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hellboy_666Offline
Post subject: No$gba v2.7  PostPosted: May 24, 2013 - 06:56 PM
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Joined: Dec 25, 2008
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Eine neue Version des Gameboy Advance/Nintendo DS Emulators NO$GBA ist erschienen.


A new version of the Gameboy Advance/Nintendo DS emulator NO$GBA has been released.

Quote:
No$gba Release Notes

The freeware debug version was discontinued after version 1.4c, due to piracy attacks.
Restrictively, version 1.5 and up was available to registered commercial users only.
Version 1.9 and up are free for gamers, the debug version can be registered by hobby users.

23 May 2013 - version 2.7
- help: updated gbatek standalone version 2.7 (around fifty news since 2.5)
- sizing: added game window sizing support in NDS mode, and in multimachine mode
- multimachine: fixed some bugs on adding/removing additional NDS machines
- dos: fixed destroyed ebx register in memory handle resizing function
- dos: fixed missing nds_color_xlat re-initialization on dos video mode changes
- dos: fixed wrong resolution in 320x200pix mode (emu-vga mov cx,320 for lowres)
- gba/help: added partial gba wireless adapter details
- gba/help: added gameboy player detect/unlock/rumble info (thanks flubba)
- nds/help: added expansion ram detection/unlocking info (thanks rick lick wong)
- gui: created own help engine (instead of microcrap´s suicidal windows .hlp)
- gui: added dos/windows help engines to gaming-versions (with short help text)
- internal: uses new overlay engine for help.pak, xmit-nds.pak, pockclon.pak
- removed bg_gif feature (no$gmb relict that was probably never used in no$gba)
- gba/help: added video interlace info (thanks damian yerrik)
- debugmsg: added optional dma-transfer and serial-port (normal mode) logging
- debugmsg: changed debug message window to use nonproportional fixedwidth font
- debugmsg: added new debug I/O ports 4FFFAxxh (alternate to old "mov r12,r12")
- debugmsg/help: added info on no$gba (and ensata) debug pseudo I/O ports
- cpu: supports "blx lr" (both arm and thumb) (used by FF4) (thanks X-0D X-0D)
- cpu: supports 2nd half of thumb-bl-opcode (used by MarioGolfAdvanceTour.gba)
- a22i: fixed thumb add rd,=adr (unsigned 8bit offset, not 7bit with 1bit sign)
- a22i: recognizes thumb add/sub rx,ry as short-form for add/sub rx,rx,ry
- a22i: recognizes thumb labels starting with "b" (were treated as "b{cond}")
- a22i: accepts thumb ldr/str rd,[sp] with omitted zero-immediate offset
- pockstat: emulates sony pocketstation (uses arm cpu too, otherwise offtopic)
- debug: added new emu-detection and string/character-output (via port 4FFFAxxh)
- laptop/controls: backspace disables delays (same as keypad+ on real keyboards)
- nds/wifi: emulates aid_low and aid_full masking, stats masking, stats auto_res
- nds/3d: soft-detail: emulates disp_1dot_depth (if enabled checks all w-coords)
- nds/3d/help: added note that disp_1dot_depth checks all vertices of the poly
- nds/3d/help: added note that disp_1dot_depth is actually a 0dot_depth check
- nds/3d/help: added note that disp_1dot_depth always uses W-coord (not Z-coord)
- nds/3d: stores disp_1dot_depth changes as pseudo gx command in command buffer
- nds/3d: soft-detail: emulates depth_equal tolerance, raised frac_z from 5 to 6
- nds/3d/help: added info on depth_equal tolerance (+/-200h within 24bit range)
- nds/3d/help: added disabled alpha_blend info (size reduction, rgba overwrite)
- nds/3d: soft-detail: reduces size of translucent polys if alpha-blend disabled
- nds/timing-fix: prevents dumbloop-trick on legitimate div/sqrt-busy waitloops
- nds/3d: soft-detail: bypasses alpha-blending when framebuf alpha=0 (rearplane)
- nds/3d: soft-detail: bypasses alpha-blending when master-disabled in disp3dcnt
- nds/3d: soft-accuracy: boxtest uses new soft3d clipping code (for all 6 quads)
- nds/3d/help: added alpha-blending formulas (for blending polygon vs framebuf)
- gba-micro/help: added note on slower 256K main ram (crashes when overclocked)
- gba-micro/help: added case/joypad ascii-arts, mentioned unsupported dmg/cgb
- gba-micro/help: added pinouts for supply/sio/phones/lcd/backlight/powerchips
- nds/3d: soft-detail: supports alpha_test_ref (if enabled) (full range 0..31)
- nds/3d: soft-accuracy: raised div_w resolution from 40000000h/w to FFFFFFFFh/w
- nds/3d/help: corrected alpha_test_ref (hide if below-or-equal) (instead below)
- nds/3d/help: added notes on edge-marking problems (with translucent polygons)
- nds/3d/help: added fog blending formula, added note on fog glitch (1st alpha)
- nds/3d: soft-detail: applies fog when enabled (depth/flag/color/alpha/mode)
- nds/3d: soft-detail: explodes fog_table (only if enabled and only if changed)
- nds/3d: soft-bugfix: fixed transulcent mask (new id only, not new OR old id)
- debug/profiler: fixed crash in the profiler list window (occured in v2.6b)

