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vba-next's Issues

Abrupt exit/crash running PD ROM Space Loonies under Android RetroArch

I get this crash 100% of the time in the Space Loonies title screen, but only in RetroArch Android. It is most likely caused by the BG2X and BG2Y registers becoming negative, which is perfectly legal on hardware. It works fine on hardware, in VBA-M, and in VBA-Next on Win32. If you start a game before the point at which the title crashes, it plays fine until the game ends and it shows the title screen again.

Here is the section of source where the game crashes:

  REG16(REG_BG2CNT) = 0;
  REG32(REG_DISPCNT) = 
    DISPCNT_BG_MODE(4) + DISPCNT_ENABLE_BG(2) +
    DISPCNT_ENABLE_OBJ + DISPCNT_1D_OBJ_MAPPING;
  for(i = 128; i < 512; i += 4) {
    REG16(REG_BG2PA) = i;
    REG16(REG_BG2PB) = 0;
    REG16(REG_BG2PC) = 0;
    REG16(REG_BG2PD) = i;
    REG32(REG_BG2X) = (120 << 8) - i * 120;
    REG32(REG_BG2Y) = (43 << 8) - i * 43;
    if(IsKeyClicked(KEY_START | KEY_A)) return 1;
    DittyPlayJiffy();
    r250();
    while((REG32(REG_DISPSTAT) & DISPSTAT_VBLANK) != 0);
    CheckReset();
    while((REG32(REG_DISPSTAT) & DISPSTAT_VBLANK) == 0) Halt();
  }

The game runs through this loop for a second or two before the crash, so I strongly suspect the crash is dependent on the value of i. It looks very much like the crash happens when the background is 1:1 scale, which would make i > 256 and cause BG2X and BG2Y to be set negative.

The ROM is in the public domain and can be downloaded at http://www.bargaintuan.com/gba/Space_Loonies.zip

I hope this information will help solve problems with other ROMs as well.


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[PS Vita] Klonoa - Empire of Dreams (USA) - Crash while exiting level 1-3

After exiting the door (completing the level) in the third level of the first world, the image fades out normally, freezes and then crashes.

I had this happen once, wiped the save and tried again, then tried going through the door without having collected all of the items and the crash occurred all three times.

I've attached the three crash-logs that were generated. Hope they can help.

Klonoa-[1-3]-Crashes.zip

Achievements unlock when game starts includes Log

Some achievements unlock when game starts, I found this on some games or achievements dont unlock at all.

I also found out that GBA memory vaules change everytime you load the game,(Not sure if this is the case for all GBA games). so i know some game achievements have been made from there music IDs. Im not sure if thats the case with this Crash game but I know all pokemon games for GBA use music IDs.

