Homebrew Emulation GameYob, a gameboy emulator for DS

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Would it not be possible to have the emulator "render" the unscaled image, but without actually displaying it?
Like have it loaded in memory somewhere?
 

Drenn

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Bios loading should be fixed now.
Would it not be possible to have the emulator "render" the unscaled image, but without actually displaying it?
Like have it loaded in memory somewhere?
Not really, not with this graphics engine. GameYob doesn't even render the graphics itself, it just turns gameboy sprites into ds sprites, gameboy tiles into ds tiles, etc. Then I rely on the graphics hardware to do the rest. I think that's why I have an edge on speed. So this is the only way I know of to scale the image - grab a snapshot after the ds has rendered it, then scale that snapshot to display on the other screen. Luckily I've just found out that the other screen can be disabled entirely, while still being used for this effect.
thanks, can i just add... when switching games to one that doesn't have a codelist, it uses the previous one.
I never noticed... thanks for catching that one.
 

Walker D

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That's a unusual way of doing the screen scale... hope it works well

Wouldn't it create some input lag? ..and depending on how render intensive the game is, wouldn't it be more noticeable?

By the way, the speed you do improvements is crazy ...congrats by the amazing job you have done!
 

2ndApex

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Just tried the newest master branch build from the OP link, and found that argv doesnt seem to be working. no crash, just a full white top screen.
Reverted to an earlier version, and the direct booting works.


I was just about to ask for someone else's arg file because mine wasn't working.

Could it have to do with the DStwo.nds? The new one doesn't seem to work with NeoDS either.
 

Drenn

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That's a unusual way of doing the screen scale... hope it works well

Wouldn't it create some input lag? ..and depending on how render intensive the game is, wouldn't it be more noticeable?

By the way, the speed you do improvements is crazy ...congrats by the amazing job you have done!
It creates an input lag of exactly one frame more than it was. I haven't even noticed it.
Just tried the newest master branch build from the OP link, and found that argv doesnt seem to be working. no crash, just a full white top screen.
Reverted to an earlier version, and the direct booting works.
Well that's what happens when I change something I can't test... I neglected to call the gameboy init routine when arg loading. Should be working now.
 

LWares87

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Like it's just been mentioned, google is your friend for looking for gbc_bios.bin and to be honest, it really didn't take me that long to find (as long as you know where to look).

I was trying to look for the dma boot rom for the original game boy and I managed to come across an actual Super Gameboy Boot Rom (not the SNES Rom), if it's worth taking a look at all...
 

sverx

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[...] A large amount of copying needs to be done, which I was able to offload to arm7, since vram banks C and D are accessible from there.

Copying? Then you might be doing something wrong. Actually the captured image can be stored in vram and you can directly show the VRAM contents in "framebuffer" mode. I've never did that capture-show thing myself, so there is surely some reading I still have to do, but I've seen games rendering 3D/2D to both screens at the same time (at 30fps), using the main engine and the capture unit (at 60fps) thus generating one image per screen each frame...

edit: oh, wait, you want to scale the captured image... mmm :\ ... so maybe you can use the 2D sub engine turning the framebuffer vram bank into a bitmap BG... no copying needed anyway (you have to switch two vram banks each frame, though...)
 

dickfour

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I don't know if this is workable but I thought it be cool if you could use any SGB border with any game. I was thinking if the borders could be extracted and you could brows the boarder you want this would be one way to tackle this.
 

Drenn

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Copying? Then you might be doing something wrong. Actually the captured image can be stored in vram and you can directly show the VRAM contents in "framebuffer" mode. I've never did that capture-show thing myself, so there is surely some reading I still have to do, but I've seen games rendering 3D/2D to both screens at the same time (at 30fps), using the main engine and the capture unit (at 60fps) thus generating one image per screen each frame...

edit: oh, wait, you want to scale the captured image... mmm :\ ... so maybe you can use the 2D sub engine turning the framebuffer vram bank into a bitmap BG... no copying needed anyway (you have to switch two vram banks each frame, though...)
The reason the copying is necessary is because the sub engine can only use one of the 128k vram banks, bank C. I can't switch it out... the bank which is taking the snapshot needs to be allocated to the LCD memory area. The best I could do, without copying, was to have it displaying at 30 fps, with every other frame being black. No good. So the snapshot is captured to bank D, and every vblank, the contents of D are copied to C. I don't need to copy all of it, just 256x144x2 bytes (or possibly 160x144x2 noncontinuous bytes), but that's still a lot.
how do i use Rumble Pak with GameYob?
Do i must to use a vibrate card?
You'll need some kind of rumble hardware of course - an ez-flash 3in1, a rumble pak, or Warioware Twisted will work.
I don't know if this is workable but I thought it be cool if you could use any SGB border with any game. I was thinking if the borders could be extracted and you could brows the boarder you want this would be one way to tackle this.
My plans are to make a config file which can set per-game custom borders, and to make super gameboy borders dumpable to take advantage of this flexibility.
 

wzhy90

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I don't know if this is workable but I thought it be cool if you could use any SGB border with any game. I was thinking if the borders could be extracted and you could brows the boarder you want this would be one way to tackle this.
Is it only gbc files has SGB border? Has gb files?
 

Shin Akuma

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THe only thing that keeps me back on lameboy compared to this awesome emulator is the damn scaling the lameboy has
If it ever gets implemented i will surely go with this one.

Thanks dickfour
 

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