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Thread: VisualBoy Advance WIP v1.8.0 Build 19.06.06

                  
   
  1. #1
    Won Hung Lo wraggster's Avatar
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    GBA VisualBoy Advance WIP v1.8.0 Build 19.06.06

    Spacy has released a new build of the GBA Emulator VisualBoy Advance:

    Changes:

    Me:
    - I extremely reworked Direct3D to be faster than DirectDraw, but without aspect ratio correct scaling.
    - Removed Skin support (from the Visual Studio 2005 build [#define NOSKINS]) to make compilation easier.
    - Fixed joypad configuration dialog, it now responds faster to key presses.
    - Merged the "open file" code for GB and GBA games.
    - Merged the simple copy Image routine between DirectDraw and Direct3D, added a fast C alternative
    - Worked over the whole DirectSound interface and found+fixed a minor bug.
    - Enabled SSE(1) optimization in compiler

    Pokemonhacker: [the one and only ]
    Cheats.cpp
    - corrected a compatibility problem with other versions.
    - fixed a bug for ARV3/4 rom patching codes.
    - corrected a bug when you entered a 'unknown' code, and then removed/disabled it.

    GBA.cpp / gbainline.h:
    - tweaked the bus prefetch a bit.
    - changed the save handling a bit.
    - added a 'master code' support (so the cheats are executed only when the master code address is reached ; if no master code are entered, cheats will be executed after each frame).
    - corrected the mirroring of Vram.
    - changed slightly the emulation of gbasavetype.

    RTC.cpp:
    - vba now ignores rtc command 0x64.

    FLash.cpp:
    - added a 64k->128k 'auto upgrade' (could correct some of the pokemon games's corrupted/deleted save problem).

    Cheats.h:
    - corrected a compatibility problem with other versions.
    - fixed a bug for ARV3/4 rom patching codes.

    bios.cpp:
    - added support for swi $d (GetBiosChecksum).
    - corrected a bug in registerRamReset.

    arm-new.h:
    - optimised/simplified a bit the bus prefetch handling.


    Some information about a native 64bit build:
    I succesfully made the code compile with WIndows XP Professional x64 Edition, but Microsoft's Compiler has the disadvantage, that it does not support inline assembler in 64bit mode, so emulation was quite slow. Because of that and other reasons, I decided to not continue working on that. IMO, since VBA 32bit works very well on 64bit systems (WITH inline assembled code), I see no reason to distribute a 64bit build. But nevertheless, I will always take care, that the current code will be compilable on 64bit systems.


    Recently, I tried to add a Windows waveOut interface, but it seems that it needs much more code to "stream" sound without gaps, so I think I will drop that idea. I just did it to learn something about digital sound

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    DCEmu Rookie Miria's Avatar
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    MuST Download Rite Now.

  3. #3

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    advance wars here i come!

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