Log
RetroArch [INFO] :: Redirecting save file to "/home/pi/RetroPie/roms/gba/Crash Bandicoot.srm".
RetroArch [INFO] :: === Build =======================================
Capabilities:
Built: Jul 17 2016
RetroArch [INFO] :: Version: 1.3.6
RetroArch [INFO] :: Git: 7a433a6
RetroArch [INFO] :: =================================================
RetroArch [INFO] :: Config: appending config "/tmp/retroarch.cfg"
RetroArch [INFO] :: Config: loading config from: /opt/retropie/configs/gba/retroarch.cfg.
RetroArch [INFO] :: Resetting undo buffers.
RetroArch [INFO] :: Loading dynamic libretro core from: "/home/pi/vba-next2/vba_next_libretro.so"
RetroArch [INFO] :: Overrides: no core-specific overrides found at /home/pi/.config/retroarch/config/VBA Next/VBA Next.cfg.
RetroArch [INFO] :: Overrides: no game-specific overrides found at /home/pi/.config/retroarch/config/VBA Next/Crash Bandicoot.cfg.
RetroArch [INFO] :: Environ SET_VARIABLES.
RetroArch [INFO] :: Remaps: remap directory: /opt/retropie/configs/gba/
RetroArch [INFO] :: Remaps: no game-specific remap found at /opt/retropie/configs/gba/VBA Next/Crash Bandicoot.rmp.
RetroArch [INFO] :: Remaps: no core-specific remap found at /opt/retropie/configs/gba/VBA Next/VBA Next.rmp.
RetroArch [INFO] :: Redirecting save file to "/home/pi/RetroPie/roms/gba/Crash Bandicoot.srm".
RetroArch [INFO] :: Environ GET_CAN_DUPE: true
RetroArch [INFO] :: Environ GET_LOG_INTERFACE.
RetroArch [INFO] :: Environ SET_PIXEL_FORMAT: RGB565.
RetroArch [libretro INFO] :: Frontend supports RGB565 - will use that instead of XRGB1555.
RetroArch [INFO] :: Environ PERFORMANCE_LEVEL: 10.
RetroArch [INFO] :: Loading content file: /home/pi/RetroPie/roms/gba/Crash Bandicoot.GBA.
RetroArch [INFO] :: Did not find a valid content patch.
RetroArch [INFO] :: CRC32: 0xf1d06a0 .
RetroArch [INFO] :: Environ SET_INPUT_DESCRIPTORS:
RetroArch [INFO] :: RetroPad, User 1, Button "B (bottom)" => "B"
RetroArch [INFO] :: RetroPad, User 1, Button "Select" => "Select"
RetroArch [INFO] :: RetroPad, User 1, Button "Start" => "Start"
RetroArch [INFO] :: RetroPad, User 1, Button "D-Pad Up" => "D-Pad Up"
RetroArch [INFO] :: RetroPad, User 1, Button "D-Pad Down" => "D-Pad Down"
RetroArch [INFO] :: RetroPad, User 1, Button "D-Pad Left" => "D-Pad Left"
RetroArch [INFO] :: RetroPad, User 1, Button "D-Pad Right" => "D-Pad Right"
RetroArch [INFO] :: RetroPad, User 1, Button "A (right)" => "A"
RetroArch [INFO] :: RetroPad, User 1, Button "L" => "L"
RetroArch [INFO] :: RetroPad, User 1, Button "R" => "R"
RetroArch [libretro INFO] :: GameID in ROM is: AC8P
RetroArch [libretro INFO] :: RTC = 0.
RetroArch [libretro INFO] :: flashSize = 65536.
RetroArch [libretro INFO] :: cpuSaveType = 0.
RetroArch [libretro INFO] :: mirroringEnable = 0.
RetroArch [INFO] :: CHEEVOS testing NES (discards VROM)
RetroArch [INFO] :: CHEEVOS testing Generic (plain content)
RetroArch [INFO] :: CHEEVOS getting game id for hash 03beecd053b2ddf56341a6a981c561fc
RetroArch [INFO] :: CHEEVOS got game id 5535
RetroArch [INFO] :: CHEEVOS got achievements for game id 5535
RetroArch [INFO] :: CHEEVOS deactivated unlocked achievements
RetroArch [INFO] :: Skipping SRAM load..
RetroArch [INFO] :: Version of libretro API: 1
RetroArch [INFO] :: Compiled against API: 1
RetroArch [INFO] :: Set audio input rate to: 32146.00 Hz.
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/2xScaleHQ.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/barrel-distortion.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/barrel-distortion_lanczos4.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/barrel-distortion_phosphor.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/barrel-distortion_snes.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/Brighter-with_Contrast.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/bsnes_gamma_ramp.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/crt-pi-curvature-vertical.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/crt-pi-curvature.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/crt-pi-vertical.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/crt-pi.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/gameboy-screen-grid.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/gameboy.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/gameboy2.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq2x&lcd3x.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq2x.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq2x2.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq2x_lcd3x.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq2x_phosphor.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq2xwaterpaint.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq2xwaterpaintscanline.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq4x.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/hq4x_lcd3x.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/nds.