Homebrew Emulation GameYob, a gameboy emulator for DS

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I just downloaded your latest possibly unstable build of gameyob and i see there is a menu for cheats now, where do you get the cheat files from and where do you stick them on your sd card?
 
When I used scaling on the latest release of GameYob (1st post dropbox URL), I saw a blue horizontal line that kept appearing on Full and Aspect scaling, but only with Fast Forwarding on.
With Fast Forwarding off, it works fine.

And I turned on SGB borders, which worked at first, but after playing around with the GBC/SGB mode settings it now doesn't appear anymore, whatever the settings appear to be. SGB mode still works but the border just won't come back.
The game I was playing was Dragon Warrior II from the Dragon Warrior I & II game.
 
If you want the source code just ask dwedit for it. If you can't contact him I can provide you with the source code if you'd like. It doesn't compile under any recent version of devkitarm and my attempts to make it compile resulted in it not working at all :(
I'm not all that interested in its source code myself, the GBA source satisfies my curiosities. I just like to compare how the tricky games and tech demos run between Goomba Lameboy and GameYob.
When I used scaling on the latest release of GameYob (1st post dropbox URL), I saw a blue horizontal line that kept appearing on Full and Aspect scaling, but only with Fast Forwarding on.
With Fast Forwarding off, it works fine.

And I turned on SGB borders, which worked at first, but after playing around with the GBC/SGB mode settings it now doesn't appear anymore, whatever the settings appear to be. SGB mode still works but the border just won't come back.
The game I was playing was Dragon Warrior II from the Dragon Warrior I & II game.
Dragon Quest I&II is an annoying case for me, because it doesn't provide its border immediately - so it has to be retrieved "manually" to use it in Gameboy Color mode. Currently when you reset, the border is preserved; if there was no border when you reset, it will stay that way until you start one of the sub-games in Super Gameboy mode. Of course, SGB borders need to be enabled.
And I know about that blue line. I'm not exactly sure what it is, but I think the libnds console may be trying to write something to a vram bank which I want to use for another purpose. It seems to occur when the game isn't synchronized with vblank - so either it's in speedup mode, or it's not being emulated at full speed.
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...
I seem to be running out of memory, for some reason, so currently I don't load a full 2 megabytes. If I can't fully load a game, it won't work with zip - at least, it probably won't be very efficient.
 
Nope not yet, but when I implement this it probably wouldn't work with bigger roms, same as lameboy. Even 2 megabyte roms might need to stay uncompressed.

lameboy can have zipped upto 2MB and only 4MB roms cant be zipped.
 
I seem to be running out of memory, for some reason, so currently I don't load a full 2 megabytes. If I can't fully load a game, it won't work with zip - at least, it probably won't be very efficient.

Maybe its time to consider the addition of Ram Expansion compatibility to GameYob, With that you would get 8MB more memory to play with on the Official Nintendo Ram Expansion and EZ 3in1's (16MB I think?)
 
Maybe its time to consider the addition of Ram Expansion compatibility to GameYob, With that you would get 8MB more memory to play with on the Official Nintendo Ram Expansion and EZ 3in1's (16MB I think?)

I think that is a bad suggestion. Only the ds phat and the ds lite can use a ram expansion. I think that if people really want that function, a branch can be made with RAM expansion support, thus you don't need additional code to accommodate the RAM expansion in the main release. The project is open source anyways, so I don't see any reason not to make a branch.
 
I think that is a bad suggestion. Only the ds phat and the ds lite can use a ram expansion. I think that if people really want that function, a branch can be made with RAM expansion support, thus you don't need additional code to accommodate the RAM expansion in the main release. The project is open source anyways, so I don't see any reason not to make a branch.
DSi Naturally has more ram so does 3DS and as far as I know its normally addressable for homebrew where as the original and lite only have 4MB

Besides We have already Rumble support something the (IMO) inferior DSi lacks support for also. I also do not see why it would affect the core, being an Enhancement that can enable and disable dependent on Model or detection of the DS its being run on, Like I say the emulator already has rumble support with minimal overhead so I cant see why this would be a big deal being in the master build

How about using the extra horsepower of the dstwp?
That would have to have its own branch and someone who has one to work with since anything geared for the DSTwo hardware ASAIK wont work well for those who don't have that card
 
I seem to be running out of memory, for some reason, so currently I don't load a full 2 megabytes. If I can't fully load a game, it won't work with zip - at least, it probably won't be very efficient.

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...
 
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...
I'm not sure what the problem was, because just now I tried making it load a full 2 megabytes, and it's working just fine, soft resetting and all... maybe there were some memory leaks earlier? One thing I noticed was that the file chooser used 4x as much memory as necessary for filenames (it was allocating sizeof(char*)*numChars instead of sizeof(char)*numChars for the filename). Little things like that could have built up, I guess.
Plus DS / DSLite's with a ram expansion :P
Okay I get the idea :P This is one of the more obvious things to use the expansion for - load large roms entirely into memory. This would make Zip support simple for people with the memory. That's one more to add to "the list".
Lego Racers has graphics trouble at the splash screens and in the actual races. The menus work fine, though.
I've found a game that both GameYob v0.3-104 and Lameboy v0.12 have a lot of trouble with, Moorhuhn 2.
958548_121761_front.jpg


Moorhuhn 2 is a port of a PC title that features a lot of pre-rendered 3D visuals, the GBC version is much the same.
Actual gameplay seems to run fine, maybe the sprite flickering is an issue I'm not sure, but more pressing is the trouble emulating the large pre-rendered FMV stuff.
There are a number of large full-screen graphics that display improperly, like a huhn flying across the screen before the title screen, the title screen itself, the Similis logo, and the credits animation which has photos of developers displayed on 3D computer monitors.

Just try it and you'll see something's up.
The garbled screen issues in these games were the same problem, and it's fixed, though those screens aren't quite fullspeed. I also took a stab at fixing LEGO Racers in-game. Circuit races don't seem to work anymore, but single race is working quite nicely. Just ignore the purple clouds. :)
 
True but like I say given I have seen the ram expansion used in other systems tougher to emulate (NeoGeo AES and SNES for example) It's code overhead cant be that large
 
I have issues on Resident Evil Gaiden, when we try to enter in a new door, you back to the beginning of the first area.

Example: Now I am on corridor 1, I walk I saw a door to corridor 2, after I enter on this second door to the corridor 2, I back to the door 1 of corridor 1
(is likes every time I repeat to the same are, like a deja vu)

The screen on full screen mode have some bugs on the extra area screen(the area that in normal screen size its the black window).



Can you add the fast backward function and a button for load state???
 

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