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JezzeOffline
Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 11:09 AM
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Joined: Oct 30, 2004
Posts: 5300



Highscores in 05/2013

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Der Nintendo GBA/DS Emulator No$GBA wurde auf Version 2.3 aktualisiert.


The Nintendo GBA/DS emulator No$GBA was updated to version 2.3.


Quote:
4th August 2006 - version 2.3

  • nds/dos: displays nds button X and button Y in redefine keys setup screen
  • gba/bugfix: re-disabled NDS master_bright in GBA mode (port 6Ch is GBA sound2)
  • help: uploaded gbatek txt/htm standalone versions (v2.3 news: 3d video, wifi)
  • nds/help: firmware header chapter (added timestamp/version/type/unused info)
  • wifi/emu: direct boot sets wifi regs (mainly bb) as done by firmware bootcode
  • wifi/emu: emulate serial read/write to BB ports, and write to RF ports
  • wifi/emu: emulates indirect wifi ram read/write access via ports 050h..076h
  • wifi/emu: emulates wifi disable by powcnt2, emulates 8bit/16bit/32bit access
  • wifi/emu: allocates/emulates 8K wifi RAM, emulates used/unused wifi io ports
  • wifi/help: added write range: w_buf_wr_end (074h) and w_buf_wr_step (076h)
  • wifi/help: added missing ports 078h and 09Ch, explained RF index/18bit data
  • wifi/help: added random algorithm, added w_us_comparecnt (compare enable)
  • wifi/help: added notes on read-mirrors when reading from write-only ports
  • wifi/help: added bit-by-bit port descriptions, including unused/always0 bits
  • wifi/help: corrected several (R)/(W)/(R/W) specifications, added r/w bitmasks
  • wifi/help: matched doc to 80 column width, removed too-verbose stuff in iomap
  • wifi/help: added wireless chapter (many thanks stephen stair´s ds wifi doc)
  • nds/xcept: allows NDS7 to access 64K region at 4800000h (wireless wifi ports)
  • nds/xcept: allows NDS7 to access 256K mirror at 27C0000h (commercial games)
  • nds/xcept: allows ITCM mirror at 1FF8000h..1FFFFFFh (used by commercial games)
  • nds/rtc: serial transfer timings firmware-compatible (on other edge than bios)
  • nds/firmware: supports 512Kbyte firmware.bin (ie. chinese charset in iQue)
  • nds/emu: emulates 512-byte backup eeprom (as used in metroid demo cartridge)
  • nds/help: corrected auxspicnt (exchanged bit6/bit13, enable and hold flags)
  • 3d/help: cleaned-up 3d matrix chapter (mtx_mode, and clip_mtx descriptions)
  • 3d/help: added chapter on 2D scrolling/specialeffects/window used on 3D/BG0
  • nds/video: emulates display capture from source A=bg/obj, fixed swap_buf time
  • nds/help: added note on capture completion in line 192 (regardless of size)
  • nds/iomap/help: corrected display capture read/write offsets (exchanged them)
  • 3d/2d: emulates hscroll on 3D layer, prevents mosaic and vscroll on 3D layer
  • debug/iomap: fixed position of "W0 W1 Obj Out" and "1st 2nd Target" flags
  • 3d/log: automatic comments on separate bits in poly_attr and teximage_param
  • 3d: supports transparent rear-planes (for underlaying 2D plane) (metroid menu)
  • 3d: enabled GL_NORMALIZE (required for normals when used with scaled matrix)
  • nds/slot/dma: executes BURST only on START 0-to-1 (not on clearing MODE bits)
  • nds/slot: cart transfer ready irq generated ONLY if enabled in 40001A1h.Bit6
  • nds/touchscreen: works also in debug-window (not only in separate game window)
  • nds/touchscreen: initializes calibration also when booted via bios/firmware
  • nds/div/emu/help: DIV0 or MAX overkill: 32bit result is reversed-sign-expanded
  • nds/div/emu/help: reserved mode3 is same as mode1, result/remain sign-expanded
  • nds/div/emu/help: DIV0 sets remain=numer, result=+/-1 (sign opposite of numer)
  • nds/div/emu/help: (-MAX / -1) overflow error returns (-MAX) (instead +MAX)
  • 3d/iomap: added vertex (vtx16), normal vector, light colors, and light vectors
  • 3d/iomap: added box test, pos test, pos test result, vec test, vec test result
  • 3d/iomap: added edge color table, fog table, toon table, shininess table
  • 3d/iomap: added current projection, position, direction, and texture matrices
  • debug: disassembler: fixed Rm,Rs operand order for umull/smull/umlal/smlal
  • 3d: texture mirror repeat (fully software emulated, pre_opengl_1.4 compatible)
  • debug: changed .FNT DefaultChar from 2Eh to FFh (avoids WinXP bug) (jasper)
  • 3d/log: log-file for all GX commands (format: PortNNN/CmdNN cmd_name params)
  • 3d/log: auto-indent within begin/end, auto-wrap-indent for NxN matrix params)
  • nds: re-init fpu-mode for 64bit INTEGER div/sqrt (required after opengl calls)
  • 3d: fixed SCALE command (applied only to one matrix even in simultaneous mode)
  • 3d: fixed mtx_load_4x3 command (applied to both matrices in simultaneous mode)
  • 3d: emu: fixed vec_test (x,y,z,0) (4bit sign, instead 1bit sign+3bit integer)
  • 3d: texcoord-transform fully software emulated (without GL_TEXTURE matrix)
  • gba/help: added note on more complex invalid tiles with multiple BGs (jasper)
  • 3d/help: added decal/modulation/toon/highlight chapter, and texcoord chapter
  • 3d: texture 4x4 texel compressed format (incomplete, without interpolation)
  • 3d: texture translucent formats, palette formats optionally color0 transparent
  • 3d: bugfixed vtx_diff (9bit fraction is meant to be LSBs of 12bit fraction)
  • 3d: material0.bit15 directly sets vertex color (for N´s "cube" demonstration)
  • 3d: light/material/normal with forced begin/end-outbreak on GL_LIGHTING change
  • 3d: calls gx_process_fifo to free-up gxfifo (when possible aka no swap active)
  • 3d: get framebuf: reverses red/blue by table (for match-up with nds 2D engine)
  • 3d: explodes (1)-5-5-5 RGB textures to "unpacked" OpenGL RGBA 8-8-8-8 format
  • 3d: supports 16bit I/O-writes (eg. metroid demo: 16bit STRH to CLEAR_DEPTH)
  • 3d: textures (metroid demo: "nintendo/actimagine" shown before intro-movie)
  • 3d/help: added note on END_VTXS being a dummy command (no effect on hardware)
  • 3d/help: added note on depth test, and on POLYGON_ATTR applied at BEGIN_VTXS
  • 3d: enabled Depth Test, and emulated Depth Test modes (either Less, or Equal)
  • 3d/iomap: displays VertexColor setting (Port 480h aka Cmd20h) in F10 screen
  • gba/video: bugfixed rotscal tile-map mode (bugged since v2.2f) (thanks jasper)
  • 3d: converts fixed-point-to-float by FMUL 1/1000h (faster than fscale or fdiv)
  • 3d/help: added notes about clipping, and about light vectors and normal vector
  • 3d: retrieves DIB bitmap data by movsd (glReadPixels doesn´t seem to work)
  • 3d: supports begin/end quad/triangle/strips and all variants of vtx-commands
  • 3d: forwards (software calculated) projection/modelview matrices to opengl
  • 3d: supports clear color, clear depth, and applies viewport setting
  • 3d: supports vertex color, and polyonattr alpha/wireframe/front/back settings
  • 3d: pre-calculates 5bit R,G,B,A float values (for fast conversion via table)
  • 3d: calls ChoosePixelFormat (killer-slow) (only if needed, not for 2D games)
  • 3d: retrieves gl- and wgl- and PixelFormat proc addresses (quite fast)
  • 3d: loads Opengl32.dll (killer-slow) (but, only if needed, not for 2D games)





