Dude, complaining about them not providing the BIOS is the same as them not providing the ROMs either.That's nice, an emulator WITHOUT the VITAL files that are needed for it to operate
and now the original GBA emulator WON'T work neither, THANK YOU VERY MUCH
That's nice, an emulator WITHOUT the VITAL files that are needed for it to operate
and now the original GBA emulator WON'T work neither, THANK YOU VERY MUCH
I'm having issues with Mario Advance 3. The game is very playable with frameskip 1, but after playing through a couple of levels the game will reset suddenly!
Both of these should go on GitHub, and I'll make sure they're tagged and their progress is tracked individually and I don't mix up the games somehow.Having issues with Mario and luigi superstar saga us version. Can't enter into battle mode...
That appears to be an addition from gpSP Kai or the Supercard Team. (Though to me, the rewind function is a pure memory hog that I must work around when trying to optimise ) Some swear by the rewind function, but others create saved states.Okay, I already found it and the emulator is working fine. I'm amazed that they managed to add a rewind function since not even my GBA emulator on MY XBOX can do that!
I use both. Which one I use when depends on what I'm playing and the situation in question. Heck, in some cases. Rewind has been a Godsend (especially in the case of Touhoumon).That appears to be an addition from gpSP Kai or the Supercard Team. (Though to me, the rewind function is a pure memory hog that I must work around when trying to optimise ) Some swear by the rewind function, but others create saved states.
In beta 12 I had to reduce rewinding by 4 steps, and I updated the text to state this - I might have to remove 1 or 2 more after more careful tuning and supporting Lufia and such. (Lufia's crashing was due to the BIOS metadata structure I used in beta 12, so I may need to revert it to beta 11 or expand upon it.) If I absolutely can't support rewinding anymore because tuning requires me to redirect all the RAM it currently uses for another purpose, I'll remove it, but otherwise it'll stay in.I use both. Which one I use when depends on what I'm playing and the situation in question. Heck, in some cases. Rewind has been a Godsend (especially in the case of Touhoumon).
Still, I could live without it if it makes things easier.
Most commercial films and such run at 24FPS even, so the drop to 30FPS isn't bad in most games. While the GBA doesn't use post-processing effects like motion blur to hide the low framerate, visible framerate does depend a lot on how much of the visible scene changes per frame, and how much of a contrast it is to the previous frame. This is most often an issue in FPS games where what you see from one frame to another can change quickly, but most GBA games were top-down view or something like it without too much visible contrast (not specifically color contrast) from one frame to another.I'm running this on frame skip 1 and at 30fps I can't tell much of a difference at all between this and my gba. Is it just me or does this look near perfect at 30fps?
Ah, of course. Thanks for noticing my lack of putting-it-there; it's now in the first FAQ question, "Q. Compatibility?", with a note to testers that they can edit the page.You should link to the new liiiiiist.
http://wiki.gbatemp.net/wiki/TempGBA_Compatibility
I'm having issues with Mario Advance 3. The game is very playable with frameskip 1, but after playing through a couple of levels the game will reset suddenly!
Both of these should go on GitHub, and I'll make sure they're tagged and their progress is tracked individually and I don't mix up the games somehow.
a) + b) Did you test this on a recent TempGBA beta version yourself? It may have disappeared. If not, I'd like a/some GitHub issue(s) about this so I can test the game(s) involved and test all of them at some point.a) I had this problem too, and I don't think it's specific to just TempGBA either. Seems to be an issue with the original code (gpSP?). Early GBA emulators on Android devices had this problem as well, and they also seem to be based on the PSP GBA emulators.
b) I haven't tested any further than this, but Yoshi's Island suddenly decides to reset without warning after I entered the first pipe in the first real level (the one after the tutorial level). It's pretty close to the beginning of the first level, guarded by two piranha plants. The game then suddenly resets itself automatically.
[...]
c) Also, the mosaic effect seen in a few GBA games such as Mario World and some of the Final Fantasy games doesn't seem to work either. For example, it's used whenever you enter a level in Mario World <snipped media ~Neb>
If he had taken his own comment to heart, which I assume he did (because that post is dated 2010-01-15, while the last gpSP version was in 2007), he had no plan at all to include mosaic rendering, and I wouldn't know how to begin adding that in.I've mentioned these things in another thread, but I think that trying to do the layer compositing in OpenGL is just asking for trouble. You're not going to be able to correctly emulate blending so easily (or mosaic, but I think most people don't really care about mosaic anyway).