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Programming Discussion Thread - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Offtopic (https://forums.dolphin-emu.org/Forum-offtopic) +--- Forum: Delfino Plaza (https://forums.dolphin-emu.org/Forum-delfino-plaza) +--- Thread: Programming Discussion Thread (/Thread-programming-discussion-thread) |
RE: Programming Discussion Thread - Shonumi - 10-17-2014 I'm almost there. Just a bit more and I'll have a playable game. Super Dodge Ball Advance is still the only thing that boots, but I haven't yet taken the time to debug others. Preliminary support for rendering all of the BG layers went well, just have to clean it up before pushing the commits (the code is... ugly...) I can go in-game, mess with the menus and such (input was easy to implement), but actually playing the dodge ball matches is a no-go. That requires a lot of BIOS calls to math functions; I haven't HLE'd those or allowed GBE+ to run the GBA BIOS just yet. A lot of effects (blending, brightness adjustments, horizontal/vertical flipping) has yet to be implemented, but I'm excited about programming all of that. All in all, things are looking up. ![]()
RE: Programming Discussion Thread - Bighead - 10-17-2014 Great job Shonumi, I really look forward to it. Thanks to your hard work I have managed to turn a small dream into a reality. Super Mario Land.. In color! http://bhemuhelp.co.nf/other/smlc.html Game is 99% recolored, just missing the dissolve effect when defeating Tatanga. RE: Programming Discussion Thread - KHg8m3r - 10-19-2014 Glad things are progressing
RE: Programming Discussion Thread - mudlord - 10-19-2014 Quote:Anything at this point is better than VBA-M Oh heck yes. I cannot wait for VBA-M to become utterly pointless. At the rate shonumi is going, VBA-M is already dead. Plus with Meteor too and byuu's GBA emu, VBA-M is utterly dead. Which is great for me. I really can now sleep easy knowing I don't have to deal with VBA-M's BS anymore. RE: Programming Discussion Thread - Shonumi - 10-20-2014 Man, I'd totally love to have made enough progress by Christmas to be playing at least a handful of games in GBE+. Hit a brick wall yesterday trying to get Super Mario Advance to boot, but the stupid EEPROM crap got in the way. GBATEK isn't as helpful as it could be, but thankfully IodineGBA has some clear, easily understood code. If I'm looking to make progress, I guess emulating the hardware's built in alpha blending is low-hanging fruit as well. Preliminary GUI work (Qt) would be good too. No screenshots today though. RE: Programming Discussion Thread - KHg8m3r - 10-20-2014 I look forward to the day I dont have to deal with VBA anymore. Godspeed Shonumi RE: Programming Discussion Thread - Shonumi - 10-25-2014 I thought it'd been longer than 1 week, but oh well. Persistence leads to progress, eventually. I had this insatiable desire to see GBE+ boot more than just Super Dodge Ball Advance, so I pretty much went crazy and started working on tons of stuff. The first thing I got running after Super Dodge Ball Advance was ARMWrestler (the CPU test suite), and needless to say, I failed a lot of tests initially. Now it's mostly just loads/stores that are giving me headaches. Anyway, working on CPU bugs allowed not just one, but 3 more games to boot, 2 of which are playable to some degree. They at least go past the title screen and go in-game. Kirby: Nightmare in Dreamland, MMBN4: Blue Moon, and Bomberman Tournament ![]() ![]() Sprite drawing priorities are a mess and the BG doesn't scroll and for some reason the emulator is trying to read/write out of bounds memory (in many games, so it's probably something I'm not getting just yet). Still, I've come pretty far since I started up a git repo on GitHub a little over 4 weeks ago. At this rate... good things will happen
RE: Programming Discussion Thread - KHg8m3r - 10-25-2014 WOOOO!!!! Kirby NiD is one of my favorites RE: Programming Discussion Thread - Shonumi - 11-08-2014 More progress, mostly making sure stuff doesn't blow up :p ![]() ![]() Most of my efforts went to making sure Bomberman Tournament could boot. It uses Huffman decompression for most of the BG and sprite data, apparently, and so does Kirby: NID for the pause screens. The sprites disappear for whatever reason in Bomberman Tournament, but it's largely playable, at least the Quest Mode (though lots of things are invisible...). MMBN4 is working better; doesn't randomly crash anymore when changing scenes. Haven't actually emulated L and R buttons, so I can't perform the games "jack-in" sequences. Text is still funny looking in parts though. The big win this week is getting Rivieria to boot decently. I was actually trying to get another STING game (Yggdra Union) to work, but I got Riviera working for the most part, at least until the title screen. After that, GBE+ barfs all over itself; I guess the game is just that good (actually it's probably something serious, like stack corruption, but whatever...) Can't wait to play this game, it's been a while (2006? 2005? I can't recall).This weekend I'll probably -> Fix sprite priorities (see Bomberman title screen, Max should be obscured), add L/R buttons, figure out how wtf is wrong with Riviera (most likely affects every other game that has similar errors, which is a lot) and just relax. I've been focusing way too much on this project. I'm falling into that trap of making emulators but never actually emulating any games for fun. RE: Programming Discussion Thread - Qaazavaca Qaanic - 11-08-2014 Suggestion: Decrapify GBA audio by replacing low-quality samples and awful beeps with custom samples. For beeps, maybe use the beeps' duty cycle, along with per-game rules and checking which song is playing, to determine which sample is to be played in place of the beep. |