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/nedi.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/phosphor.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes2.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_hq2x.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_hq2xwaterpaint.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_hq2xwaterpainthicontrast.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_hq2xwaterpaintscanline.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_lcd3x.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_phosphor.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_scanline.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/snes_waterpaint.glslp"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/stock.glsl"
RetroArch [INFO] :: Found shader "/opt/retropie/emulators/retroarch/shader/xbr-lv1-noblend.glslp"
RetroArch [INFO] :: Video @ 720x480
RetroArch [INFO] :: Starting threaded video driver ...
RetroArch [INFO] :: [EGL]: EGL version: 1.4
RetroArch [INFO] :: [EGL]: Current context: 0x1.
RetroArch [INFO] :: Found GL context: videocore
RetroArch [INFO] :: Detecting screen resolution 720x480.
RetroArch [INFO] :: [EGL]: eglSwapInterval(1)
RetroArch [INFO] :: [EGL]: eglSwapInterval(1)
RetroArch [INFO] :: [GL]: Vendor: Broadcom, Renderer: VideoCore IV HW.
RetroArch [INFO] :: [GL]: Version: OpenGL ES 2.0.
RetroArch [INFO] :: Querying GL extension: ARB_texture_non_power_of_two => doesn't exist
RetroArch [INFO] :: Querying GL extension: OES_texture_npot => exists
RetroArch [INFO] :: Querying GL extension: BGRA8888 => exists
RetroArch [WARN] :: [GL]: GLES implementation does not have BGRA8888 extension.
32-bit path will require conversion.
RetroArch [INFO] :: Querying GL extension: GL_EXT_unpack_subimage => doesn't exist
RetroArch [INFO] :: Querying GL extension: EXT_sRGB => doesn't exist
RetroArch [INFO] :: GL: Using resolution 720x480
RetroArch [INFO] :: [GL]: Default shader backend found: glsl.
RetroArch [INFO] :: [Shader driver]: Using GLSL shader backend.
RetroArch [WARN] :: [GL]: Stock GLSL shaders will be used.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: [GL]: Using 4 textures.
RetroArch [INFO] :: [GL]: Loaded 1 program(s).
RetroArch [INFO] :: Querying EGL extension: KHR_image => exists
RetroArch [INFO] :: Using font rendering backend: freetype.
RetroArch [INFO] :: Graphics driver did not initialize an input driver. Attempting to pick a suitable driver.
RetroArch [INFO] :: [udev] Adding device /dev/input/event1 as type ID_INPUT_KEYBOARD.
RetroArch [INFO] :: Found joypad driver: "udev".
RetroArch [INFO] :: ALSA: Using signed 16-bit format.
RetroArch [INFO] :: ALSA: Period size: 1024 frames
RetroArch [INFO] :: ALSA: Buffer size: 2048 frames
RetroArch [INFO] :: null: [/opt/retropie/configs/gba/content_history.lpl].
RetroArch [INFO] :: CHEEVOS posted playing game 5535 activity
RetroArch [INFO] :: CHEEVOS awarding cheevo 30444: Slidin' Through Egypt (Get a platinum relic in Slip-n-Slidin' Sphinx.)
RetroArch [INFO] :: CHEEVOS awarded achievement 30444
RetroArch [INFO] :: CHEEVOS awarding cheevo 30436: From The Grave To Your Plate (Get a platinum relic in Hoppin' Coffins.)
RetroArch [INFO] :: CHEEVOS awarded achievement 30436
RetroArch [INFO] :: CHEEVOS awarding cheevo 30431: Speedipus-Rex (Get a platinum relic in Lagoony Tunes.)
RetroArch [INFO] :: CHEEVOS awarded achievement 30431
RetroArch [INFO] :: CHEEVOS awarding cheevo 30462: You Sure Blue It (Reconstruct the blue gem by acquiring all four shards.)
RetroArch [INFO] :: CHEEVOS awarded achievement 30462
RetroArch [INFO] :: CHEEVOS awarding cheevo 30453: Ahead In The Game (Hold 30 lives at one time.)
RetroArch [ERROR] :: [http] Could not create new HTTP session handle.
RetroArch [ERROR] :: CHEEVOS error awarding achievement 30453, retrying
RetroArch [INFO] :: CHEEVOS awarded achievement 30453
RetroArch [INFO] :: Querying GL extension: ARB_framebuffer_object => doesn't exist
RetroArch [INFO] :: Saving RAM type #0 to "/home/pi/RetroPie/roms/gba/Crash Bandicoot.srm".
RetroArch [INFO] :: Saved successfully to "/home/pi/RetroPie/roms/gba/Crash Bandicoot.srm".
RetroArch [INFO] :: Resetting undo buffers.
RetroArch [libretro INFO] :: [VBA] Sync stats: Audio frames: 5724154, Video frames: 10685, AF/VF: 535.72
RetroArch [INFO] :: Average audio buffer saturation: 11.93 %, standard deviation (percentage points): 18.21 %.
RetroArch [INFO] :: Amount of time spent close to underrun: 92.26 %. Close to blocking: 1.86 %.
RetroArch [INFO] :: Threaded video stats: Frames pushed: 12574, Frames dropped: 0.
RetroArch [INFO] :: Monitor FPS estimation is disabled for threaded video.
RetroArch [INFO] :: Average audio buffer saturation: 11.93 %, standard deviation (percentage points): 18.21 %.
RetroArch [INFO] :: Amount of time spent close to underrun: 92.26 %. Close to blocking: 1.86 %.
RetroArch [INFO] :: Monitor FPS estimation is disabled for threaded video.

