As I am comparing the game_config files I found there are quite a bit of differences between the current TempGBA (beta 13) and the one on filetrip (v1.3).
The differences are:
I do not know which games are still necessary in game_config and which are not and what changes should stay and which shouldn't.
- translation gates commented out in the TempGBA file, and one idle loop eliminate too.
- Super Mario Advance (U) has a different game code in TempGBA. AMZE in TempGBA and AMAE in v1.3.
- Pokemon: Fushigi no Dungeon Aka no Kyuujotai (J) has a different flash_rom_type and the game is commented out as a whole.
- Mario and Luigi Superstars (U),
- Ougon no Taiyo - Ushinawareshi Toki (J),
- Nishihara Rieko no Dendou Mahjong (J),
- Hudson Best Collection Vol.1 - Bomberman Collection (J),
- Hudson Best Collection Vol.2 - Lode Runner Collection (J),
- Hudson Best Collection Vol.3 - Action Collection (J),
- Hudson Best Collection Vol.4 - Nazotoki Collection (J),
- Hudson Best Collection Vol.5 - Shooting Collection (J),
- Hudson Best Collection Vol.6 - Bouken Jima Collection (J),
- Mario Tennis Advance (J),
- Digi Communication 2 - Datou! Black Gemagema Dan (J),
- Dragon Ball Z - The Legacy of Goku II International (J) are included in TempGBA and not in v1.3.
- Open Season (U),
- Robopon 2 Cross Version (U),
- Robopon 2 Ring Version (U),
- Disney's Aladdin (E),
- Disney's Aladdin (U) are included in v1.3 and not in TempGBA.
If you or anyone else who knows this could tel me what to keep and what to lose, I'll start merging these two files first, before merging them with the new game_config of Am-rA.
Figured out the problem of Super Mario Advanced. AMAE is the EU version and AMZE is the US version.
- Translation gates should be gone, because they're unneeded in TempGBA as of beta 10.
- AMZE and AMAE appear to be different versions of the same game, but I'm not sure.
- The (J) games may need feedback from a Japanese user, but in general the one in TempGBA should take precedence and be merged into v 1.3 because it's derived from the Kai game_config.txt, which has presumably received feedback for those games.
- Merge (E) and (U) from v 1.3 into TempGBA.
Figured out the problem of Super Mario Advanced. AMAE is the EU version and AMZE is the US version.
Now I do wonder if both games could use the same fix though.
I've added both since SMA4 uses the exact same fix on US and EU version and they are bound the have the same issues, so it'll fix the same issues too I hope.
I've merged all the games now.
I found out that the new game_config doesn't have any similarities between my newly merged game_config and seems have a lot fixes for EU and specific EU country games like (S) for Spanish games and such, so I've added those to the current list as none of the games seem to occur in my merged one.
Here's the all new and shiny game_config.
I'll post it in the game_config thread too and ask if I can update it to filetrip as being v1.4.
I was having the loading issues and RTS-file stuff issues before. Backed up, formatted with the SD formatter, hasn't happened again.
You don't need to go through the erase process, just the size adjustment. Erasing is more of a security thing, or a bad sector check thing.I am doing that now, too bad it takes over an hour to do as writing 16GB worth of 0x00's (or is it 0xff) over a USB 2.0 connection takes a while.
I am doing that now, too bad it takes over an hour to do as writing 16GB worth of 0x00's (or is it 0xff) over a USB 2.0 connection takes a while. Is it really necessary to do the full overwrite erase format?
It's an Ingenic JZ4740, using the MIPS32 r1 instruction set, whose nominal frequency is 360 MHz.Metroid Zero Mission seems to freeze when I set the CPU frequency to [5] 396MHz, but is okay on [4] 384MHZ, it seems that the overclock isn't stable.
What processor is inside the Supercard DStwo actually? I think it is a MIPS from what I have gathered, but what frequency is it?
iirc it's 0x00, and writing on chips, requires erasing every block in there, degradation occurs, but if you do it now, you'll fix up a big trouble later.
stored data would be (filesize[on bytes]/clustersize[on bytes]) = n blocks [each one unique]. then every block, say 32KB a piece (32*1024) = 32768 bytes / 16 [bytes, from 0 to F] = 2048 lines of 16 "0x00's" or, 0x800 a piece of 32KB block.
but writing is handled differently on flash than hdd's, more here:
http://www.zdnet.com/blog/storage/five-things-you-never-knew-about-flash-drives/147
a) Of pretty interesting note, TempGBA Beta 13 is capable of emulating Stealth's proof of concept Sonic The Hedgehog GBA port VERY well, whilst NDSGBA 1.30 can't manage it at all.
I was impressed with that.
b) I suppose it's worth asking, overclocking can lead to instability, do any of you experience freezes when overclocking to [5] (396mhz) or is there possibly an issue with my DSTwo?
I'm thinking my DSTwo may have some issues with the 32gb card I am using, or possibly just contact issues with the DSi cart slot.
Curious stuff, the GCW Zero sports an Ingenic JZ4770 1GHz processor, and I believe the Dingoo A320 also features an Ingenic processor of the same line.It's an Ingenic JZ4740, using the MIPS32 r1 instruction set, whose nominal frequency is 360 MHz.
a) I completely glossed over your post for some reason, and that is indeed interesting... but very odd. I don't think I did anything that made that much of a difference in a game, and I doubt that proof-of-concept ROM uses my improvements in any way. What was NDSGBA's problem with this ROM, and how well does TempGBA beta 13 fix it?
b) It is very possible that your particular Supercard overheats and freezes, or lacks power due to your Supercard's power circuit or your DS's power circuit, at 396 MHz. If that's the case, then your Supercard is rather bad, because 396 MHz is a mere 10% overclock. It was added in an early BAGSFC/CATSFC build because it was relatively stable, but I guess not.
CATSFC uses 396 MHz as its default CPU frequency; can you test some SNES games on it and look for freezing?
TempGBA beta 14 is available, incorporating a fix for filesystem corruption by BassAceGold. It should handle Short File Names (SFN) and Long File Names (LFN) more correctly and prevent duplicate aliases (two files named MARIO~01.RTS, for example).
There is only this in beta 14. It is pretty important. Please test it.
Er, which one? I made a new page for this one since yeah a lot of the old info didn't apply anymore.If anyone cares, I re-wrote a bunch of stuff on that emulator compatibility wiki page. Most of the information on there was very outdated and written for NDSGBA which is shitty and obsolete. Make sure you guys update the tables as you play!