Oops. Actually I knew this would happen with SGB games but I forgot about it... since I always leave borders on. This is fixed now.When playing in SGB mode without SGB borders or custom borders loaded, there's a white background (or two white bars on the left and right in aspect scaled mode). Is there any way for me to change this color from white to something else? I've tinkered with the source code to no avail yet. Without scaling, a custom border solves the issue, but I'm trying to play Pokemon Red in aspect-scaled mode (without having to look at the silly Pokemon Red SGB border) and the white bars are throwing me off.
On another note, I'm very glad I found this emulator, as lameboy wasn't cutting it for me. Much kudos to the creator.
Oops. Actually I knew this would happen with SGB games but I forgot about it... since I always leave borders on. This is fixed now.
But why does notepad++ add all the (NUL) tags inbetween letters though? Is it reading some characters that notepad just skips or can't read?That's because notepad interprets the hex as if it was ASCII, same as opening it in a hex editor with just the ASCII view and no line break.
Notepad reads them, it just doesn't display them because they have no content, they represent NULL. So that's why Notepad++ puts "NUL" icon there, so it can represent the existence of a NULL character.But why does notepad++ add all the (NUL) tags inbetween letters though? Is it reading some characters that notepad just skips or can't read?
For those who want to check the version of Gameyob, I've found an alternative.
Open GameYob.nds with notepad and scroll to the last line and it'll show you the version number.
So the null characters are like null characters at the end of strings like in C/C++ sort of, I guess.Notepad reads them, it just doesn't display them because they have no content, they represent NULL. So that's why Notepad++ puts "NUL" icon there, so it can represent the existence of a NULL character.
And believe it or not, it is useful to specify null characters in code. I had to do it once when duplicating some binary command for some server hack shit. Generally it'll be escaped (see the IR-GTS source for examples), but when doing quick-and-dirty stuff, it's important to note all the characters that exist, even if they don't map o a letter of the alphabet or a commonly-used symbol.
I did see your post Boriar, but I don't think everybody has or knows how to use a HexEditor, not that it's hard or anything, but it complicates matters more than it has to.Hey! Nothing new: see my post http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/page-43#post-4638348
Notepad doesn't show the bytes, but they're there. The characters in "GameYob" actually are UTF-16 (Unicode) encoded, given your description of NUL being between each ASCII byte in Notepad++.But why does notepad++ add all the (NUL) tags inbetween letters though? Is it reading some characters that notepad just skips or can't read?
0000 | 47 00 61 00 6D 00 59 00 6F 00 62 00 | G.a.m.e.Y.o.b.
Ah ok, thanks for clarifying.Notepad doesn't show the bytes, but they're there. The characters in "GameYob" actually are UTF-16 (Unicode) encoded, given your description of NUL being between each ASCII byte in Notepad++.
In a hex editor:
Code:0000 | 47 00 61 00 6D 00 59 00 6F 00 62 00 | G.a.m.e.Y.o.b.
These <00> bytes would prevent you from searching for "GameYob " to get the version, though.
That's been on the todo list pretty much since beginning. I'll make a text file to customize palettes somehow, but I haven't thought too much about the format. In the meantime, the gbc bios allows you to colorize stuff.How about to apply selectable custom palettes for regular GB (not SGB).
For example in visualboy advance we can edit palletes. to make different 2 set (for background and sprites).
Goomba color (emulator for GBA also has about 15 different sets).
I've got long ago PC Linker - hardware flashcard for GB/GBC - and It got nice set (green/blue colors for background, and orange/red for sprite) I wish I could have that one in gameyob.
Just to be clear, with that build (whenever it comes) we'll be able to rely on the autosave or is it more of a "backup" sort of deal, in which it prevents disasters but doesn't avert the manual save issue?That's been on the todo list pretty much since beginning. I'll make a text file to customize palettes somehow, but I haven't thought too much about the format. In the meantime, the gbc bios allows you to colorize stuff.
Good news, I think I've found a way to get autosaving to work without the delays being too ridiculous. A lot of games (every one I've tried) are writing to sram in some situations even when you don't tell it to save, which was causing awful second-long freezes, since I had to fclose() and fopen() the files each time they were modified. (fflush() apparently isn't working?) After compiling libfat myself (though I didn't modify it), and setting its cache size to zero, autosaving seems to work without needing to do that, and the delays are reasonable. But I should be working on my summatives now, so I'll experiment some more in a few days.