Hamtaro: Ham-Ham Games

I found a small bug in Hamtaro: Ham-Ham Games:
If you don't skip the developer logos at the beginning of the game it will get stuck at a black screen.
This doesn't happen in VBA-M.


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iOS vba-next crashes when loading a game in the nightly Retroarch versions

I have been experiencing issues when loading games in iOS. Retroarch crashes as soon as you try to load a game in zip, or gba format.

This is happening in the new Retroarch versions (nightlies), the core works fine in 1.0.0.2. Even the core from that version copied to the newer versions crashes the same way. In fact, 1 of 10 tries actually load and runs fine.

I tried everything to replicate the combination that makes it works but I was unable, it seems to work randomly and to crash most of the times. I removed all cfg files, all save files. All other cores seem to work fine, it is just vba-next.

I first thought it was Retroarch as the core seemed to work in older versions. It is not limited to the iOS version, I have also experienced similar behaviour in Win64 version. However it crashes less frequenly. Once, it keep crashing until I removed its cfg and retroarch.cfg (win64).

I cannot provide a log as I don't know how to create one in iOS. If you provide the steps I can bring it here.

Thanks


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GBC Sound Channel 3 issues on GBA

GBC Sound Channel 3 sounds very wrong in VBA-Next in RetroArch running GBA ROMs on Android and Win32. VBA-M sounds correct. Not sure what is going on, but it sounds very wrong. My guess is that it's not handling the update of the wave data correctly, which the player code does to simulate the envelope settings of the other channels. I tested this in my GBA tracker to confirm the issue. It can be found at http://www.bargaintuan.com/misc/dittyedtest.zip with the source code to the player and a save from Win32 with a simple track. Of course, make sure the GBA file and the SRM file are in the same directory for testing.

Once in the editor, press Start and select LOAD from the FILE menu with the d-pad and A button. Press Start again, this time selecting ONCE from the PLAY menu. The editor should then play three notes. The three notes should sound very similar (and do on hardware and in VBA-M) but in VBA-Next, the third note sounds nothing like the other two.

It's possible that the code is treating Sound 3 as if it's an actual GBC channel, but there are enhancements to this channel on the GBA. Specifically, the 32-sample wave bank has been expanded to 64 samples, which can be treated as one large buffer or as two 32-sample buffers, allowing the data to be double-buffered and thus freeing it of some of the glitches present on the GBC. Info on how Sound 3 should work on the GBA is here: http://belogic.com/gba/


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[Vita] Saving state crashes Vita

Attempting to save the state crashes the Vita's OS.
It gets to 98/99% and then I get:

An error has occurred.
The PS Vita system will be powered off.

RetroArch nightly 2017-04-04

Doesn't seem to be game specific. I've tried Pokemon LeafGreen and Pokemon Emerald, same result.


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compilation broken on armv7 linux

rpi3 / Raspbian Jessie / gcc 4.9

make -f Makefile.libretro platform=armvhardfloatunix TILED_RENDERING=1 HAVE_NEON=1
g++ -c -o src/sound.o src/sound.cpp -DGIT_VERSION=\"" 23e7f0d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o src/memory.o src/memory.cpp -DGIT_VERSION=\"" 23e7f0d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o src/gba.o src/gba.cpp -DGIT_VERSION=\"" 23e7f0d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o src/system.o src/system.cpp -DGIT_VERSION=\"" 23e7f0d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o libretro/libretro.o libretro/libretro.cpp -DGIT_VERSION=\"" 23e7f0d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
cc -c -o libretro-common/memalign.o libretro-common/memalign.c -O2 -DNDEBUG  -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
cc    -c -o src/neon_memcpy.o src/neon_memcpy.S
cc -o vba_next_libretro.so -shared -Wl,--no-undefined ./src/sound.o ./src/memory.o ./src/gba.o ./src/system.o ./libretro/libretro.o ./libretro-common/memalign.o ./src/neon_memcpy.o  
./src/sound.o: In function `Blip_Buffer::clock_rate_factor(long) const':
sound.cpp:(.text+0x1c64): undefined reference to `floor'
./src/sound.o: In function `_GLOBAL__sub_I_sound.cpp':
sound.cpp:(.text.startup+0xbc): undefined reference to `__cxa_end_cleanup'
./src/sound.o:(.ARM.extab.text.startup+0x0): undefined reference to `__gxx_personality_v0'
./src/gba.o: In function `CPUSoftwareInterrupt(int)':
gba.cpp:(.text+0x9363c): undefined reference to `pow'
gba.cpp:(.text+0x95938): undefined reference to `sqrt'
collect2: error: ld returned 1 exit status
Makefile.libretro:413: recipe for target 'vba_next_libretro.so' failed
make: *** [vba_next_libretro.so] Error 1

