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gameyob's Issues

[GBATemp converted] PCM sound trouble (Warlocked, Pokémon Yellow, ...?)

This is a non-crashing bug.

-- Quote: windwakr, 2013-02-24, http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/page-5#post-4564965

The voices that work when the music is on are the ones that happen when you select a unit or order them to do something in game. It's quiet and slow, but you can hear it. They SHOULD also play when music is off, but they don't. It happens in every version I tried(last one I tried had the B/Y stuff added).

-- Quote: End

Duke Nukem (Almost perfect)

Almost Perfect the FPS seems to hover around 56FPS average 55-58 Is what I see.

Should only need minor tweaking!

"Maze B" aka Tyrannosaurus Tex Wont Start

Simply put it will not boot at all, With the GBC Bios it shows the Nintendo Gameboy start up then white screens

Without the GBC Bios it shows multicolored letters garbled across the screen.

The emulator "kigb" does run the game so I know the rom dump is good however bgb and vba cannot handle the rom at all

[GBATemp converted] Graphical interface

This is an enhancement request.

-- Quote: 2ndApex, 2013-02-22, http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/#post-4562469

Some quick suggestions you probably thought of already:
-Redesigned menus from the atrocious Lameboy columns to NesDS/CATSFC style UIs
-NesDS-like gestures

-- Quote: End

Notes: A few users posted echoing the request for a graphical menu, and a few other users want to keep the console menu. The graphical menu in CATSFC looks like what's shown at its Filetrip page: http://filetrip.net/nds-downloads/flashcart-files/download-catsfc-132-f31718.html

Gauntlet II seems to cause ARM7 crash.

When you get to the title screen of Gauntlet II, it seems like the ARM7 program crashes, or something. You get a constant high-pitched tone that does not go away, even if you switch ROMs.

[GBATemp converted] Extlink support for MoonShell 2

This is an enhancement request.

-- Quote: Boriar, 2013-02-22, http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/page-2#post-4562926

Apart that arg isn't a DSTwo only feature, can use it on any flashcart that can use hbmenu, please do your emulator MoonShell2 friendly (support for extlink).

-- Quote: End

Conversion notes: I'm not sure if extlink is just an extension of args. I'm also not sure if extlink is working as of 2013-03-13.

DS Option Packs that could be of use to emulation

2 Packs come to mind that could be very useful to emulation of the Gameboy.

  1. Activision Motion Pack - Tilt Sensor pack originally made for Tony Hawk on the DS and is the only Official release I know of that use it, So that should mean it will be very cheap to acquire on eBay (In fact I am winning bidding on one for only 0.99p!)
  2. DS Rumble Pack - for games that had a built in rumble motor such as Perfect Dark and Pokemon Pinball

[GBATemp converted] Issues with DSi mode (Sudokuhax)

This is a crashing bug.

Posts about this issue start here: http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/page-11#post-4578988

When loading ROMs, Sudokuhax users experience, or experienced, Guru Meditation screens:

20130310235026499

-- Quote: Snailface, 2013-03-13, http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/page-13#post-4581371

Well, the gurus have stopped meditating and now Shantae runs at almost 90fps :lol:
http://www.mediafire.com/?566h5os06m1y825 (Sudokuhax build, messed up sound but fast)

I was able to narrow down the problem to the swiIntrWait() libnds function. I found it by simply using placing while(1); statements until I deduced exactly where the game was crashing. Pretty old fashioned, heh.

So I simply commented it out in the two functions it appears: drawScreen() and updateLCD(). It screws up the sound but at least it runs now. I trust you have a solution that's better than just the stop-gap measure of omitting swiIntrWait(). Any ideas?

-- Quote: End

A Suggestion For NiFi

Would it be possible to chose which player you are? I have noticed that when emulating the link cable, it has problems in Super Mario Bros Deluxe because it can't seem to decide who is player 1 and who is player 2.

Could you also figure out a way to add support for Infer-Red communication in Pokemon Gold/Silver/Crystal? I think that would be very neat.

