Hacking TempGBA: NDSGBA revival

Do GBA games make your nono parts happy?


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I had some weird thought and idea. It's based on the something about GameYob. It apparently can emulate the GBC link cable? How does it do that, and how can that be implemented into TempGBA? It shouldn't take more than adding in some kind of DS Download/Play like features. <CUT SHORT>
-> Post #360

EDIT: AND IT'S NOW IN THE FAQ! :D
 
If you scroll as far down as you can, do you actually see the last roms that should be listed? If not, it's silently cutting the list off at 512 files.
yes, I see all of the files, # to Z. A couple of them are out of order alphabetically, but other than that I can assure you they are all showing up, and as I said it loads pretty much instantaneously.

EDIT: and by assure, I mean I stopped counting after I got to 512 and was only in the M's, and still went through the rest of the alphabet. If necessary I have no problem doing a legitimate count, after I finish catching up on Modern Family :P
 
Hmm. And there's no way to create a bridge, having DS2SDK call the devkitARM code only when needed, having that code waiting on the DS. Crap.
That's how the SDK currently works. Adding support for such a thing probably won't happen untill the DS side of things can actually be compiled with the recent devkitArm, and someone who is willing to go through all that work comes along and decides they have nothing better to do.
 
That's how the SDK currently works. Adding support for such a thing probably won't happen untill the DS side of things can actually be compiled with the recent devkitArm, and someone who is willing to go through all that work comes along and decides they have nothing better to do.
Yeah. And while I have nothing better to do, I have next to no knowledge of how to do this, and the time I have to be able to research is small, not to mention I wouldn't make much sense of it. I know of a developer who might be able to, but I wouldn't know if he'd have the free time or would be willing to give it a shot.
 
The code for NDSGBA 1.21 contains this:
Code:
#define FILE_LIST_MAX 1024
Are you sure it displays all the files, and doesn't omit some after M, T or V? (the sorting routine sucks in NDSGBA 1.21)

it lists 1024. (170 pages of 6, 1 of 4) Why is it that this larger file limit cannot be implemented in TempGBA/CATSFC?
 
it lists 1024. (170 pages of 6, 1 of 4) Why is it that this larger file limit cannot be implemented in TempGBA/CATSFC?
It's already unable to allocate memory in some circumstances. Rewinding ties up 6-7 MiB of RAM. If it comes down to that, I might remove 2 or 7 rewind steps out of the 14 there currently are, or remove rewinding entirely.
 
I just added the files, thanks for the heads-up Dimensional.

TempGBA beta 8 is released! With the following improvements:
* OLD_COUNT IS NOW DISABLED. THE CPU EMULATION TIMING HAS CHANGED, HOPEFULLY FOR THE BETTER. PLEASE RE-TEST YOUR GAMES.
* Sleeps when the lid is closed during emulation.
* Adds quick saved-state creation and loading hotkeys.
* Writes a .sav file to storage 10 frames (1/6 of a second) after it's done being written to the emulated GBA's save area.
* FPS counter! Now you can see how many frames you get per second! Yay!
 
