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  1. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    Should be fine, then. (BTW it was affecting fifoSendValue32() function only, and only when sending values with higher byte != 0 ... maybe you're not even using that.)
  2. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    So looks like it's FIFO. There was a bug, patched with dkP ver 1.4.7 (IIRC). Are you using an older version?
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    Yes, if X & Y stop working while other buttons are still OK it's either FIFO (I hope you're using latest dkA/libnds because there was a nasty bug in FIFO a while ago...) or ARM7 code that crashed. Try closing the lid almost completely... does it go in sleep mode?
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    Yes, you're doing sort of bilinear interpolation... sort of because actually it's very approximate, because it's made by hardware and with its capability you don't get exactly the weighted averages you would have to apply.
  5. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    Very similar... but different? What is lameboy doing? Not flickering & blending?
  6. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    Unfortunately that RAM isn't directly accessible like the main RAM (I mean it's not seamlessly adding up to the main RAM) so an ad-hoc code is needed to use those RAM expansions...
  7. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    You mean you're using more than 2 MB of RAM -before- loading any ROM? :blink: BTW zip support could be feasible on bigger ROMs for those having a DSi/3DS running in DSi mode...
  8. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    Which library are you going to use to unzip? Theoretically it should be possible to unzip from disk to ram using a fairly small amount of temporary space...
  9. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    I don't get that shared memory thing. Aren't you using the capture unit with VRAM banks C and D for scaling? This should work on DSi too...
  10. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    'Tiled' backgrounds on DS can be of 3 types: 'normal', 'rotscale' (aka 'affine') and 'extended rotscale'. You can have 4 'normal' -OR- 3 'normal' and 1 of the other 2 kinds -OR- 2 normal and 2 of the other 2 kinds. Check BG modes here. All that is generated by the 2D core. Better: all that is...
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    Oh, right, you wanted to hardware blend and jitter the image to 'filter' it. No, unfortunately there's no sprite-to-sprite blending. This makes this whole bitmap objects thing unfeasible. Tile based backgrounds CAN be scaled and rotated. On DS you've even got extended rotscale backgrounds...
  12. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    You really made me worry about being completely gone crazy... no, actually the fact is that you have to use bank C and background on odd frames and bank D and bitmap objects (sprites! really!!!) on even frames. What I'm not sure now is if rotscale double bitmap objects exist or not... I've never...
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    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...
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    The DS capture unit does a 'snapshot' of what the 2D/3D main core is generating and stores it in a 15bpp bitmap in VRAM... for instance this is used to generate 3D images for the 'other' screen. I don't get what you would like to obtain using it. What you get on that screen capture it's the same...
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    Thus it means you could remove initClockIRQ() from your ARM7 code and place a call to resyncClock() in your VBlank handler (always in your ARM7 code I mean). BTW I really had a lot of fun playing the good old GameBoy Tetris yesterday eve, so thank you! :yaynds:
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    I don't have a 3DS so I might be wrong, but it seems to me the problem isn't reading the RTC but having it call the IRQ7 once a second, to increment the unixtime variable without having to read again RTC. So the question is: the clock in GameYob is correct on a 3DS when you start it? If it's so...
  17. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    Inaccuracy is around 0,5%, so there will be approx. 1 second error every 200 seconds (3 minutes and 20 secs). If you think this isn't anyway accurate enough, you could change the ARM7 code so that is reads the RTC each VBlank... this would be very accurate and should work on 3DS too.
  18. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    That's interesting. I'll report a bug to the libnds guys. Thanks! :yaynds: edit: BTW you could comment out the call to initClockIRQ() in your ARM7 code and add a counter in the VBlank handler (again on ARM7 code, of course), incrementing the time every 60 frames. This way the same code should...
  19. S

    Homebrew Emulation GameYob, a gameboy emulator for DS

    Well, actually it really works correctly, also on hardware (well, at least on my NDS Lite). The libnds configures the RTC so that it generates a steady 1Hz interrupt on ARM7' IRQ7, and it uses it to keep the time going (all that happens on the ARM7 side) So maybe it doesn't work on 3DS? :blink...
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    Homebrew Emulation GameYob, a gameboy emulator for DS

    I really don't know what do you mean here. If you have some info about IRQ7 not working on a DS (or on a 3DS) or not being triggered by SIO/RTC ... please share them with us. Thanks.
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