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Fancy, passes all of my HW tests:
Code:
    u16 c2 = c+(c>>7);
    s16 expected = (4*a*(256-c2) + 4*b*c2+128)>>8;

The software renderer got all of it right apart from the order of multiplication and lerp (mul first, then lerp .. not the other way around) and the +128 (i.e. "rounding" mode).

3 days worth spent, I'd say... xD
So uh, https://twitter.com/fail_cluez/status/446736336146669569 ... Apparently this crazy stuff fixed Luigi's Mansion shadows.
WHAT.

I love you
@neobrain
Now fix MP3 plz, kthx.
Well, I've been having fun recently ^_^


The results of a marathon coding spree. Until Thursday, I really had no idea what made the GBC any different from the regular DMG Game Boys. Spent 2 days doing research and prep work, then Friday night I just dove all in. The code is horrible and I'm still missing a lot of stuff, but that's why it's not in master yet and not scheduled for my emulator's 1.0 release. Speaking of that release, everything's basically done aside from packaging it and distributing the program itself. Should be releasing it in 10 more days or so (yes, with Windows executables, no one will have to compile it themselves). I'll post of video of custom sprites/bg tiles in action, once I get around to recording it.
Spent all day trying to get FFmpeg and ALSA to play nice with me, and the video still turns out like crap. You'll get the idea anyway.

http://youtu.be/kbd7lGXfRxI



Fake Bump: GB Enhanced 1.0 is live. You can try it yourselves if you guys want Smile

http://code.google.com/p/gb-enhanced/
It says it's missing libgcc <something>.dll :/
What? MinGW failed me Sad

If you don't want to wait for a fix, you can install MinGW yourself, else I'll update the download later to include it.

EDIT: It should be fixed now. MinGW's g++ wasn't statically linking libgcc or libstdc++ like I'm used to. And no, downloading random DLLs online is not the solution.

JSeymour

GB Enhanced is a great project, Shonumi. Definitely like the idea of colorizing Game Boy games properly with redrawn sprites.

It reminds me a lot of the Sega Master System emulator HiSMS by Botrops, and the NES emulator HDNes by Mkwong98.

Both of those allow for sprite replacement, resized to 2X or 4X, which has allowed for HD remakes of games like Alex Kidd in Miracle World and Super Mario Bros. It would be nice to see 2X/4X resized sprites for Game Boy games. Super Mario Land could sure use it!

Info on HiSMS and HDNes:
http://hisms.orgfree.com/
http://forums.nesdev.com/viewtopic.php?f=3&t=9935

And some Youtube videos showing off replaced sprites.
https://www.youtube.com/watch?v=PNcGK_V960Q
https://www.youtube.com/watch?v=ScyB69dwRA0
https://www.youtube.com/watch?v=N57ApspYHVE&feature=youtu.be
Glad you like the idea behind GB Enhanced Smile You can thank AnyOldName3 for suggesting it; the concept intrigued me. I actually stumbled upon both projects a few months back. Looks like I'm not the only one who had that idea. Fwiw, there was a proof-of-concept GB emulator that did allow HD tile replacement, but it was incomplete (and I don't think it handled colorizing DMG games). I'm not exact the first when it comes to the GB, but I guess I've gone the farthest.

GB Enhanced only handles 1:1 tile replacements, but support for arbitrary scales (2:1, 3:1, 4:1, etc) is already implemented in a new branch. There are still some finishing touches that need to be applied, but it works. GBC tile replacement isn't supported yet, but that's coming soon. A shame I don't have screenshots on hand to show you any progress.