no$gba 2.6a

azotyp

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I understand that guy, he maked a lot of work for free, he lost a lot of time to do that, so he have a right to want a money for that.
 

tralala

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Donated.
smile.gif

I haven't used no$-emus in years though. Still, it's for a good cause. I would have donated more if Mr. no$ put a $5 or $10 button on his site.
smile.gif
 

DeMoN

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Hmmm... shouldn't this guy get a job as a computer programmer? Why rely on donations for income?
Anyways,
Castlevania, Mario Kart now playable without lag.
AW:DR can play at 80% stable.
Very much improvement over the last version.
 
M

mario5555

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I can now officially say this is the best DS emu around, I tested the latest versions of Ideas and desmume and with my test game Game and Watch collection, found major sound and some gfx bugs in one or the other, when No$ plays it perfectly.

In addition to that, he's jumped compatibilty up considerable with (no pun intended) Jump and Ultimate Jump Superstars being playable, now if I understood what to do in one of the intro missions I get stuck in all would be well...almost.

When did he finally add ingame battery save support???

I saw it has been added in (tested it on Zelda, CV:DoS, and FF3 with reloads of my saves perfectly, making me super happy too.)

I didn't test realtime save states yet, I don't even know if they are implemented yet.

As I said above there is still a few issues I noticed, Advance Wars has major speed issues, if there is too much on the map at any one given time, (funnily enough it speeds up to full speed as you go to the edges of the map) and Mr. Driller DS still doesn't show the blocks when he drills. I know he'll get these ironed out eventually, but I was kinda suprised to see Driller still with the same issue. I was happy to see a brand new game like Advance Wars playing as well as it did even with speed issues.

The only other thing (I know Martin will get to it eventually as I have faith) is the music in some of the games being scratchy, even on games that play virtually perfectly. Just a comment nothing more. And lastly I really, truly hope he offers the option to make the screens larger (I know for now he's probably trying to optimize the hardware output vs. performance issues and stopping and potential issues that 2x, or maximized windows might incur, but the main reason I don't care for handhelds is that they hurt my eyes after awhile and it's nice being able to play a game from a 2-3" screen on a 17" screen or at least 8" of that.
But I'm still artificially limited since he doesn't allow for it to stretch (the only thing I could do to help was run my screen res from 800x600 down to 640x480) Again nothing big, but something I hope he'll look into in the future.

And as I said before it's going to be a bright one, at the pace he's going, he beat even my modest expectations of summer by getting out a fully playable (and savable)
smile.gif
program out for everyone to use.

Kudos Martin, keep up the great work.
bow.gif
 

DanTheManMS

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Saves have always been supported. You just had to manually choose the save size in the options and reset the game for it to take effect. This new version is the first to automatically detect the save size for you.

I know there are a couple of unofficial add-ons to no$GBA that let you run it in larger screen sizes, though I'm not sure where you'd find one.
 

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