Homebrew No$gba 2.3d released

zatelli

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Here's a new update from amazing developer Martin Korth. Main improvements over previous version consist of microphone support and more 3d support. Here are the Release notes:

QUOTE said:
23 February 2007 - version 2.3d
- nds/video/help: added note on unknown tvoutcnt register (nds9 port 4000070h)
- nds/sio/help: added chapter on (absent) link port (with new bits like ckup)
- nds/aux/help: added full gba and gba-sp cpu/lcd/chipset pinouts (from no$gmb)
- nds/aux/help: added SG and SW pins (gba-sp/nds headphone socket) (from no$gmb)
- nds/3d/help: added projection/rotation/scaling/translation matrix examples
- nds/3d/help: added edge marking notes, alpha_test_ref notes, and fog notes
- nds/3d/help: added new shadow polygon chapter, and added toon table notes
- nds/3d: skips vtx's of (still unsupported) shadow polygons (avoid eragon dirt)
- nds/3d: speedup: re-creates textures only if teximage_param/pltt_base changed
- nds/3d: speedup: mtx_mul_4x3/3x3/trans/scale skips fixed values (ie. 0 and 1)
- nds/sound: init [sb_pos_in_buf_in_clk_cycles]=0 (avoids fatal 'e-2' on reset)
- nds/3d: supports packed-texture-mode3 (mul3+mul5=div8) (eragon/mariokart demo)
- nds/microphone: emulates mircophone gain level (powerman reg3 = x1 x2 x4 x8)
- nds/microphone: wave_in-dma activated only if/as long as enabled in powerman
- nds/microphone: forwards PC mic-in/line-in to nds-microphone (player 1 only)
- nds/microphone: emulates muted mic-level (for mic-powerman off=000h, on=800h)
- dos/nds: supports nds-video (256x192) (dual-screen) (forced 640x480 onepix)
- dos: dpmi redirects dos32_int10 to dpmi_interrupt_10h (fixes win98 xgra-crash)
- dos: uses int2fh/1680h under dpmi (not actually supported by cwsdpmi/win98)
- dos: prevents hlt-opcode under dpmi (hlt crashed cwsdpmi, ignored by win98)
- initialize: corrected @@zero_fill_vals length (caused crash in dos version)

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no$gba ver 2.3d
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Killermech

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I've managed to get my R4 saves working in the emu. But as soon as the emu saves, it changes it. To 25-35kb on the ones tested. I tried to compare them both in a hex editor and the first offsets are mainly changed. I tried removing those and then convert it back to an R4 save, but it didn't work. Could someone knowledgeable about this kind of stuff take a look at it and maybe create an emulator->256kb save program?

I uploaded both save files here

http://www.sendspace.com/file/5j1wdc

They are both from my advance wars save file. The one with .2 is a raw save file 256kb, the other one .sav is the one generated by the emu. Both containing the same thing except an item I bought since I needed to save.
 

ReyVGM

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I wouldn't bother trying to get saves to work between emus and/or carts right now.
Wait until future releases fix all the saves problem.

Emu authors usually write a whole new save program further in line that allows save states and makes .savs compatible with emus and carts.
 

sTo0z

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Brb, with a Mario & Luigi test.
wink.gif


*crosses fingers for visible sprites in battle*

Didn't think so...
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Maybe next time.

23d.jpg


Congrats on the 3d though! Amazing emu so far.
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spotanjo3

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Lunar - Dragon Song (U) : Now it is fully playable because of mic is now emulated but to fight is a little bit lag, thought. AWESOME!

Taos Adventure Curse of the Demon Seal (U) - Now is playable but very slow.
 

DrKupo

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Lunar Nights now runs.

Hotel Dusk still doesn't.

Mario Kart (demo at least) NOW WORKS, but is slow. Same for a few other games, including Sonic Rush.

NSMB now doesn't lock up at the "video" that plays when you select mario game. It now runs incredibly slowly. I am still at the section where peach is being dragged across the map, due to slow down. It is running incredibly slowly, but it runs(!)
 

Killermech

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I wouldn't bother trying to get saves to work between emus and/or carts right now.
Wait until future releases fix all the saves problem.

Emu authors usually write a whole new save program further in line that allows save states and makes .savs compatible with emus and carts.

I was stupid enough to not notice that the original saves are compressed, so all you had to do was uncompressed them then get rid of those first offsets and it's working perfectly now. Thanks for the help though
smile.gif
 

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