I wouldn't mind at all.Would you mind if I implement the GUI into my gbaemu4ds ?
Here is the compatibility list http://wiki.gbatemp.net/wiki/Gbaemu4ds_Compatibility_List. The Problem with the gbaemu4ds is I run the games on the cpu directly and only hook reads and writes/reads to the I/O ,writes/reads to the Card, swi and so on. So everything is executed 4-8 times as fast exception those opc they are slowed down (they take about 100 times more cpu time). So the problem is how can I patch the gba code so it won't crush my hypervisor (by overwriting the code and so on) and dose not run out of sync (Like on H-Blank irqs(they have to be patched manual) or sometimes they speed up and run to fast and then crush).I wouldn't mind at all.
Relatedly, how well does gbaemu4ds emulate the GBA right now? And do you think you're close to hitting the DS's hardware limit?
toke entry: add wireless multiplayer support
lol
j/k hooking up the normal GBA's is fun enough.
Good to see such projects.
I gotta say:
Back then when the M3CF and that Supercard were out:
M3 won hands down.
The Supercard DS Two however has been worth the purchase for the hombrew alone !

Databases: http://forum.supercard.sc/thread-6705-1-1.htmlAbout cheats, I think it would be relatively easy to add support for them to the code skeleton, but I can't find any reasonably large pack of cheats in a certain format that would be easy to edit by users, such as PAR code collections. cheats.gbatemp.net does not currently resolve, so I can't see the format of the GBA cheats pack that's supposed to be on there.
If any user has a copy of this pack, I would like to obtain it, as well as information about the pack's creators so I can put the correct author on a new filetrip page about it.
a) Downloaded, thanks. The cheat pack appears to use a word,byte hex format and the names for the cheats are written in a broken encoding:a) Databases: http://forum.supercard.sc/thread-6705-1-1.html
b) I outline the .cht file format here. The post is malformatted due to the forum move, Pluupy has a converted/fixed BBcode spoilered in his post a few posts in.
http://gbatemp.net/threads/guide-make-snes-cht-files-for-the-dstwo.263113/

It's Shift-JIS IIRC, easy enough to change in something like Notepad++, then I copy-paste to google translate to see WTF I'm supposed to be reading.a) Downloaded, thanks. The cheat pack appears to use a word,byte hex format and the names for the cheats are written in a broken encoding:
b) That link is to the SNES .cht format. Should I assume that the "bank" is dropped in favor of some kind of RAM offset? SRAM? I dunno.
Equal or slightly slower. The sound crackles in a few games; that's up to the frame skipping.How does the speed compare to NDSGBA so far?
wow, really? You've made one to be equal or about as equal as the other that has been out for years now? That is very impressive!!Equal or slightly slower. The sound crackles in a few games; that's up to the frame skipping.
wow, really? You've made one to be equal or about as equal as the other that has been out for years now? That is very impressive!!![]()
This. It's pretty much just gpSP Kai, which NDSGBA also used. But when we first got the source, it didn't display anything on the screens of the DSTWO, just pure white. When we got it working, it was the same performance (ish, see details below) as NDSGBA.Well it uses almost the exact same source, minus some features and menu stuff.
Second update for today: Saved states, which were a major crasher, now work reasonably well when loaded. Their screenshots also appear on the saved states menu when a "Load saved state #X" cell is selected.
Cheats are still not in, because I can't support something that I can't understand (despite Rydian's post about it - sorry!). The project is open-source, so one who understands the cheat format more than me could put that support in and lift the menu code from CATSFC.
Who here would actually use the rewinding and rapid-fire features from NDSGBA?


