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retroKOffline
Post subject: NintendoDS: No$gba v2.6a  PostPosted: Jan 24, 2008 - 09:29 AM
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Joined: Jul 04, 2004
Posts: 12.008

Location: Frankfurt a.M.
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Eine neue Version des Gameboy Advance/Nintendo DS Emulators NO$GBA ist erschienen. Wie beim letzten mal bekommt man diese Version nur gegen eine kleine Spende, dafür ist die Vorgänger-Version 2.6 nun frei erhältlich.



A new version of the Gameboy Advance/Nintendo DS emulator NO$GBA has been released. Like the last time you have to donate to get this version, but fortunately the previous version 2.6 is now available for free.

Quote:
23 January 2008 - version 2.6a
(faster 3d rendering, backup detect, rtc-irq, better texture interpolation,)
(perfectly accurate edge-marking, translucent-poly-id, shadow-poly support,)
(capture in vram display mode, debug gui/warnings, cpu/ipc/div/sqrt details)
- free-download: old no$gba v2.6 gaming version now free for everybody - enjoy
- debug/symbols: resize function for Alt+L symbol list window (saved in .ini)
- debug/internal: changed computer_id handling for compatibility with win vista
- nds/debug: allows nintendo to mis-use clipmtx_result for detecting their emu
- nds/debug: allows to override mis-declared-thumb-functions by crude $t labels
- nds/rtc: triggers IRQ when SI changes HI-to-LO (only when SI-IRQ is enabled)
- hll-version: demangles strange new "_ZN3txt3txtEii" and "_Z3txtii" type labels
- nds/gba/rcnt: allows to generate SI interrupts manually by toggling RCNT bits
- nds/gba/rcnt: internally memorizes rcnt-output bits (additionally to inputs)
- nds/rtc: passes rtc 1Hz/2Hz/4Hz/8Hz/16Hz or per-minute IRQ to rcnt SI input
- nds/3d: soft-speedup: uses clean 80286 shift opcodes (instead slow 80386 shrd)
- nds/3d: soft-speedup: new scaled side_clip_x allowed to re-remove pre_add_mask
- nds/3d: soft-speedup: scaled side_clip_x coords from 0..len to 0..7FFFFFFFh
- nds/3d: soft-accuracy: texture/color interpolation with variable pre_add_mask
- nds/details: emulates all newly discovered ipcfifo/div/sqrt technical details
- nds/help: added tech specs on div/sqrt (readonly results, start/stop timings)
- nds/help: added tech specs on ipcfifo (edge triggered, underrun, fifo-disable)
- nds/help: added user settings 076h (language mask) and header 01Dh (ique flag)
- nds/3d: soft-detail: edge-mark: recurses surrounding depth values (less only)
- nds/3d/help: added more technical notes on edge marking (depth and polygon_id)
- nds/a22i: auto generates chinese crc upon .fix directive (only if version=2)
- nds/help: added info on chinese title in icon/title region (addr/version/crc)
- cpu/internal: reduced 32bit test/and to 8bit (al/bl/cl/dl instead eax/ebx/etc)
- cpu/detail: emulates mis-aligned thumb bx/blx and arm bx/blx (with warning)
- cpu/detail: emulates mis-aligned rd=r15 in arm alu opcodes (thanks jonathan)
- nds/3d/help: added double-blended-edge-glitch (edge-marking plus anti-alias)
- nds/3d/help: added translucent-edge-glitch (edge-marking plus anti-aliasing)
- nds/backup: supports re-detection (games with faulty initial initialization)
- nds/backup: added bus-width auto detection (redirecting to new general types)
- nds/backup: added new types (3x general types) (and 1x sanyo, thanks flubba)
- nds/3d: soft-detail: edge-mark: handles edges at screen border (via clear_id)
- nds/3d: soft-detail: edge-mark: applies edges in respect to surrounding pixels
- nds/3d: soft-detail: edge-mark: internally stores edge_flag for possible edges
- nds/debug: allows some games to initialize not-existing port 4001004h to zero
- nds/debug: allows nintendo to use faulty ldmib with base-inclusion-writeback
- nds/debug: allows nintendo to use invalid stmib/ldmib user bank writeback
- nds/debug: allows nintendo to write more serious nonsense to (R) baseband regs
- nds/timings: re-fixed arm7/arm9 sync (new arm9-66MHz timings vs arm7-33MHz)
- nds/video: supports capture from 2d/3d engine in vram display mode (nanostray)
- nds/help: added note on undoc nds7 port 4001080h (used by ds-lite firmware)
- nds/help: added optical mouse sensor (slider controller) (thanx daniel palmer)
- nds/help: added firmware wifi internet access point settings info (thanks cue)
- nds/help: added user settings 066h (year) and 075h (ext language) (thanks cue)
- screenshot: converts 32bpp images to 24bpp (smaller and more standard files)
- nds/3d: soft-detail: prevents rendering of translucent polys with same poly_id
- nds/3d: soft-detail: supports shadow polygons (mask/render, step 1 and step 2)
- nds/3d: soft-speedup: scaled perspective correct clp.x from 0..len to 0..7FFFh
- nds/3d: soft-speedup: mmx: faster texcoord_clipping (no_repeat,repeat,flipped)
- nds/3d: soft-speedup: pre-calc tex_clip proc, collapsed 32:32 tex_xy to 16:16
- nds/3d: soft-speedup: pre-explodes edge_color_table, optimized alpha blend
- nds/3d: soft-speedup: mmx: processes two rgba-pairs and tex_xy-pairs at once
- nds/3d: soft-speedup: mmx: nonlinear color_rgb and texcoord_xy interpolation
- nds/3d: soft-detail: stores fog bit in framebuffer (opaque/trans=replace/and)
- nds/3d: soft-speedup: mmx: linear color_rgb and texcoord_xy interpolation
- nds/3d: soft-speedup: merged texture addressing and blending into single proc
- nds/3d: soft-speedup: mmx: faster texture blending (modulate/toon/highlight)
- nds/3d: soft-speedup: pre-calculates soft3d_tex_blend_proc for blendtype/mmx
- nds/3d: soft-speedup: uses mmx (if present) (otherwise stays 80386 compatible)
- nds/3d: soft-speedup: collapsed scanline_rgba from 32:32:32:32 to 8:8:8:8 bits
- detect: added no$gmb-386/486/cpuid detection, internal: rdtsc (3d/re selftest)


