Homebrew Emulation GameYob, a gameboy emulator for DS

Snailface

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Do you mean, that it works at all? When the bios is off, all it does for me is flash leftover tiles from the last game on the screen. It doesn't run in bgb either.
It just shows a static mosaic of colored tiles and "2"s. It doesn't seem close to working. A b&w screen with "A"s occurs when trying in DSi mode.

A completely different story for conventional ROMS though: Shantae runs at a locked 60 with sound (sudokuHax 1.1). Its absolutely perfect, like running on native hardware. Great job!
 

RupeeClock

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Time to give you some feedback.

I tested Gameyob with a couple of games and found a few errors to report.
This is tested using the latest Gameyob build as of March 19th 2013 at 11:15am (GMT) with a GBC bios running, and Lameboy 0.12.

Tetris DX - Works perfectly, except that the background colour does not update when you achieve certain levels.
Starting a game on level 0-4 will give you a yellow background, and level 5-9 gives you a purple background. Every 5 levels the background colour is supposed to change to the next, going from yellow, to purple, then cyan, green, grey, black and finally blue.

Lameboy does this correctly. Alternatively if you load a save-game in progress, it will load it with the correct colour background (E.G. green during level 17), but it won't update when it's supposed to.

Konami GB Collection Vol. 1 - Boots fine, when you get to the game selection, the game does not let you press up or down to select one of the four games, only the first game is playable: Gradius.
Lameboy can play this properly.

Konami GB Collection Vol. 2 - White screens after the GBC bios Gameboy logo animation.
Lameboy can play this properly.

Konami GB Collection Vol. 3 - Appears to have no faults in loading or selecting a game, same with Lameboy.

Konami GB Collection Vol. 4 - Same as Vol. 2, white screens after the GBC bios Gameboy Logo aimation.
Lameboy can play this properly too.

I've tried other stuff too, the translation patch for "For the Frog the Bell Tolls" seems to be working perfectly, Shantae seems to run fine but just slowly, and slower than Lameboy.

Hope there was something of use here.
 
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Drenn

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Time to give you some feedback.

I tested Gameyob with a couple of games and found a few errors to report.
This is tested using the latest Gameyob build as of March 19th 2013 at 11:15am (GMT) with a GBC bios running, and Lameboy 0.12.

Tetris DX - Works perfectly, except that the background colour does not update when you achieve certain levels.
Starting a game on level 0-4 will give you a yellow background, and level 5-9 gives you a purple background. Every 5 levels the background colour is supposed to change to the next, going from yellow, to purple, then cyan, green, grey, black and finally blue.

Lameboy does this correctly. Alternatively if you load a save-game in progress, it will load it with the correct colour background (E.G. green during level 17), but it won't update when it's supposed to.

Konami GB Collection Vol. 1 - Boots fine, when you get to the game selection, the game does not let you press up or down to select one of the four games, only the first game is playable: Gradius.
Lameboy can play this properly.

Konami GB Collection Vol. 2 - White screens after the GBC bios Gameboy logo animation.
Lameboy can play this properly.

Konami GB Collection Vol. 3 - Appears to have no faults in loading or selecting a game, same with Lameboy.

Konami GB Collection Vol. 4 - Same as Vol. 2, white screens after the GBC bios Gameboy Logo aimation.
Lameboy can play this properly too.

I've tried other stuff too, the translation patch for "For the Frog the Bell Tolls" seems to be working perfectly, Shantae seems to run fine but just slowly, and slower than Lameboy.

Hope there was something of use here.

I'm always interested to hear about bugs. Konami Collection 2 Konami Collection 1 depends on the input register being set to 0xff when it's not configured to provide input. This is fixed now.

Edit: #2 and #4 are also working now! I needed to ignore the byte after the STOP opcode.
 

RupeeClock

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I'm always interested to hear about bugs. Konami Collection 2 Konami Collection 1 depends on the input register being set to 0xff when it's not configured to provide input. This is fixed now.