CALL FOR TRANSLATORS

The feature set should be mostly complete by now. New text to be translated is in TEMPGBA/system/language.msg:
Code:
#FMT_VIDEO_FRAMES_PER_SECOND_COUNTER
FPS counter        %s
#FMT_VIDEO_REWINDING
Rewinding       %s
#MSG_TOOLS_GLOBAL_BUTTON_MAPPING_GENERAL
Global button mappings...
#MSG_TOOLS_GAME_BUTTON_MAPPING_GENERAL
Game-specific button mappings...
#MSG_TOOLS_DEBUG_MENU_ENGLISH
Debugging (in English)...
#MSG_HOTKEY_REWIND
Rewind
#MSG_BUTTON_MAPPING_A
GBA key *A
#MSG_BUTTON_MAPPING_B
GBA key *B
#MSG_BUTTON_MAPPING_SELECT
GBA key *s
#MSG_BUTTON_MAPPING_START
GBA key *S
#MSG_BUTTON_MAPPING_R
GBA key *R
#MSG_BUTTON_MAPPING_L
GBA key *L
#MSG_BUTTON_MAPPING_RAPID_A
Rapid-fire *A
#MSG_BUTTON_MAPPING_RAPID_B
Rapid-fire *B
#MSG_PROGRESS_MAPPING_WAITING_FOR_KEY
Press the DS button you wish to map to this GBA button.
#MSG_PROGRESS_MAPPING_WAITING_FOR_KEY_OR_CLEAR
Press the DS button you wish to map to this GBA button.\n
\n
You can press two buttons at once to delete this mapping.
#MSG_VIDEO_REWINDING_0
Disabled
#MSG_VIDEO_REWINDING_1
0.25 s (3.5 s total)
#MSG_VIDEO_REWINDING_2
0.5 s (7 s total)
#MSG_VIDEO_REWINDING_3
1 s (14 s total)
#MSG_VIDEO_REWINDING_4
2 s (28 s total)
#MSG_VIDEO_REWINDING_5
5 s (1:10 min total)
#MSG_VIDEO_REWINDING_6
10 s (2:20 min total)
#FMT_STATUS_FRAMES_PER_SECOND
FPS: %d rendered, %d/60 emulated

The debug menu's entries will be hardcoded in English because they're mostly for developers' use, and it would be pointless to translate an ever-changing set of option text strings. See how I handled the MSG_TOOLS_DEBUG_MENU_ENGLISH text in the French block, for example.
 
Good job, I'm getting much better speeds on this latest update. One suggestion: can you add an option to save a default CPU speed for all games? It's annoying to switch from 360mhz to 396 whenever I load a new game.
 
Good job, I'm getting much better speeds on this latest update. One suggestion: can you add an option to save a default CPU speed for all games? It's annoying to switch from 360mhz to 396 whenever I load a new game.
I set the default to 360 MHz after rather careful analysis back in the early alphas. My reasoning was that there were 3 types of games, classified by emulation difficulty:
  • the easy games, which always run quickly even if the clock is at 240 MHz (so you save power);
  • the normal games, which need anything between 240 MHz and 360 MHz during their emulation;
  • the hard games, which need 396 MHz and stutter sometimes even with that.
Most games fall under normal or easy; only for some games do you have to go in and set the clock. That's when you start hearing odd cuts in the audio, and you only need to do it once for those hard games. You'd be surprised to know how few there are of those. So I set the default to 360 MHz to save a bit of power.
 
CALL FOR TRANSLATORS

The feature set should be mostly complete by now. New text to be translated is in TEMPGBA/system/language.msg:
Code:
#FMT_VIDEO_FRAMES_PER_SECOND_COUNTER
FPS counter        %s
#FMT_VIDEO_REWINDING
Rewinding      %s
#MSG_TOOLS_GLOBAL_BUTTON_MAPPING_GENERAL
Global button mappings...
#MSG_TOOLS_GAME_BUTTON_MAPPING_GENERAL
Game-specific button mappings...
#MSG_TOOLS_DEBUG_MENU_ENGLISH
Debugging (in English)...
#MSG_HOTKEY_REWIND
Rewind
#MSG_BUTTON_MAPPING_A
GBA key *A
#MSG_BUTTON_MAPPING_B
GBA key *B
#MSG_BUTTON_MAPPING_SELECT
GBA key *s
#MSG_BUTTON_MAPPING_START
GBA key *S
#MSG_BUTTON_MAPPING_R
GBA key *R
#MSG_BUTTON_MAPPING_L
GBA key *L
#MSG_BUTTON_MAPPING_RAPID_A
Rapid-fire *A
#MSG_BUTTON_MAPPING_RAPID_B
Rapid-fire *B
#MSG_PROGRESS_MAPPING_WAITING_FOR_KEY
Press the DS button you wish to map to this GBA button.
#MSG_PROGRESS_MAPPING_WAITING_FOR_KEY_OR_CLEAR
Press the DS button you wish to map to this GBA button.\n
\n
You can press two buttons at once to delete this mapping.
#MSG_VIDEO_REWINDING_0
Disabled
#MSG_VIDEO_REWINDING_1
0.25 s (3.5 s total)
#MSG_VIDEO_REWINDING_2
0.5 s (7 s total)
#MSG_VIDEO_REWINDING_3
1 s (14 s total)
#MSG_VIDEO_REWINDING_4
2 s (28 s total)
#MSG_VIDEO_REWINDING_5
5 s (1:10 min total)
#MSG_VIDEO_REWINDING_6
10 s (2:20 min total)
#FMT_STATUS_FRAMES_PER_SECOND
FPS: %d rendered, %d/60 emulated

