Homebrew Emulation GameYob, a gameboy emulator for DS

Drenn

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Of course I'd use something lossless, like bmp or png. There's a discussion about this on github.
On that note, I think a cure-all for soft resetting out of the emulator would be to be able to specify the flashcart kernel boot file in the .ini. When the quit option is used, the emulator should just run the boot file. That way, everyone can customize the restart to their own likes. Perhaps some don't even want to restart to the kernel and want to boot moonshell instead.

That's an interesting idea. I may be able to borrow some of hbmenu's code to load a .nds file.
 

Drenn

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Anyways so I finally got around to trying this today... and I like it a lot. The menu system's pretty nice as well, being minimal means I'm not assaulted with visual clutter.

This is of course a point of debate, but I'm glad you think so. I've never liked dealing with UIs, very few of my programs have graphical interfaces. Thus, the minimalist approach, so I can focus on the actual emulation.
 

Rydian

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Yeah it's debatable, but mostly depending on the method of input for the system. As it is, GUI versus text on the DS means you'd be using the same movements of the fingers to interact and read the same text in the same visual areas, so there's no real downside as far as usability (outside of a lack of formatting) since... you're still doing the same thing you'd usually do.

If it was for the PC, then yeah a GUI would be pushed for much more heavily by most.
 

Tiger21820

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I sure hope IR support is added soon too. I would like to trade Super Mario Bros. DX high scores and do mystery gift on Pokémon.

Also, could you add an option to disable the real-time clock?

This is mainly for Pokémon G/S/C so the time can be reset every time you load the game.
 

Searinox

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How's nifi support considered at this moment? I tested it out with pokemon crystal and it freezes during battles. Sometimes one of the players sends out a nameless poke out. I must say I'm rather amazed at its stability in current form as well as the fact that it doesn't lag gameplay at all.

And just in case you need more reports like these: Bomb Jack gets stuck at the title screen. The title animates and the music plays but the rest of the text - and eventually menu - do not appear.
 

Drenn

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It's possible that IR can be emulated via wireless communications or "nifi".
How's nifi support considered at this moment? I tested it out with pokemon crystal and it freezes during battles. Sometimes one of the players sends out a nameless poke out. I must say I'm rather amazed at its stability in current form as well as the fact that it doesn't lag gameplay at all.

And just in case you need more reports like these: Bomb Jack gets stuck at the title screen. The title animates and the music plays but the rest of the text - and eventually menu - do not appear.

It hasn't changed since v0.3. Which means it's barely usable. You'll definitely want to be cautious when trading pokemon - check the stats of pokemon from the other player before trading.

Edit: It doesn't lag gameplay because it is so inaccurately emulated.
 

Pokeguy

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Hey guys, I need help. I can't get this border to work. I tried reducing the colors as much as possible, but it looks glitchy in the emulator. Can anyone explain what's wrong with it?
 

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Deleted member 319809

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Hey guys, I need help. I can't get this border to work. I tried reducing the colors as much as possible, but it looks glitchy in the emulator. Can anyone explain what's wrong with it?
I knew exactly what was wrong by just seeing the filesize. Borders need to be in 16-bit color, RGB 555. Yours is 24-bit, RGB 888. Here's a RGB 555 version of your file, which should work.
 

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Walker D

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I knew exactly what was wrong by just seeing the filesize. Borders need to be in 16-bit color, RGB 555. Yours is 24-bit, RGB 888. Here's a RGB 555 version of your file, which should work.

Would be better for him to generate the img all over again though, since this one's colors are distorted

Pokeguy, try not using Paint to save it, to avoid too much compression on colors.. ..if you cant do otherwise, post the original img here so someone can save it properly
 
D

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Finally uploaded my borders :P 12 in total..

some are gameboy color's, similar to the ones uploaded by Sizednoch ...But they are all vector based, and seemed different enough for me to decide uploading (options never hurt) ...if you like the clean look of vectors, try this ones ...if you want something more like the real deal, take a look at Sizednochi ones.
The others are all new

Since they are so small, I uploaded them all together ...you can download them here: http://www.mediafire.com/?t99a9tpn7p5wuxf

Here are the previews:
have fun :nds:
wuj94e2n9bh0d2yfg.jpg
Edit: Papercraft border was too blurry, so I updated the link with a less blurry one ..if there's any problem with the borders, tell me and I will give a look.

SGB borders will be shown automatically by games that would show them in a real SGB ...just set "SGB Borders - On".

For custom borders, you need to name your border "border.bmp" and put it in the SD root. Then, as Drenn said, you set "Scaling - Off", "Custom Border - On", "SGB Borders - On" and you're good to go :)


Also, the best way I found to change borders, without going back to the PC, is using DSOrganize 3.1129 (link: http://filetrip.net/nds-downloads/applications/download-dsorganize-31129-f1178.html ) I don't recommend using the newer versions though.
If someone has a better way to do it, feel free to tell.

Thank you for this! Now I'm not bothered by black borders and scaling.
 

PROTOBOY

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Actually I'm using fifoSendValue32() quite a bit. And it looks like this was part of the problem! There was no particular need to use the upper byte, so I shifted some data around. This, combined with setting a maximum number of fifo messages waiting to be processed, seems to have fixed the infamous crashing issue in Telefang / Pokemon Diamond. This should hopefully mean that the random crashes are also fixed. If so then 0.4 should be out soon. Thanks again!



You mean, disable the backlight? In 0.3 it doesn't touch the backlight, so if you disable the backlight in the ds menu it will stay disabled. In 0.4 it will keep the top screen's backlight enabled and only enable the bottom screen's backlight if necessary. Though perhaps I could add an option to disable it altogether.


Which castlevania is that? Castlevania Legends seems to work with save states.



Hi I am just played the game Tennis with the latest estable
version and I find a bug
when the game show the points,soon after
anyome make points it doesnt show
the window with the score sprite, instead
shows only the
lines of the window with the background
sprite..

Resident Evil Gaiden have similar problem, this time
donth show the dialogs texts(sprites?), shows only inventory
textsm but dialogs dont appear, also have missing sprites in many
other details present in the game

The Castlevania game was Adventure, now with latest
build dont have bugs anymore.
 

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