Edit: #2 and #4 are also working now! I needed to ignore the byte after the STOP opcode.
Cool, I tested them out and they're all running a-okay. :)
Tetris DX still has the background colour bug, it doesn't seem too important but it could impact other games in significant ways we've yet to see.
 
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avenir

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As for extlink support, I noticed I should be able to make frontend2assoc.nds, which converts extlink.dat into argv.
Program loaders configuration is written to fat:/__rpg/associations.ini...
 
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lps

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My bugreports for lastest build:
1. Soft-reset works now, but sometimes I still have guru meditation error with L+R+Select+Start (pc:01005b70, addr: 01005b70)
2. Turbo buttons dont work with Ninja Gaiden Shadow (U) [GB]
3. Super Mario Land v1.0 and 1.1 makes guru meditation error (pc: 01000e18, addr: 00001fff) [GB]
4. Harry Potter and the Chamber of Secrets (UE) - gfx problems [GBC]

Also:
1. Can you add 'default rom path" to gameyob.ini file?
2. And maybe you can use narrow font (like in Wood) to better view roms with long filename?
3. I think better put gameyob.ini to the same folder with gameyob.nds (not to the root of SD like now). %)
 

Boriar

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As for extlink support, I noticed I should be able to make frontend2assoc.nds, which converts extlink.dat into argv.
Program loaders configuration is written to fat:/__rpg/associations.ini...
Please, can tou explain me (short version) how it works?
 

lps

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Please, can tou explain me (short version) how it works?
Something like that:
[gb]
launcher=fat0:/__rpg/apps/gameyob.nds
show=1
[gbc]
launcher=fat0:/__rpg/apps/gameyob.nds
show=1
[nes]
launcher=fat0:/__rpg/apps/nesDs.nds
show=1
[fb2]
launcher=fat0:/__rpg/apps/iku.nds
show=1
[epub]
launcher=fat0:/__rpg/apps/iku.nds
show=1
[txt]
launcher=fat0:/__rpg/apps/iku.nds
show=1
 

BLsquared

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Hey, Drenn, Faceball 2000 has a problem in the new version that includes Link Play:
During most, if not all, of the game, the whole font tileset is displayed in the uppermost layer of the bottom half of the screen.
Would the fact that Faceball 2000 used a special link cable for 16 player games have anything to do with it? If I remember right, the cable Faceball 2000 came with was programmed specifically for it, and I assume your code only has traditional link cable support. I know that is the reason Lameboy crashes on this game, if that helps.
 

Drenn

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Hey, Drenn, Faceball 2000 has a problem in the new version that includes Link Play:
During most, if not all, of the game, the whole font tileset is displayed in the uppermost layer of the bottom half of the screen.
Would the fact that Faceball 2000 used a special link cable for 16 player games have anything to do with it? If I remember right, the cable Faceball 2000 came with was programmed specifically for it, and I assume your code only has traditional link cable support. I know that is the reason Lameboy crashes on this game, if that helps.
This has happened to me occasionally. It seems to have something to do with the last game you were playing - when switching from Pokemon Yellow to Faceball this would happen. Switching from Yellow would also cause crazy things to happen in Dragon Warrior III. I thought I fixed this, but if I didn't, make Faceball the first game you load after starting gameyob.
I believe Faceball can use the normal 2-player cable as well. By some miracle I did manage to get into a 2-player game once, but it didn't last long before it went screwy. Leave NiFi off and it should be fine.
 

Geren

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Bug report for a couple of games:
-Lufia: The Legend Returns gets a blank screen upon boot.
- Metal Gear solid can get throught a couple of konami logos but then gets a blank screen.

