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  • Exophase

    by Published on December 15th, 2006 12:20

    A few words:

    - As many of you know, I'm not terribly impressed with the unofficial builds of gpSP that exist without my consent. I have a nice rant about it in the readme, most of you have probably heard me here already anyway so I won't repeat it. Suffice it to say, I'm pretty serious about what I'm going to be doing at this point.

    - This thing was way too much work. >_< I intended to release it at midnight, and I was basically about to, when my beta tester found fresh problems. So here I am, 6 hours later, now ready to release, I guess. I want to give a huge thanks to Veskgar, who stayed up all night with me to beta test.

    - Obviously not every game is going to work, still. I'd love to give you an estimate of what the compatability is like, but until I've actually confirmed that many games of ALL GBA games I'll never feel confident in anything I say. But it's higher than 0.8.

    - 0.9 still means beta. 1.0 won't be beta. If I ever release 1.0.

    I actually worked really hard on this all day to add a bunch of stuff. This is, of course, in spite of all the crap from this scene. Don't get me wrong, there are a lot of very appreciative and dedicated people around (my two beta testers, of course). But I have to deal with a lot of things. People swearing at me for refusing to give them the BIOS, for instance. One person even threatened to report me to Nintendo because I refused to send him one. People literally arguing with me about why it's not fair for me to refuse to send them ROMs. People impersonating me on other message boards. Someone recently pretended to be me and said that I was giving up because I can't compete with Takka's releases. Things like that.

    But I'll still work on this emulator. I started it for a reason and I'm going to see it through, even if I get nothing but headaches from it. I don't really play it mayself, though; I doubt anyone's going to believe me when I say that I actually do code it for the benefit of other people. No matter what, I still remember what it was like when I was 13 and emulators were very important to me, where a new one could make a dramatic difference in my life. Sad as that sounds. If I can be helpful to anyone I want to be.

    But that won't really stop me from being possessive of my emulator. I want it to be developed the way I prefer - fortunately, I happen to sincerely think that I know what's best for it too.

    Anyway, I've rambled enough. No, I won't post what's new here, go read the readme. Have fun :P

    The source. Don't take it for granted, because it might not be there next time.

    Heres whats New for those interested

    # Fixed stereo output being reversed.
    # Fixed a bug causing misaligned errors on 8bit writes to the gbc
    audio channel 3 wave data (fixes various Super Robot Wars games)
    # Fixed DMA with garbage in their upper 4 bits (fixes a crash in
    Zelda: Minish Cap)
    # Added double buffering to the rendering, removes line artifacts.
    Big thanks to Brunni for the idea.
    # Fixed a bug preventing some SRAM based games from saving (fixes
    MMBN4-6)
    # Fixed a bug causing part of EWRAM to potentially get corrupted if
    code segments loaded in EWRAM cross 32KB boundaries (fixes
    Phantasy Star 2)
    # Fixed a bug causing games using movs pc in user mode (very bad
    behavior) to crash. Fixes Colin McRae Rally 2.0.
    # Improved timing a bit more. Fixes GTA Advance.
    # Fixed a sprite clipping bug (fixes crash in third boss of Zelda:
    Minish cap)
    # Increased translation buffer size significantly (fixes Donkey Kong:
    King of Swing)
    # Fixed a dynarec bug causing add pc, reg to not work in Thumb code
    (fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden
    Sun, probably fixes other games)
    # Made sprites using tiles < 512 not display in modes 3-5 (fixes
    a couple minor graphical bugs)
    # Removed abort on instruction 0x00000000 hack, was breaking a
    certain bugged up game (Scurge)
    # Fixed bug in flags generating variable logical shifts (fixes
    SD Gundam Force)
    # Fixed unaligned 16bit reads (fixes DBZ:LoZ in game)
    # Redid contiguous block flag modification checking AGAIN and
    hopefully got it right this time (fixes Mario vs. Donkey Kong)
    # Redid ldm/stm instructions, fixing some cases (along with the
    timing improvements fixes Mario & Luigi)
    # Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot
    of games)
    # Completely redid memory handlers, accurately emulates open and
    BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon),
    Rayman, MMBN 1 (last dungeon), probably others.
    # Fixed a minor graphical glitch on the
    ...
    by Published on October 9th, 2006 02:34

    Okay, a few things about this release. First, it is a features/performance release - if anything new works consider yourself lucky (unless it's a 32MB ROM). I'm going to be focusing on compatability again for the next version. Second, it's still beta, so don't go crazy on me if something's broken. Third, don't go crazy on me if I didn't implement whatever favorite feature you wanted. Fourth, please actually read the readme.

    Heres whats new from the readme:

    v0.8 - ("unlocked" beta)

    NOTE 1: It has come to my attention that there are actually BIOSes out there that are being used that cause some games to not work. The BIOS md5sum listed here is for the BIOS actually in GBAs and
    is as accurate as you'll get, (if you have a GBA and a flashcart you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS)

    NOTE 2: Since I know this is as far as a lot of people here I have a little request. Please, please, (I'd italicize this if I could) please stop constantly asking me when the next release will be, what it'll have, etc. And while you're at it, please stop asking me to implement wi-fi multiplayer, cheat support, or fix all of your games. Some things will happen in due time, other things might not ever happen. I devote about as much time as I can to this emulator
    and I carefully include as much as I can in releases to try to minimize the number of people who will nag me next time (erm, I mean, to make the most people happy), so I don't release every other day or anything like that. Sorry that I can't release once a week, but I'm a lot busier now than I was when I was first developing this emulator. Good thing I got the first version out before that, wasn't it?

    Congratulations, you made it this far! Now read the rest of the this
    thing. *_*

    # Fixed bug in dead flag elimination, "alt" version no longer needed.
    # Fixed EEPROM saves being saved as 32kb instead of 512bytes/8kb
    + 32MB ROM support has been added. ROMS are "demand loaded" as
    necessary and page swapped out; there might be a small loading lag,
    but I have yet to ever really notice anything.
    NOTE: 32MB ROM support only works for unzipped ROMs.
    + Save states have been added. See the save state menu for save/load
    options.
    + Support for the real-time clock (RTC) chip in Pokemon cartridegs
    and other games. The implementation is based off of VBA's, whatever
    notes on gbadev I could find, and some of my own reverse engineering
    of what the games do... it might not be totally correct. Also,
    setting the time does not work.
    + Per-game configuration. Currently this only saves frameskip and
    frameskip variation options.
    + Removed the flash type option from the menu and instead added it
    to game_config.txt. Hopefully got everything - let me know if you
    find something that isn't there. It's pretty easy to add them if you
    have to.
    + Added a display in the upper left-hand corner to indicate when
    fast-forward is on.
    + Added button bindings for save/load state.
    @ Found a fix of StrmnNrmn proportion: far too much unnecessary mutex
    synchronization was going on. Removing the two offending lines of
    code gave a massive speed boost for free. Enjoy.

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    Check out gpSP Compatability List ...
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