bisected to 23e7f0d

successful compilation looks like

make clean; make -f Makefile.libretro platform=armvhardfloatunix TILED_RENDERING=1 HAVE_NEON=1
rm -f ./src/sound.o ./src/memory.o ./src/gba.o ./src/system.o ./libretro/libretro.o ./libretro-common/memalign.o 
rm -f  ./libretro-common/memalign.o ./libretro-common/rthreads/rthreads.o ./src/thread.o ./src/neon_memcpy.o
rm -f vba_next_libretro.so
g++ -c -o src/sound.o src/sound.cpp -DGIT_VERSION=\"" cb98f5d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o src/memory.o src/memory.cpp -DGIT_VERSION=\"" cb98f5d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o src/gba.o src/gba.cpp -DGIT_VERSION=\"" cb98f5d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o src/system.o src/system.cpp -DGIT_VERSION=\"" cb98f5d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
g++ -c -o libretro/libretro.o libretro/libretro.cpp -DGIT_VERSION=\"" cb98f5d"\" -O2 -DNDEBUG -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
cc -c -o libretro-common/memalign.o libretro-common/memalign.c -O2 -DNDEBUG  -fPIC -D__LIBRETRO__ -DINLINE=inline -DHAVE_HLE_BIOS -DFRONTEND_SUPPORTS_RGB565 -DUSE_CHEATS -DTILED_RENDERING  -marm -mfloat-abi=hard -DARM -DHAVE_STDINT_H -DHAVE_INTTYPES_H  -I. -I./libretro-common/include
cc    -c -o src/neon_memcpy.o src/neon_memcpy.S
g++ -o vba_next_libretro.so -shared -Wl,--no-undefined ./src/sound.o ./src/memory.o ./src/gba.o ./src/system.o ./libretro/libretro.o ./libretro-common/memalign.o ./src/neon_memcpy.o  

this fixes the linking - g++ is needed to link in this case rather than CC

diff --git a/Makefile.libretro b/Makefile.libretro
index 72822b4..5cb1605 100644
--- a/Makefile.libretro
+++ b/Makefile.libretro
@@ -403,7 +403,7 @@ ifneq (,$(findstring msvc,$(platform)))
        LINKOUT = -out:
        LD = link.exe
 else
-       LD = $(CC)
+       LD = $(CXX)
 endif
 
 $(TARGET): $(OBJECTS)

will submit a PR

Crash on Castlevania Aria of Sorrow

  • I'm playing Castlevania Aria of Sorrow from GBA and it plays perfectly but it crashes when either:
    I hit an enemy and it's "die" animation has too much effects or i kill two enemies at the same time( medusa heads) although the last one seems too happen only in one location.
    I have tried changing the emulator settings such as shaders, custom zoom, etc. but nothing seems to work.

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Submodules in this repo?

I'm having problem to export the code from this repo to launchpad. It complains about submodules...

2014-08-11 12:02:57 INFO Unable to import branch because of limitations in Bazaar.
2014-08-11 12:02:57 INFO The repository you are fetching from contains submodules, which are not yet supported.

Maybe something in .git/ ? Or buggy launchpad import?

(Vita) Wario Ware Twisted (U) - Crash during Dribble & Spitz end cutscene

This crash occurs with the latest nightly, it happens when the space taxi cab go offscreen. Since the cutscene is unskippable, I can't progress in the game anymore.
There's another crash in this game with a Mona mini-game but I'm unable to tell which one because it crashes before it appears.

This contains the crash dump generated by the Vita and the savestate before the crash:
vita_wwt_crash.zip


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(Regression) Build error: ‘gamepakWaitState’ was not declared in this scope

OS: Slackware64-current
gcc-5.3.0_multilib-x86_64-3alien

src/gba.cpp: In function ‘void CPUUpdateRegister(uint32_t, uint16_t)’:
src/gba.cpp:12134:51: error: ‘gamepakWaitState’ was not declared in this scope
             memoryWait[0x08] = memoryWait[0x09] = gamepakWaitState[(value >> 2) & 3];
                                                   ^
src/gba.cpp:12135:57: error: ‘gamepakWaitState0’ was not declared in this scope
             memoryWaitSeq[0x08] = memoryWaitSeq[0x09] = gamepakWaitState0[(value >> 4) & 1];
                                                         ^
src/gba.cpp:12137:57: error: ‘gamepakWaitState1’ was not declared in this scope
             memoryWaitSeq[0x0a] = memoryWaitSeq[0x0b] = gamepakWaitState1[(value >> 7) & 1];
                                                         ^
src/gba.cpp:12139:57: error: ‘gamepakWaitState2’ was not declared in this scope
             memoryWaitSeq[0x0c] = memoryWaitSeq[0x0d] = gamepakWaitState2[(value >> 10) & 1];
                                                         ^
Makefile.libretro:359: recipe for target 'src/gba.o' failed
make: *** [src/gba.o] Error 1

Git bisect reveals commit b08dbce as the culprit.

$ git bisect bad
b08dbceda50f88460bfd46c9e9692966b3e2ff03 is the first bad commit
commit b08dbceda50f88460bfd46c9e9692966b3e2ff03
Author: NunaticAlumina <[email protected]>
Date:   Thu Aug 18 17:09:11 2016 +0900

    Attempt to use extra threads on renderer. (a lot of gliches)

:040000 040000 f3c27f4033aadb7543027ccaef23124b39a74b83 544f15eaea0480219d02fe8bba4cb79e7fdf27d5 M src

GBA Game Link Support

Request box

Seems there was some politics involved with some suggested changes.
Linux GBA link support as well as compatibility for libretro needs to be added.
This feature is critical to the community. Who wants to play any of these games if we're forced to never play with anyone else?