24 January 2013 - version 2.6b (bugfix) (hll-debug-ver only)
- debug/bugfix: fixed a crash that occured with new demangler (pop without push)


Related links:
[ Nintendo DS Emus ][ Nintendo DS Infos ]

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bimjim
Post subject: No$gba v2.7  PostPosted: May 24, 2013 - 07:23 PM
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Joined: Mar 05, 2007
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geil!!! Very Happy
 
 
 
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AnnaWOffline
Post subject:   PostPosted: May 25, 2013 - 01:11 PM
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Joined: Nov 12, 2006
Posts: 388


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Merkwürdig, die neue Version beinhaltet auch eine Pocketstation Emulation.

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krysmopompasOffline
Post subject:   PostPosted: May 25, 2013 - 02:05 PM
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[quote:0226ac2f89="AnnaW"]Merkwürdig, die neue Version beinhaltet auch eine Pocketstation Emulation.
Weil auch eine ARM CPU drin ist.

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AnnaWOffline
Post subject:   PostPosted: May 25, 2013 - 05:26 PM
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Joined: Nov 12, 2006
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[quote:2eb855f48f="krysmopompas"][quote:2eb855f48f="AnnaW"]Merkwürdig, die neue Version beinhaltet auch eine Pocketstation Emulation.
Weil auch eine ARM CPU drin ist.

Dennoch etwas abwegig bei einem GBA/NDS Emulator.



Der Mephisto Amsterdam Schachcomputer emuliert auch nicht einen Classic Amiga nur weil eine Motorola 68000 CPU verwendet wird.

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Post subject:   PostPosted: Jun 01, 2013 - 11:53 AM







Löschen.
 


Last edited by Guest on Sep 12, 2020 - 09:22 AM; edited 2 times in total 
 
   
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JezzeOffline
Post subject:   PostPosted: Jun 01, 2013 - 12:49 PM
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Joined: Oct 30, 2004
Posts: 5.751


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'no cash' bezieht sich nicht auf die 'Kosten' der Programme im Sinne von Geld.

Quote:
The Nocash Concept

Well, I did choose this possibly silly pseudonym a couple of years ago, but alltogether it still represents my lifestyle quite good. Nocash is meant as a statement against consum and luxory.

In case of computers that means that I am partly amused, and partly worried about the craze for newer and faster computers, and for more bloated and inefficent programs. And the people really believe that they would need the hitrash stuff. I mean, give list of five million numbers to one of these guys, and tell him to add all that numbers together, how long would that take? One week? A month? But he would still treat a computer that handles that calculations within a single second as 'slow'.

In my programs I attempt to point out that the quality of a program doesn't depend on it's size, or on the hardware. Yes, yes, that might be a senseless attempt, but I like it that way.

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RoadOffline
Post subject:   PostPosted: Jun 04, 2013 - 11:05 AM
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Joined: Jul 06, 2004
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Ich würde mich freuen, wenn Leute mehr für ihn spenden würden, ich habe Martin persönlich kennengelernt und seine Statements sind kein Fake, er gehört für mich zu den begabtesten Leuten im deutschen Emulation Bereich, wie man auch unschwer an seinen Emulatoren und Dokumenten erkennen kann. Die meisten Sachen, die er macht, stellt er kostenlos zur Verfügung, daher hat er jede Unterstützung auch verdient, damit er über die Runden kommt. Unsere Gesellschaft funktioniert nun mal leider nicht ohne Geld und guter Wille alleine kauft kein Brot.
 
 
 
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Cole
Post subject:   PostPosted: Jun 04, 2013 - 02:30 PM
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Joined: Feb 27, 2007
Posts: 1.071

Location: Delta Vega
Also ich habe schon bei einigen Projekten mal 5€ bzw. 10€ gespendet.

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