I'm pretty sure he meant Citra.
Programming Discussion Thread
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01-20-2015, 12:18 PM
(This post was last modified: 01-20-2015, 12:19 PM by NaturalViolence.)
(01-20-2015, 05:17 AM)teh_speleegn_polease Wrote:(01-20-2015, 02:53 AM)NaturalViolence Wrote: Because in English it doesn't mean anything. Citra* not citrus. I know what citrus is, I'm from Florida. Nobody grows more citrus than us. @DatKid Exactly.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony 01-21-2015, 03:41 AM
@NV Oh ok, you weren't very clear. Zee basically asked "Why don't they call it citrus", and you answered "because in English it doesn't mean anything", so I just assumed.
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>mfw I have no face
01-22-2015, 07:21 AM
(This post was last modified: 01-22-2015, 11:03 AM by ARAJediMaster.)
Excuse me, but are there any programmers here that help me and a friend of mine with a problem? This friend of mine is trying to extract the sounds from “Star Wars Rogue Squadron II: Rogue Leader”, and its sequel, “Rebel Strike” to use in a format like .wav for video projects. Here is the thread he is on: https://forums.dolphin-emu.org/Thread-sf...g-features and here is the channel that he operates: https://www.youtube.com/channel/UC6Pi3Jv...dsITtoJWRg. Can anybody here help us?
01-23-2015, 04:27 PM
So everything is working......except for the internet and the VRAM is only being pulled at 7 MB
Virtual OSX:
Shonumi does GBA have a real textures or just a tiles? According to this it has 2D textures https://github.com/mgba-emu/mgba/commit/...5d147b22e4
@Ramoth - It's important to understand what endrift is doing with his code, and how OpenGL is working in that context. mGBA is basically grabbing the screen's pixel data (the final output of the emulated LCD, a 2D grid of pixels like a real GBA outputs) but rather than using SDL to draw it to the screen, OpenGL is creating a flat "2D" surface (e.g. no real "depth") and then drawing the screen's pixel data as a texture. It's not as if the GBA has any native idea what a texture is or how it should be drawn to the screen; programmers have to code 3D engines from scratch that handle and simulate all of that. So in short, that code has nothing to do with what's happening internally inside the GBA. All it's doing is taking the pixel data (calculated by the emulator) then passing it to OpenGL so OpenGL can do the actual drawing to your display.
The GBA only had 2D tiles in Modes 0-2. As I said, it could simulate textures, and this was usually done by using the bitmap graphics modes (usually Mode 4) to arbitrarily draw pixels anywhere on the screen. All of the textures would be handled and processed internally by the game's code. Talking about Mode 4 again, at the end of the frame, the GBA's LCD only knew that it was supposed to draw a 240x160 series of pixels. Whether those pixels represented a texture used by the game code or a title screen was none of its business. The DS, obviously, uses textures and the hardware itself knows what they are and how to deal with them. 01-25-2015, 01:09 PM
Moar progress, Metroids, and Pokemans!
![]() ![]() ![]() ![]() ![]() ![]() In the past two days, I've finally gotten 4 of the most troublesome games in my test set to finally boot: Metroid Fusion, Metroid Zero Mission, Pokemon Sapphire, and Pokemon Emerald. I got the Metroid games working by chance, actually. I was trying to fix the Pokemon games, but ended up making these boot and run great (again aside from graphical glitches due to incomplete LCD emulation). Serendipity is awesome. Turns out the Metroid games rely on returning specific values when reading from certain DMA registers (for DMA channels 1 and 2 specifically for sound). I'd only done DMAs 0 and 3 because those are generally used for data transfers. Sound is still unemulated, so I thought I could ignore anything sound related (true for the most part) but there's always a special case. Thought the Pokemon games needed GPIO emulation to work (not true, but the in-game clock won't work without it, but that's minor). To boot, they need minimal FLASH ROM emulation (and I do mean minimal). The only thing that needed to be implemented (for me at least) was putting the correct FLASH manufacturer ID and device ID at two bytes in memory. Good weekend if I must say so myself. ![]() 01-25-2015, 04:31 PM
Wow, that's really awesome
![]() Finally got OS X virtual machine to not fail at everything. VirtualBox really sucks when it comes to Haswell chips and OS X. You have to trick it into thinking you're running a 3rd gen processor by overwriting the CPU id codes. Then it wouldn't recognize y video card, Intel HD or Nvidia, and would actually not boot properly with the Nvidia. I retried it so many times, looking for so many different fixes........ First time running in VMware, no problem. Everything loads properly, the ktexts are loaded properly for the virtual box video drivers, internet works, screen goes fullscreen properly. Go to download Xcode: CPU crash, entire thing is buggered now. I redo it from scratch, and now Xcode is downloading fine ![]() Time zone is off by 3 hours though. Will fix after Xcode is done being dowloaded. Spoiler: 01-25-2015, 04:57 PM
(01-25-2015, 04:31 PM)KHg8m3r Wrote: How hard is it to implement the clock? Not very, I'm just not sure I understand how to emulate it. GBATEK isn't as helpful as it could be when explaining GPIO. I'd have to look up some other source code. Also, looks like you're having fun with OS X :p I always wanted to setup a virtual machine like that. Good luck getting things to run properly. |
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