On another hand, the only game with graphical glitches that I've found is Donkey Kong Country. The version I got has a language selection screen, I think that makes the level selection screen display all the names at the same time. It also displays glitches in the title screen, in the DKC logo, but lameboy has those too.
 

avenir

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Thanks for your answer but i meant to frontend2assoc.nds, not the ini that i knew

  1. You will be able to put /moonshl2/extlink/gbc.frontend2assoc.nds
  2. gbc.frontend2assoc.nds reads target filename
  3. Although it cannot know own nds name, it can know the target extension
  4. It reads /__rpg/associations.ini and pass target to the loader(here gameyob)
Anyway please wait...
 

jurassicplayer

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In other words, it's a file that moonshell2 can use in combination with the associations.ini to pass information to homebrew that can use argv. Allows for people to not have to code for both extlink and argv, but just argv would be good enough. I might not be thinking straight for this next bit: you might be able to use the DSTWO.nds from bagplug in combination with this to make a MS2 default menu for the DS2...maybe (don't really remember much about the dstwo.nds from bagplug...). The only unfortunate thing is that moonshell2 requires the extension in the filename of the extlink, meaning you would have to use duplicates of the *.frontend2assoc.nds for every single one of your associations that can use argv.

To make things extremely simple, it's like simplifying to a single standard method of passing information (argv in this case), though only for use with Moonshell2.
 

BassAceGold

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In other words, it's a file that moonshell2 can use in combination with the associations.ini to pass information to homebrew that can use argv. Allows for people to not have to code for both extlink and argv, but just argv would be good enough. I might not be thinking straight for this next bit: you might be able to use the DSTWO.nds from bagplug in combination with this to make a MS2 default menu for the DS2...maybe (don't really remember much about the dstwo.nds from bagplug...). The only unfortunate thing is that moonshell2 requires the extension in the filename of the extlink, meaning you would have to use duplicates of the *.frontend2assoc.nds for every single one of your associations that can use argv.

To make things extremely simple, it's like simplifying to a single standard method of passing information (argv in this case), though only for use with Moonshell2.

DSTwo.nds from BAGPlug doesn't handle extlink input, BAGPlug itself generates the extlink.dat file so I don't think it would be useful here. I'm thinking a universal loader should be made for homebrew to handle all these different argument formats, while maintaining the same compatibility as the homebrew menu. One nds file to rule them all with supercard plugin loading, and nds homebrew binary loading and proper handling of argv protocol.
 
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Drenn

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I haven't been watching this.. Link cable support? You're going to beat Lameboy to the dust!
It only works for a handful of games, but yes, there's link cable support. It's slower than a real gameboy due to how a link cable sends and receives data at the same time, and many games don't like that.
My bugreports for lastest build:
1. Soft-reset works now, but sometimes I still have guru meditation error with L+R+Select+Start (pc:01005b70, addr: 01005b70)
2. Turbo buttons dont work with Ninja Gaiden Shadow (U) [GB]
3. Super Mario Land v1.0 and 1.1 makes guru meditation error (pc: 01000e18, addr: 00001fff) [GB]
4. Harry Potter and the Chamber of Secrets (UE) - gfx problems [GBC]

Also:
1. Can you add 'default rom path" to gameyob.ini file?
2. And maybe you can use narrow font (like in Wood) to better view roms with long filename?
3. I think better put gameyob.ini to the same folder with gameyob.nds (not to the root of SD like now). %)
Uh, Super Mario Land shouldn't be crashing... it doesn't for me... but, the line of the crash makes sense for a game without external ram. I'll see about fixing it.
I still have no idea about soft resetting. I actually haven't changed anything... it worked for me when I used hbmenu on my acekard 2i, but normally I use akaio.
Maybe the turbo buttons are going too quickly for any visible effect in ninja gaiden.
I fixed a lot of Harry Potter's gfx problems, especially with sprites. Mid-frame palette changes will still cause colors to be wrong.
 

Boriar

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DSTwo.nds from BAGPlug doesn't handle extlink input, BAGPlug itself generates the extlink.dat file so I don't think it would be useful here. I'm thinking a universal loader should be made for homebrew to handle all these different argument formats, while maintaining the same compatibility as the homebrew menu. One nds file to rule them all with supercard plugin loading, and nds homebrew binary loading and proper handling of argv protocol.
That's would be the best option. Will it be made?:ninja:
Anyway, xxx.frontend2assoc.nds is a good solution for abandoned homebrew IMHO meantime.
 

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