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

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LuziferOffline
Post subject:   PostPosted: Jan 24, 2008 - 10:11 PM
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Joined: Jan 01, 2005
Posts: 27

Location: Berlin
Status: Offline
Läuft einwandfrei, die meisten Spiele laufen annähernd perfekt, gerade bei Zelda ist die Grafik wesentlich besser geworden wie auch der Sound.
Außer bei Resident Evil DS da gibt es in dieser Version Grafikfehler am Boden...
 
 
 
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laformaOffline
Post subject:   PostPosted: Jan 24, 2008 - 11:58 PM
Retrokenner


Joined: Jun 01, 2007
Posts: 394


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jupp, endlich laufen die spiele mal ohne stottern auf meinen alten amd 64 3000+ und die backup autodetection ist auch ne feine sache.
 
 
 
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zerstorerOffline
Post subject:   PostPosted: Mar 11, 2008 - 11:23 AM
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Joined: Mar 11, 2008
Posts: 1


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HeY ich wollte fragen wo man die version alden kann ic hfinde nur die version 2,6 und will 2,6a
danke im vorraus
 
 
 
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retroKOffline
Post subject:   PostPosted: Mar 11, 2008 - 11:48 AM
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Joined: Jul 04, 2004
Posts: 12.008

Location: Frankfurt a.M.
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Die Version 2.6a gibt es nur gegen eine "Spende" von 2,5 Dollar. Kostenlos gibt es immer nur die Vorgänger Version. Steht auch oben im Newstext.

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Anja3105Offline
Post subject:   PostPosted: Jul 17, 2009 - 01:45 PM
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Joined: Jul 17, 2009
Posts: 11


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oh man bei mir läuft der net!der zeigt mir nur an dass comand net geladen werden kann!was muss ich da machen?
 
 
 
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Morthei14Offline
Post subject:   PostPosted: Jul 17, 2009 - 06:04 PM
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Joined: Jul 17, 2009
Posts: 1


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Hey bei mir steht a Image Crash occuperd oder so kann mir jemand helfen???
 
 
 
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retroKOffline
Post subject:   PostPosted: Jul 20, 2009 - 10:46 AM
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Joined: Jul 04, 2004
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[quote:dd037c2753="Morthei14"]Hey bei mir steht a Image Crash occuperd oder so kann mir jemand helfen???

Siehe hier, Frage 9: http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-6742.html

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