No$gba 2.5b released

Discussion in 'User Submitted News' started by dualscreenman, Nov 4, 2007.

Nov 4, 2007

No$gba 2.5b released by dualscreenman at 12:33 PM (3,981 Views / 0 Likes) 16 replies

  1. dualscreenman
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    Member dualscreenman GBAtemp Fan

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    03 November 2007 - version 2.5b
    - nds/3d/debug: vram viewer auto-updates 3d tree view (if any) during emulation
    - nds/3d/debug: defaults to disable old/slow 3d debugmsg's (instead vram viewer)
    - nds/3d/mtx: removed v2.5 z-rounding trick, allows to change projection per vtx
    - nds/3d/mtx: gl_projection set to identity (but max depth +1.0 instead +0.99)
    - nds/3d/mtx: all matrix math done by software without using any opengl matrices
    - nds/spi: allows to deselect/disable spi bus without clearing the hold-bit
    - nds/3d/debug: vram viewer displays texture bitmap for currently selected vtx
    - nds/3d/debug: vram viewer draws laser arrow from screen-center to selected vtx
    - nds/3d/debug: vram viewer indicates unused lights and color tables by red line
    - nds/3d/debug: vram viewer shows color/material/shininess/etc for selected vtx
    - nds/wifi/help: added port 24Ch/24Eh/250h, 264h/270h, 2A4h/2C4h, 2C8h/2CCh info
    - nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out)
    - nds/3d/speedup: position vectors multiply only 3x4 matrix (and add 1x4 * w=1)
    - nds/3d/speedup: directional vectors use 3x3 matrix maths (instead slow 4x4)
    - nds/key1/help: renamed crypt_up/down (actually encrypt/decrypt) (thanks simon)
    - nds/3d/stage2/buf: all 3d rendering/lighting/vtxmaths performed from buffer
    - nds/3d/multi: uses a single opengl context shared (and working) for multiplay
    - nds/3d/internal: internally translates gx commands 0..255 to ID codes 0..38
    - nds/wifi/help: added W_TX_HDR_CNT port 194h bit0,1,2 info (thanks Tim Seidel)
    - nds/3d/debug: added new 3d page to vram viewer, treeview for buffered commands
    - nds/3d/buf: stores initial frame settings, reallocs larger buffer when needed
    - nds/3d/buf: stores commands with original params, and results on each mtx cmd
    - nds/3d/buf: buffers all gx commands (for future frameskip and for vram viewer)
    - nds/3d/deguglog: appends current matrix_mode as comment to all matrix commands
    - nds/3d/softlight: fixed shininess_table index (7bit index = 8bit data div 2)
    - nds/wifi: emulates 0000h-to-094h-to-098h, and reset-098h.bit15-via-0B4h.Bit6
    - nds/wifi/help: added 1D0h..1DFh info, added notes on body[2] instead txhdr[2]
    - nds/wifi/help: confirmed 0B4h.Bit6, added 030h.Bit7, added info on 094h/098h
    - nds/wifi/help: removed incorrect/unconfirmed rxbuf_begin/end-latching-info
    - nds/wifi/help: added txhdr[2], port[0C0h], port[0C4h], renamed EXTRA to CMD
    - nds/wifi/help: renamed W_RXUNITS to W_RXTX_ADDR and moved it to status chapter
    - nds/wifi/help: added notes on registers affected by powerforce (and by irq13)
    - nds/wifi: reflects powerforce to rf_status (unreported pictochat-lite problem)
    - cpu/debug: replaced invalid tmb high-opcode error message by optional warning
    - cpu/debug: disassembler shows invalid high-opcodes as such (thanks vladimir)
    - cpu: emulates invalid add/mov/cmp thumb high-opcodes-without-high-registers
    - joysticks: fixed unstable vint_inputs code (occassionallly skipped joysticks)
    - nds/wifi/dslite: debug-iomap recognizes channel-number for type3 RF registers
    - nds/wifi/dslite: emulates type3 RF registers (reading, writing, and initial)
    - nds/wifi: emulates reading from RF chip, emulates initial power-on RF values
    - nds/wifi/help: added RF2958 (aka RF9008) datasheet info (thanks Tim Seidel)


    This is seriously the best. Release. Ever. [​IMG]

    Many 3D games run at full speed now (with some help from the added 3D speed ups and a tad bit of the newly-implemented frameskipping)

    Mega Man ZX and Advent work now. Super Mario 64 DS now works at full speed without frameskipping. Metroid Prime Hunters works at a playable speed with a fair amount of frameskipping.
     
  2. arctic_flame

    Member arctic_flame GBAtemp ATMEGA8 Fan

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    I think this means we can play Ouendan without the transparent dodgyness...
     
  3. Sonicandtails

    Member Sonicandtails GBAtemp Fan

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    I wish [​IMG] Tested and it still has 3D transparency.
     
  4. Rock Raiyu

    Member Rock Raiyu Clock Up

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    Megaman Star Force maybe?
     
  5. dualscreenman
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    Member dualscreenman GBAtemp Fan

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    Star Force still doesn't render battles at all.
    Speed is the main feature of this release.
     
  6. BoneMonkey

    Banned BoneMonkey The cheese stash is a lie.

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    wow very nice !!!!!!!! :-)
     
  7. test84

    Member test84 GBAtemp's last ninja 2.

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  8. Nero

    Member Nero GBAtemp RPG Maniac

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    Damn... DS Emulation has gone really far.

    Do Homebrew work on the PC emulators?

    ~Nero
     
  9. dualscreenman
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    Member dualscreenman GBAtemp Fan

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    No$gba doesn't support DLDI/FAT file systems, so homebrew requiring that won't work without making an FSCR image and appending it to the ROM. (No clue how to do that myself...)
     
  10. test84

    Member test84 GBAtemp's last ninja 2.

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    no clue what are you talking about -rest of us
     
  11. Westside

    Member Westside Sogdiana

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    Super Princess PMS is working at a much better speed now!
     
  12. coolbho3000

    Member coolbho3000 GBATemp Kikkoman Naturally Brewed SoySauce Fanatic

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    FINALLY I can load my Pokemon Pearl save to take screenshots! It used to give me a black screen but now that's fixed completely. The game also runs MUCH faster.
     
  13. Rock Raiyu

    Member Rock Raiyu Clock Up

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    I really don't care for the 3D rendering. Im making an RnR2 Walkthrough. But the No$GBA was slow at the time. Least it runs at a nicer speed now.
     
  14. mario5555

    mario5555 Newbie

    Cool, this emu keeps on getting better and better. He's (and the team too) doing an awesome job. [​IMG] Now maybe I can play the Castlevania games at better than ~10fps. He'll have the fastest and most stable ds emu by mid-2008, easily. Let's hope some of the other ds emu authors start sharing the wealth and visa versa, things get better, faster that way.

    But either way is still cool, this makes me very happy. [​IMG]
     
  15. arctic_flame

    Member arctic_flame GBAtemp ATMEGA8 Fan

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    Also, it works nicely in WINE and darWINE
     
  16. shakirmoledina

    Member shakirmoledina Legend

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    strange this is tht he is alone and has a very outdated computer but still can manage to pull this off
     
  17. dualscreenman
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    Member dualscreenman GBAtemp Fan

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    Just because he has an outdated computer doesn't mean he can't write code that will run well on newer ones.
     

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