Tickets across multiple repos were originally submitted in 2014 and seemingly no official efforts have been made to fix the issue from any development efforts by RetroArch, libretro, and VBA-M. Contributor efforts have been thrown away due to SFML dependencies. Previous tickets have been closed preemptively.

I get this is a major effort to enable this feature set. But, if it's a legitimate issue that still exists and you're waiting on a dependency, you can't just close the issue. Leave the ticket open so that it can be tracked.

visualboyadvance-m/visualboyadvance-m#356
libretro/vbam-libretro#14
libretro/RetroArch#1124

Reason box

This has been brought up multiple times and not solved. Needs to be implemented for the sake of the community.
@boardsofcanada on the libretro discord also specifically asked for a issue to be submitted on this repo.

Crash on loading ZIP rom

Trying to load a rom after playing a game causes the PS3 to lock totally.
Load a rom, which runs fine and then go to the menu. Try to load any rom (GB,GBC&GBA) and it just freezes the PS3 and have to hard power off.

Tested on latest commit.

Crash on OS X

I can run vba-next fine inside of Xcode but outside it will crash:http://pastebin.com/eMGGW8eZ

I haven't looked yet, but is it possible that vba-next is using inline asm and not restoring registers properly so it crashes after return?

Cant get retroachievements to work correctly.

Hi, I'm using retroachievements and either the game unlocks some when the game starts or it doesn't trigger the achievements at all. Just wondering when this will be fixed? I'm using retropie on my raspberry pi.

Possible button mapping problem

Are there any functions hard coded for the button mappings in the core?

On my end, whenever I press what it supposed to be SNES_DEVICE_ID_JOYPAD_A or SNES_DEVICE_ID_JOYPAD_B, the game resets on each press.

In others games, buttons appear to be double mapped or not work as expected.

Have you noticed any issues?

Hamtaro Rainbow Rescue (E) crash (segfault)

A complete crash of RetroArch occurs when playing a certain minigame in Hamtaro Rainbow Rescue:

  • The minigame is the one where Pashmina puts rings around the characters to get points. It's located in the festival level when you're trying to get the color red. Since this minigame is mandatory to progress in the game, it makes the game unfinishable.
  • The crash occurs when you start the minigame. It forces RetroArch to exit. The logs just says it's caused by a segfault. Here's the dumped core.
  • This has been only tested on the european version of the game by Rising Sun, in french language (MD5 checksum : 4a4a77b12b463a758a143642f96b1846) on the linux 1.6.1 version of RetroArch. I don't know if it does it on other versions or on other cores. It's kinda hard to see since it occurs very far in the game

I included the save of the game for those who wants to try. Once you loaded it, just go up and speak to the hamster at the left, near the sign with a sunflower. Choose Pashmina and start the game.


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[PS VITA] Golden sun effects missing

In battle when using psynergy or summons, the magic effects are simply invisible.

Using the latest Playstation Vita nightly as of this post. Vba next 1.0.2 110ab08

I tried the latest stable (1.7.3) and the effects are visible but retroarch crashes when using summons.

RetroArch Wii VBA Next crashes at certain points in certain games

RetroArch Wii version - 1.3.2

Homebrew Channel version - 1.1.0

Wii version - 4.3U

So far two games I have played on the VBA Next emulator for the Wii that I am having issues with are as follows:

Mega Man Zero 2: When I enter the boss room at the Temple of Wind, a DSI exception error occurs and the whole thing reboots.

Castlevania: Harmony of Dissonance: In the Skeleton Cave, I enter a certain room and the screen goes black, freezes up, and makes a whistling sound.
UPDATE - A DSI error occurs when I hit the Bronze armor with the giant hammer in the Clock Tower.

I don't know what the problem could be. I would use mGBA since it moves faster than VBA Next but it doesn't have cheat support yet. Please help me, I'm going crazy! If I have any similar issues with other games I will let you know!


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Issue with loading EEPROM64K(8kb) save files

With the vba_next_libretro core in Retroarch, it looks like 8kb EEPROM64K save files (the name might be wrong, my apologies in advance) are not properly loaded.

Upon save, the emulator overwrites the original 8192b save file with an empty one weighing 139264 bytes.

Reliably reproduced the issue with the latest vbam_libretro core as well, but both mgba_libretro and the latest standalone release of VBA-M (taken from commit 2e8bee1) load my save files just fine.

Attached is a log file retrieved when trying to open an affected ROM and save with vba_next_libretro. Given that all logs seem RetroArch-related, I am not sure the information will be of use, but I suppose it is worth a shot anyway.
log.txt

It might be important to add that I got these issues by loading my own GBA ROMs and save files, dumped from my original cartridges using a DS linked and a backup tool. Coming straight from the cartridges, they are completely unaltered.

