Hacking TempGBA: NDSGBA revival

Do GBA games make your nono parts happy?


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Congrats.. you're a dev that I trust neb. I am aware of that.

@supercard team: many thanks for releasing part of the source code too..


let knowledge make its way!
Awesome !!!!!!!!!!!! I'm so happy! Thank You, Super Card Team. Also big shout out to the great NEBULEON for taking this project under his belt. BTW I'll do extensive testing of this as well just like i did W CATSFC.
 
Alright, I took it upon myself to remove the uC/OS code from the repository and make it compile. So at least it compiles now in the repository, but the images are missing (they weren't in the source code archive) and it likely doesn't work yet because it relied on some things I removed. I'll commit the NDSGBA system directory into GitHub tomorrow because I'm tired now. Good night, GBAtemp!

Ding! -> https://github.com/Nebuleon/TempGBA

Edit: Thanks for your attempt, Costello, even if you ended up without the source. I got this now ^_^
 
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And there you have it, guys. Anything is possible, if the right people happen to be the ones asking. Great to see the DSTwo plugin features being updated at least by the community if the original creators/SuperCard can't do it anymore.
 
Awesome !!!!!!!!!!!! I'm so happy! Thank You, Super Card Team. Also big shout out to the great NEBULEON for taking this project under his belt. BTW I'll do extensive testing of this as well just like i did W CATSFC.

My eyes hate me for reading that bright red on darktemp theme

also its about time the source got out there!
 
Sooo wait wait wait wait. This is like a GBA emulator for the DSTWO, but its special because its our own special brand of emulator? A GBAtemp GBA emulator? Supported.
 
Glad you finally got it. I did ask for the source a while ago, but they never replied.
Hell, I've bought 1 DSTWO, 2 DSOnei, 1 DSOnei Mini, and 1 Supercard Lite from them, and I never got a response. I had a feeling that it would take someone that can actually speak the company's native language......or in this case, someone who "google translate it".

Also, (hopefully) before anybody asks these questions:

1) Will any of the code from NDSGBA 1.21 be able to be incorporated into TempGBA without having to rewrite major amounts of code??? (Not my own question, but I know someone will ask, so let's get it out of the way.)
2) Because this emulator was a port, is the code written in "normal" languages (C++, C#, Python, etc), or was it made with the Supercard DSTWO SDK.
3) When will TempGBA be released??? (just kidding :P)
 
So afterall what was needed was a chinese speaking user. Kudos to you bro. And of course to you Nebuleon.
This also proves that DarkChen is in fact a member of the supercard team.
 
So afterall what was needed was a chinese speaking user. Kudos to you bro. And of course to you Nebuleon.
This also proves that DarkChen is in fact a member of the supercard team.
I doubt that was the case. I believe it was the time since it's release and Nebuleon's work on the SNES emulator as a example of his skills has allowed him to be noticed by the SC community.
 
I doubt that was the case. I believe it was the time since it's release and Nebuleon's work on the SNES emulator as a example of his skills has allowed him to be noticed by the SC community.
Not really, CATSFC exists since years and not once has the supercard team acknowledged the skills of BaseAssGold and ShadouCats (or whatever his name is).
 
to WiiUBricker , I am just saying it has been a while since they have released the thing and i think they are ready to let some one else have a go at it.
 
to WiiUBricker , I am just saying it has been a while since they have released the thing and i think they are ready to let some one else have a go at it.

At least Nebuleon got to work to improve Snes emulation and didn't turn his tail and flee from the emulator, like the original developers.
 
Hell, I've bought 1 DSTWO, 2 DSOnei, 1 DSOnei Mini, and 1 Supercard Lite from them, and I never got a response. I had a feeling that it would take someone that can actually speak the company's native language......or in this case, someone who "google translate it".
I don't really know what got them to reply. Maybe it's a combination of Chinese, mutual respect and proved skills. Maybe it's just asking with a clear goal in mind. Either way, it got me something.

Last night I hurriedly removed some uC/OS code, but I don't think I correctly changed all the gba_screen references to UP_SCREEN. Also, I hurriedly added a ds2_main function which contained an audio init call of 256 samples at 44100 kHz. I don't think it will work correctly until I correct these values. I'll need to iteratively test this.

Also, (hopefully) before anybody asks these questions:

1) Will any of the code from NDSGBA 1.21 be able to be incorporated into TempGBA without having to rewrite major amounts of code??? (Not my own question, but I know someone will ask, so let's get it out of the way.)
2) Because this emulator was a port, is the code written in "normal" languages (C++, C#, Python, etc), or was it made with the Supercard DSTWO SDK.
3) When will TempGBA be released??? (just kidding :P)
1) Yes. I'm using the code of NDSGBA 1.21 as a base, but heavily trimming it.
2) The Supercard DSTwo SDK is just a set of libraries, i.e. pre-written code you can call from your code. It is written in C, and so is NDSGBA 1.21.
3) :lol: It will be released when at least a few improvements have been copied from CATSFC, no sooner. Else it's just NDSGBA 1.21.

Normmatt also has an idea for emulation speedup: "only the Div and DivARM bios methods are HLE [high-level emulation], enabling the others and implementing the other common bios methods in HLE should provide some speedup" - that remains to be seen :)
 
I don't really know what got them to reply. Maybe it's a combination of Chinese, mutual respect and proved skills. Maybe it's just asking with a clear goal in mind. Either way, it got me something.

Last night I hurriedly removed some uC/OS code, but I don't think I correctly changed all the gba_screen references to UP_SCREEN. Also, I hurriedly added a ds2_main function which contained an audio init call of 256 samples at 44100 kHz. I don't think it will work correctly until I correct these values. I'll need to iteratively test this.


1) Yes. I'm using the code of NDSGBA 1.21 as a base, but heavily trimming it.
2) The Supercard DSTwo SDK is just a set of libraries, i.e. pre-written code you can call from your code. It is written in C, and so is NDSGBA 1.21.
3) :lol: It will be released when at least a few improvements have been copied from CATSFC, no sooner. Else it's just NDSGBA 1.21.

Normmatt also has an idea for emulation speedup: "only the Div and DivARM bios methods are HLE [high-level emulation], enabling the others and implementing the other common bios methods in HLE should provide some speedup" - that remains to be seen :)
Would one of those improvements be full button mapping so that Y=B and B=A?
 
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Would one of those improvements be full button mapping so that Y=B and B=A?
Once I'm done with most of the CATSFC changes, I will look at adding global button mappings and game-specific button mappings, akin to the global/game hotkeys, for A, B, L, R, Start and Select.

During my testing for the previous TempGBA, I noticed that the button mapping scheme for Legend of Zelda: A Link to the Past is completely bonkers, coming from the SNES version of the game. The button to grab/talk/act is R, not A, Select to open the item menu instead of Start, Start to open the save menu instead of Select, and that mixes me up, so I want to add complete button mapping.
 
Damn. Hoorah! With the release of the source code for NDSGBA, we can now make an even better emulator for the DS2. Sweet!
 

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