that is a long shot. I personally don't know much about the audio on the N64 in general, let alone the Zeldas specifically, and as this is supposed to be a level editor, music editing/exporting/importing doesn't really fit in anyway. Sorry to say so, but things like that most likely will not make the cut.
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Yeah, as actor rendering itself isn't even in yet, editing their DLists isn't either The current editing code is rather flexible, tho, and should technically allow editing of any kind of DLists without too much work. It will be some work, of course, but it shouldn't be much once actor rendering ala OZMAV2 or ZSaten is implemented.
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SagnuinettiMods: I think I have editing of Link's spawnpoints already integrated, need to check that again. Waterboxes I'll read up on, no promises they'll be in the first release, tho. As for DList editing, if you're talking about a room's DLists (as opposed to, say, object models, which aren't handled at all yet), those have been editable for a long time already, see the first page for some screenshots of that.
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Once again, a "first of all": I'm gonna prepare first public builds of all three project I've been working on over the last month or two, that is Sayaka here, my binary wildcard searcher, and the Game Boy emulator. Will hopefully have them out by the weekend or so... Now, next up, m64m: Just technically speaking, adding voice acting should be possible - considering that the N64 is capable of it, and we have at least some understanding about how audio works -, but I don't think anyone has ever thought about it, let alone done some practical work. As for texture editing, while it's a good idea it's not something that I had planned, so it might be a while until then. No promises about it, basically. And SagnuinettiMods: I, tbh, don't think I've ever used Zappy myself, so I don't even know what features - besides waterbox editing - it has that ex. UoT, OZMAV or Sayaka don't. What do you have in mind, excluding the waterboxes?
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Yah, I went there. The hex viewer editor control's now capable of editing stuff: Just entered an 8; the control now expects either another digit, or pressing the enter key to write that value alone (becomes 0x08). See? And editing can be disabled via the control's properties, so it can also be used as a plain hexadecimal viewer. (And yeah, I entered those 0xAA's, which resulted in the glitched looking tile in the title logo. And yeah, the second screenshot was actually taken before the first one, so please excuse the missing 0x08 in the latter one.) EDIT: Yes, that square can be clicked on.
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Well, there's the legendary(?) NO$GMB that everyone and their mother pirated - myself included, I have to admit -, because it supported serial link emulation (= Pokemon trading) before anything else did: It's actually my inspiration for quite a bit of the up and coming debugger EDIT: Disassembler and CPU status pretty much done, memory viewer coming up next... EDIT 2: Wrote a custom hexadecimal viewer control, navigable via cursor keys or mouse. Everything else - like basing it off a TextBox or ListBox - was too cumbersome and maybe even more work in the end. Might look into adding editing capabilities, but for now it's good enough Still need to add a goto address function, like with the disassembler above, but that should be easy.
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Work-in-progress "Machine Debugger". The disassembler is working, complete with highlighting of different memory areas (ex. current PC is cyan and bold, sprite memory is violet, I/O registers are green) and selective textual output (data is only disassembled in areas where code can even be, ex. I/O registers are instead named, ex. VRAM is output bytewise in 8-byte steps). The rest of the window already gives an idea of what's to come - showing CPU registers and flags, a stack rundown, a memory viewer, setting breakpoints on read/write/execute, graphic viewers for tiles, tilemaps, maybe sprites, etc. ...but for now, time to sleep - it's 3:05 AM after all EDIT: Uwahh... I'm a moron. It's 4:20 now:
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General notes: Rewritten rendering, now it's using DirectX via SlimDX and no longer exhibiting those sprite and window flickering glitches; the emulator tends to crash with invalid ROM/RAM bank accesses with some games, but that's probably down to bugs in the CPU core and not the MBC emulation (and certainly not the games); some timing fixes concerning interrupts and the LCD controller, still inaccurate (ex. missing/incorrect scrolling in Pokemon); sound looks really damn difficult and is a very low priority. Will do some GUI and usability cleanups, add some error handling, then comes a first release. Game-specific screenshots below: Pokemon Gold (no RTC emulation yet, also that Rattata isn't anywhere near the top percentage of Rattata ), Kirby's Dream Land 2 (great game), X (cool to see in general) and Tetris DX (mainly to demonstrate saving once more).
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First of all, I'm having a terrible cold and haven't really worked on anything since the weekend, no matter if Sayaka, the GB emulator, whatever else. Next, SagnuinettiMods' questions: 1. Exporting maps hasn't really been on my mind, but getting a model exporter class done - or integrate it into the Ucode interpreter - could be a nice challenge or so. 2. I, to be honest, still haven't added support for custom maps at all yet, because - tho I'm maybe oversimplifying things - they're technically not being done correctly yet. I will add support for our current custom maps prior to the first public release, tho, as editing those was more or less one of the main reasons why I started writing this. 3. Uhm, dunno... While I don't really believe in its real-world significance, I suppose my IQ (or rather the areas my weird brain excels at) might help me here a bit? 4. All down to the font used
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Maybe Sunday (...which would be today for me already). Some more stuff to do - currently trying to get rid of the sprite and window flickering - but an initial release really isn't far off.
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Yep, classic GB emulator It's basically me trying to modernize and improve upon a buggier, incomplete GB emulator I've coded up in C a year or two back called GBME; there's an old thread at Zelda Coalition I think. Not as many features as said C-based emulator yet (no MBC2-5 support, no debugger, etc.), has some bugs that the older one didn't have (ex. screen refresh issues with sprites and windows, see the weird lines in the Kirby and Pokemon screens), but it's an overall cleaner design, excluding some classes that are so far just direct ports of the old C code - the LCD controller comes to mind here. There's no sound yet, although I'm looking into it - probably porting parts of VBA's code because emulating it looks difficult as hell - and compatibility is somewhat low, but I'm hopefully getting there EDIT: Many CPU opcodes have been fixed, interrupt and MBC management have been partially rewritten, MBC2 (ex. Wave Race) and 3 (ex. Pokemon Red/Blue, western versions) support is in and working, MBC internal/external RAM saving is in, which appears to be working correctly this time around.
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Current release: SharpBoy v0.4 Yeah, I kinda like that thread title http://i.imgur.com/MRd3C.png http://i.imgur.com/qdgf5.png http://i.imgur.com/MF0sG.png http://i.imgur.com/v4Dhv.png
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Naxy's post totally threw off the one I had typed up here Anyway, as for what's not been addressed already by him: Waypoint editing is pretty much done, I suppose... It's certainly usable, although the actor/waypoint picking and mouse handling code might need some cleanups.