I noticed the issue with the following ROMs (with the names retrieved by the backup tool, just in case):

  • GBAZELDA_AZLP00: The Legend of Zelda: A Link to the Past + Four Swords (E)
  • GBAZELDA_MC_BZMP00: The Legend of Zelda: The Minish Cap (E)
  • MARIO_LUIGIP_A88P00: Mario & Luigi: Superstar Saga (E)
  • PHANTASIA_AN8P00: Tales of Phantasia (E)
  • SUPER_MARIOB_AA2P00: Super Mario Advance 2: Super Mario World (E)

All of them use the same 8kb EEPROM64K save format.

Please let me know if you require any information. I am obviously uncomfortable with sharing the ROMs I dumped, but I can provide problematic save files if required.

Thank you in advance !


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[Help Needed] Enable thread support in Linux (backtrace included)

atm, this core supports threads on Vita. im not sure if the threads is suppose to work with non-vita since there are code branches for non-vita.

Currently, the core can compile fine with threads support. But running it will crash retroarch even before reaching retro_load_game (when loading .gba file instead of zip, you can further into CPULoadRom/Data before it crashes.

BUT if compiled with debugging, you can run the core but only shows black screen. Despite the screen being black, audio works fine in the background meaning the emulation is running but not the video rendering portion.

I have no idea about threading, and if this can work without breaking vita then great.

Maybe for a start, find/fix the cause of the crash which i failed to diagnose where. Then i can dig around the problem with video rendering and sequence, that i can probably follow.

Super Game Boy Support.

RetroArch should not rely on bsnes-mercury for Super Game Boy Support. It should use the Super Game Boy support incuded in VBA-M. RetroArch is not practical for Super Game Boy Support currently. SDL Mode builds of VBA-M do support Super Game Boy.

Drome Racers (USA) and Hot Wheels - Stunt Track Challenge (USA) crash/reboot when attempting to display polygons.

These two games are essentially the same in development terms; Mobius Entertainment (later Rockstar Leeds) created Drome Racers, and THQ appear to have licensed the engine for use in the Hot Wheels game by Razorback Developments, who designed new tracks and shipped. They share a fairly advanced polygonal engine as far as the GBA is concerned and seem to fail in similar ways so it's likely they're triggering the same bug.

In Drome Racers, the game freezes after the company logos. Testing on a real GBA, the point of failure is where the title screen (with 3D course flythrough in the background) is loaded. At this point, VBA-Next's emulated GBA simply blackscreens. The parent console (Wii, in my case) is still fine, RGUI can be triggered, etc.

In Hot Wheels, the emulated GBA reboots (back to the copyright screen) as soon as the game attempts to load a (3D) course via any mode. There's no 3D before this point in the game. Again, RetroArch itself continues to run as expected.

In both cases, it seems it's the 3D-rendered areas that VBA-Next has problems with. The GBA obviously had no 3D hardware, so this is all CPU-driven and other games are unlikely to be helpful, but for the sake of interest, other 3D-rendered games such as Star X seem to run fine, as do partial 3D games like Monster Truck Madness (polygonal vehicles, bendy OutRun-style roads). It appears to be something specific to the Drome Racers/Hot Wheels engine causing the problem.

I've tested and see the same behavior on stable v1.0.0.2 as well as a build from early August.

EDIT: This issue has been adjusted with confirmation that these games share an engine; the original version only speculated to this effect.


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(PS3) Eboot Launcher

The eboot-launcher makefile seems to be broken.
Builds fine with the Makefile-eboot-launcher file from Snes9x.

Pokemon Emerald, white screen

In file vba-next/libretro/libretro.cpp, line 246, the flash size incorrectly defaults to 64k.

--{"Pokemon - Emerald Version (USA, Europe)", "BPEE", 0, 0, 1, 0, 0},
++{"Pokemon - Emerald Version (USA, Europe)", "BPEE", 131072, 0, 1, 0, 0},

Motion sensor for Nintendo Switch???

Since the whole system is basically handheld, could making Motion Sensor support for games like WarioWare Twisted and Yoshi Topsy-Turvy be possible?