Related links:

[ GBA Emus ][ GBA Infos ]


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JezzeOffline
Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 11:16 AM
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Joined: Oct 30, 2004
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Highscores in 05/2013

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Auf der Homepage steht noch ein recht interessanter Satz.

Quote:
No$gba v2.3 contains almost full NDS emulation support including 3D. For a list of missing features and known problems, see here.

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Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 11:26 AM








Highscores in 05/2013

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XTaleOffline
Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 01:32 PM
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Joined: Jul 04, 2004
Posts: 1853

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Highscores in 05/2013

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Ich gehe eher davon aus, dass damit die (sündhaft teure) Debugger Variante gemeint ist.
Vielleicht sollte einfach jemand mal no$gba 2.3 ausprobieren Wink
 
 
 
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Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 01:37 PM








Highscores in 05/2013

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XTaleOffline
Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 01:44 PM
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Highscores in 05/2013

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naja, die battleshipds (pd) und tetrisds (pd) emuliert er mal, was deine Theorie von "kein NDS" wohl widerlegt Wink
 
 
 
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Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 01:49 PM








Highscores in 05/2013

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XTaleOffline
Post subject: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 02:06 PM
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Posts: 1853

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Highscores in 05/2013

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"Richtige" NDS Roms hab ich auch nicht Wink Weshalb wir 2 das ganze wohl nicht lösen können.
 
 
 
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Q-MarineOffline
Post subject: Re: GBA: NO$GBA v2.3  PostPosted: Aug 05, 2006 - 06:08 PM
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Joined: Jul 04, 2004
Posts: 3060



Highscores in 05/2013

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XTale wrote:
Ich gehe eher davon aus, dass damit die (sündhaft teure) Debugger Variante gemeint ist.
Vielleicht sollte einfach jemand mal no$gba 2.3 ausprobieren Wink


Dürfte sinnlos sein, wenn man sich die Readme.txt durchliest.

Quote:
CAUTION:
The shareware & commecial versions include debugging features which are
useful for programmers ONLY, these versions are COMPLETELY USELESS for
gamers. That means, if you are a gamer, then you do NOT need to buy (or
steal) anything, you already GOT EVERYTHING you need FOR FREE.

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NorQueOffline
Post subject:   PostPosted: Aug 05, 2006 - 08:48 PM
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Joined: Jul 18, 2004
Posts: 867



Highscores in 05/2013

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Ein, ahem, "Freund" *hüstel* hat mir erzählt, das kommerzielle ROMs bei ihm funktionieren würden. Allerdings nicht einfach so, man braucht wohl die BIOS Dateien und muss die ROMs vorher mit einem bestimmten Tool patchen. Wobei die kompatibilität eher mäßig ist, von den Spielen die, ahem, er ausprobiert hat haben die meisten nur die Startbildschirme angezeigt und sind dann entweder abgestürzt oder unerträglich langsam geworden. Die No$GBA Screenshot-funktion ist übrigens auch kaputt...

img img

-- NorQue
 
 
 
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