The debug menu's entries will be hardcoded in English because they're mostly for developers' use, and it would be pointless to translate an ever-changing set of option text strings. See how I handled the MSG_TOOLS_DEBUG_MENU_ENGLISH text in the French block, for example.

Hello!
I'd like to know if there's already some translating it to brazilian portuguese.
Thanks!
 
Here's a translation in Japanese. I checked multiple times using Google Translate, and so far it comes up the same, though the reverse translation has a line or two rewritten a bit.

Code:
#FMT_VIDEO_FRAMES_PER_SECOND_COUNTER
秒カウンタあたりのフレーム数      %s
#FMT_VIDEO_REWINDING
巻き戻し      %s
#MSG_TOOLS_GLOBAL_BUTTON_MAPPING_GENERAL
グローバル·ボタンマッピング...
#MSG_TOOLS_GAME_BUTTON_MAPPING_GENERAL
ゲーム固有のボタンマッピング...
#MSG_TOOLS_DEBUG_MENU_ENGLISH
デバッグ(英語で)...
#MSG_HOTKEY_REWIND
巻き戻し
#MSG_BUTTON_MAPPING_A
GBAのキー *A
#MSG_BUTTON_MAPPING_B
GBAのキー *B
#MSG_BUTTON_MAPPING_SELECT
GBAのキー *s
#MSG_BUTTON_MAPPING_START
GBAのキー *S
#MSG_BUTTON_MAPPING_R
GBAのキー *R
#MSG_BUTTON_MAPPING_L
GBAのキー *L
#MSG_BUTTON_MAPPING_RAPID_A
ラピッドファイア *A
#MSG_BUTTON_MAPPING_RAPID_B
ラピッドファイア *B
#MSG_PROGRESS_MAPPING_WAITING_FOR_KEY
このGBAのボタンにマッピングしたいDSのボタンを押します。
#MSG_PROGRESS_MAPPING_WAITING_FOR_KEY_OR_CLEAR
このGBAのボタンにマッピングしたいDSのボタンを押します。\n
\n
このマッピングを削除するには、一度に2つのボタンを押すことができます。
#MSG_VIDEO_REWINDING_0
使用禁止
#MSG_VIDEO_REWINDING_1
0.25秒(3.5秒合計)
#MSG_VIDEO_REWINDING_2
0.5秒(7秒の合計)
#MSG_VIDEO_REWINDING_3
1秒(14秒計)
#MSG_VIDEO_REWINDING_4
2秒(28秒計)
#MSG_VIDEO_REWINDING_5
5秒(1:10分合計)
#MSG_VIDEO_REWINDING_6
10秒(2:20分合計)
#FMT_STATUS_FRAMES_PER_SECOND
FPS: %d レンダリング、 %d/60 エミュレートされた
 
Here's a translation in Japanese. I checked multiple times using Google Translate, and so far it comes up the same, though the reverse translation has a line or two rewritten a bit.

<insert stuff here>
Are you a native speaker (and writer) of Japanese? Or are you just using Google Translate?

That translation is also incomplete (!) because I only posted the new text in TempGBA that wasn't in CATSFC. If you want to make a full translation to Japanese, please see the English block in the file on GitHub :)
 
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Are you a native speaker (and writer) of Japanese? Or are you just using Google Translate?

That translation is also incomplete (!) because I only posted the new text in TempGBA that wasn't in CATSFC. If you want to make a full translation to Japanese, please see the English block in the file on GitHub :)
Any online translator is also just going to mangle the intended meaning...I wish I knew Japanese :P (I know we have a bunch of people on the temp that live in Japan...)

Also: anybody could just use a crappy online translator, even Neb. Pretty sure he would have just done so if that's the quality of translation he wanted :P
 

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