Bugs as listed on vba_next docs page

Bug testing / confirmation based on latest commit : d83ddf3
d83ddf3

Game Issue Notes
Boktai Trilogy The solar sensor is not emulated.
Croket! 2 – Yami no Bank to Banqueen Heavy slowdown when approaching the snowman in the beginning.
Digimon Racing (Europe) Freezes during the intro. This can be avoided by enabling linking in the standalone VBA-M release. Probably fixed in recent commits
Drome Racers Only shows a black screen after the THQ logo. Probably fixed in recent commits
Hamtaro: Ham-Ham Games Locks up if the opening cinematics aren’t skipped. Probably fixed in recent commits
Hot Wheels - Stunt Track Challenge Resets itself when trying to go in-game. Probably fixed in recent commits
Jurassic Park III: Park Builder Unreadable glitched text. Probably fixed in recent commits
Koro Koro Puzzle Happy Panechu! The tilt sensor is not emulated.
Moto GP Black screen, loud screeching noise. Probably fixed in recent commits
Phantasy Star Collection Digital Eclipse logo sound effect is missing. Phantasy Star 1 flickers. Incomplete HLE bios emulation. Just use official bios
SSX 3 Graphics glitches. Seems pitch-related. (1) Probably fixed in recent commits
Super Mario Advance 2: Super Mario World (Europe) The program crashes during the final fight, when Bowser approaches (zoom mode 7)
WarioWare: Twisted! The tilt sensor is not emulated.
Yoshi’s Universal Gravitation The tilt sensor is not emulated.

gbaconv.c gcc warnings

it compiles fine with
gcc -std=gnu99 -o gbaconv gbaconv.c
other wise warnings

gbaconv.c: In function ‘main’:
gbaconv.c:167:4: warning: implicit declaration of function ‘strdup’ [-Wimplicit-function-declaration]
    char *out_path = strdup(argv[1]);
    ^
gbaconv.c:167:21: warning: initialization makes pointer from integer without a cast [enabled by default]
    char *out_path = strdup(argv[1]);
                     ^
gbaconv.c:176:7: warning: implicit declaration of function ‘strcasecmp’ [-Wimplicit-function-declaration]
       if (strcasecmp(ext, "srm") == 0)
       ^

Metal Slug Advance - Input Crash

Metal Slug Advance crashes/freezes when pressing left + right + B (shoot).

Apparently the game is unable to handle such input, since it's technically not possible to press left and right at the same time on real hardware without any modifications.

VBA-M mainline doesn't allow pressing both directions at the same time by default, but there is no such option in RetroArch.

The same problem also exists in VBA-M libretro and possibly in the Meteor and Mednafen GBA ports as well, but I'm unable to progress far enough into the game on those cores.

There has been an attempt to fix it with 9a259d4 but it doesn't seem to be working.


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a fix for building libsnes

I had a problem being able to compile this with compile_libsnes.sh and I think I found the problem.

in src/util.h line 4 needs to be changed to #include "system.h"

and in src/port.h line 14 needs to be changed to #include "types.h"

changing those two things and I was able to build again.

Samplerate is not 32000?!

Hey,

the outputted samplerate is not 32000?!
Cant acutally get it to work to play with the right speed, tho, had no issue with TGBDual Core for example

Error building vba-next for libsnes on OS X

When running ./compile_libsnes.sh make:


COMPILER SCRIPT FOR libsnes



DOING:
make Compile libsnes library


gcc -c -o src/common/memgzio.o src/common/memgzio.c -O3 -std=gnu99 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o libsnes/libsnes.o libsnes/libsnes.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/Util.o src/Util.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/GB.o src/gb/GB.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbCheats.o src/gb/gbCheats.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbDis.o src/gb/gbDis.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbGfx.o src/gb/gbGfx.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbGlobals.o src/gb/gbGlobals.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbMemory.o src/gb/gbMemory.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbPrinter.o src/gb/gbPrinter.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbSGB.o src/gb/gbSGB.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gb/gbSound.o src/gb/gbSound.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gba/Cheats.o src/gba/Cheats.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gba/EEprom.o src/gba/EEprom.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gba/Flash.o src/gba/Flash.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
g++ -c -o src/gba/GBA.o src/gba/GBA.cpp -O3 -D__LIBSNES__ -DLSB_FIRST -DHAVE_STDINT_H -DHAVE_INTTYPES_H -DSPEEDHAX -DINLINE=inline -I./utils/zlib -I./src
src/gba/GBA.cpp: In function ‘unsigned int CPUWriteState_libgba(uint8_t_, unsigned int)’:
src/gba/GBA.cpp:739: error: ‘reg’ was not declared in this scope
src/gba/GBA.cpp: In function ‘bool CPUReadState_libgba(const uint8_t_, unsigned int)’:
src/gba/GBA.cpp:3587: error: ‘reg’ was not declared in this scope
make: *** [src/gba/GBA.o] Error 1

Building error for libsnes

I'm and at least one other person for sure is unable to build vba-next for libsnes with the commit (Libsnes) Add new environment settings ce8a02c

this is a pastebin of the error http://pastebin.com/eTXCQ8uT

I'm running 32bit arch linux.

I am able to build it from the commit right before the first one. (360 / MSVC) MSVC fixes 76f9c30

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