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Thread: No$GBA 2.3a released

                  
   
  1. #1

    GBA No$GBA 2.3a released

    Finally, after 3 mounths, there is a new version of the Game Boy Advance/Nintendo DS emulator for Windows.

    Changelog:

    nds/help: nds-bitmaps can be wrapped (that unlike gba-bitmaps) (thanks remi)
    nds/video: emulates optional wrap-around (area overflow) for nds bitmap-modes
    nds/video: emulates read-only 2d-engine-b ports as read-only (thanks remi)
    nds/3d: texture transformation mode 1 supports negative m[8,9,12,13] values
    nds/3d/boxtest: fast onscreen pre_check on any of all 8 coordinates of box
    nds/3d/boxtest: fast offscreen pre_check on all 8 coordinates of whole-box
    nds/3d/boxtest: fast offscreen pre_check on all 4 coordinates of box-face
    video/speedup: faster bg drawing when special effects disabled (blend/bright)
    reg/home: moved all users to usa, avoids paypal-german-language-service (remi)
    reg/full: new parity and decrypt.jpg encryption by headless marching soldiers
    reg/full: discontinued free nds-updates for older (than 12 months) gba-users
    reg/full: registration tool auto-generates invoices for commercial users
    reg/home: new file-ext .key (some servers now declare .bin as potential virus)

    sync: forces machine_switch on retrace, forces to be 1st machine after retrace
    gui/f1_key: HELP_FORCEFILE instead HELP_CONTENTS (preserves current chapter)
    webpage: added donate buttons on gba,msx,cpc,nes,2k6,zx8,c64 freeware pages
    email: new email address - please do NOT put it online - due to spam problems
    nds/3d: bug-fixed GX "nop" command (to have 0 parameters, instead 1 parameter)
    emu/help: described + emulated gba/nds7 dummy cp14-icebreaker (prefetch data)
    nds/cpu: emulates cp15 ctrl bit15 (pre-v5 ldr/ldm/pop pc.bit0=thumb disabled)
    cpu: emulates/ignores misaligned r15 in LDM [Rb],r15 (with optional warning)
    nds/help: added some basic specs on DS Memory Timings (in DS Various chapter)
    nds/3d: bugfixed texture transform (imul_op=64bit, instead imul_eax,op=32bit)
    cpu: emulates empty rlist (load/store r15 on ARMv4, Rb=Rb+/-40h on ARMv4/v5)
    cpu: emulates writeback-base-included-in-rlist (for all stm/ldm/v4/v5/tmb/arm)
    cpu/help: added info on invalid rlist's for ARMv4/v5 THUMB/ARM LDM/STM opcodes
    cpu: bugfixed arm9 q(d)add/sub (xor 7fffffffh instead 7ffffffh, one more f)
    nds/sound: emulates sound output speaker routing and speaker stereo panning
    nds/sound: emulates sound-hold (freezes output until hold=0 or next re-start)
    nds/sound: optionally mono output, optionally disabled, on machine 1 only
    nds/sound: allows "dumb loops" when reading non-irq-timed sound status regs
    nds/sound/help: described hold flag (can't hold on restart, apparently bugged)
    nds/sound/help: described the two different ch(a)+ch(b) addition outputs
    nds/sound/help: described capture errors (both negative and overflow bugs)
    nds/sound: emulates minmax clipping, fully emulates all sound capture errors
    gba/sound: fixed small ch4 glitch (occured when only one stereo side was on)
    gba/sound: bugfix: recurses channel 3 wave ram bank number/bank size changes
    gba/sound: emulates minmax clipping, corrected channel-volume vs bias-volume
    gba/nds/sound/help: rev-engineered Max Output Levels (psg/pcmfifo/bias/clip)
    nds/sound: emulates capture (routing, adding, mixing, rounding, clipping, etc)
    nds/sound: emulates sound loop+length and high accuracy frequency timings
    nds/gba-slot/bugfix: memadr_sram (instead nnn=0Eh) (thanks Chow Kim Foong)
    nds/sound/help: corrected sample frequency, explained length/loop registers
    nds/sound: emulates channel volume, channel volume shift, master volume, bias
    nds/sound: emulates pcm8, pcm16, adpcm, psg wave/duty, psg noise formats
    nds/sound: emulates all write-only sound ports as such (reads as 00000000h)
    nds/sound/no$fmw/emu: initializes bias=200h (as done by original firmware)
    nds/sound: nds_sb_generate_sample invoked by NDS7 (not NDS9) as sound master
    nds/bugfix: fixed arm9 halfmul opcodes (accidently exchanged opcode lsbs/msbs)
    debug/disass: fixed smulxy opcode (showed up as "smmuxy" instead of "smulxy")
    nds/sound/help: described SOUNDCNT bits 8-11 (final audio output selection)
    Download and Give Feedback Via Comments


  2. #2

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    Ive tried the older version and I could never get it to work, lets try the new release, thx dude

  3. #3

  4. #4
    DCEmu Rookie Xcliber's Avatar
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    pokemon diamond is a gbc homebrew. try a gbc emulator

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    DCEmu Newbie x24's Avatar
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    "pokemon diamond is a gbc homebrew. try a gbc emulator"

    I've never said a word here but im risking my existance here to call you an idiot! Number one, its a ds game.. the game your thinking of isnt even homebrew, its a hack of a japanese rom..

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    How do you get this to play a ds game? I tried it and it crashed the cartridge immediatly.

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    DCEmu Coder Sektor's Avatar
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    It's for developers to test their homebrew games. It probably doesn't work with any commercial games.

  9. #9

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    Quote Originally Posted by Sektor View Post
    It's for developers to test their homebrew games. It probably doesn't work with any commercial games.
    WRONG. It works with A LOT of commercial games. But it's not very very easy.

    Kcen: you can try with desmume, it runs a lot of commercial games with playable speed.


  10. #10
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    Dont ask that, its not allowed

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