Blargg's Game Boy tests: Instructions

Tests are at http://slack.net/~ant/old/gb-tests/cpu_instrs.zip - to run one and get a description of the failed test, extract the zip file onto your storage card and load one of the ROMs in cpu_instrs/rom_singles.

Only opcodes E8 (ADD SP, s8) and F8 (LDHL SP, s8) fail as of commit c77c613 (2013-03-12).

The failures may be down to the behavio(u)r of the Half-carry flag. Blargg's test ROM carries out testing on the values of all registers and flags.

Generally, 1% of the tests fail.

Scaling to full-screen

This is an enhancement request.

It's also rather self-explanatory, but it would be useful to mention that scaling can only be done once all sprites and layers are drawn into one DS VRAM block.

(Audio Issue) Bemani Games

In Gameyob and nothing else, some songs played in these games will have high-pitched bleeping. This is not supposed to happen at all, even though it is occasionally on beat with the song. I'm supposing it may be an improperly-emulated sound that affected songs may use. I originally thought this was isolated to Pop'n Music GB: Animation Medley, but after a quick check I found that almost every game has at least one song that is affected.

The songs this bleeping affects in Beatmania GB (sorted by Free Mode appearance):
Every non-playable song
Almost every sound effect
The entire song list (that I know of, as I don't have any hidden songs unlocked)
NOTE FOR THE BUG CHECKER GUY: SONGS CANNOT BE PREVIEWED. MUST BE PLAYED

The songs this bleeping affects in Beatmania GB2: Gotcha Mix (sorted by Free Mode appearance):
None that I know of (I haven't unlocked any hidden songs, so I didn't check those)
NOTE FOR THE BUG CHECKER GUY: SONGS CANNOT BE PREVIEWED. MUST BE PLAYED

The songs this bleeping affects in Beatmania GB: Gotcha Mix 2 (sorted by Free Mode appearance):
None that I know of (I haven't unlocked any hidden songs, so I didn't check those)
NOTE FOR THE BUG CHECKER GUY: SONGS CANNOT BE PREVIEWED. MUST BE PLAYED

The songs this bleeping affects in Pop'n Music GB (sorted by Free Mode appearance):
Title theme
Title Menu theme
'Song Start' / 'Cheering' Sound Effect
No playable song has bleeping (that I know of, as I don't have any hidden songs unlocked)
NOTE FOR THE BUG CHECKER GUY: SONGS CANNOT BE PREVIEWED. MUST BE PLAYED

The songs this bleeping affects in Pop'n Music GB: Animation Medley (sorted by Free Mode appearance):
Title menu music
'Song Start' / 'Cheering' sound effect
Almost the entire song list
NOTE FOR THE BUG CHECKER GUY: SONGS CAN BE PREVIEWED, BLEEPING IS ALSO IN SONG PREVIEWS

The songs this bleeping affects in Pop'n Music GB: Disney Tunes (sorted by Free Mode appearance):
Title theme
Title Menu theme
Almost the entire song list
NOTE FOR THE BUG CHECKER GUY: SONGS CANNOT BE PREVIEWED. MUST BE PLAYED

All other songs are either unaffected or I can't hear the bleeps because they're too soft.

I didn't list ALL the songs because having almost an entire song list affected would make for a LONG list.

Mickeys Speedway USA (odd fps issue)

It has an odd fps issue, it doesnt have slowdown in the game but in the opening animation and some of the static non motion screens between races

Feature request: Gameboy Printer emulation

As many AAA titles have Gameboy Printer support, why not emulate it with .bmp file export or another file format which is capable of storing black & white images efficiently.

Feature request: auto save option

There should be an option to automatically check and save the backup memory every x seconds. Having to press the X button manually to save is not very user friendly.

Clock doesn't update on 3DS.

When using GameYob on my 3DS, the clock doesn't update. It just continually shows the time it was at when I started it up. Turning it on/off in the menu doesn't affect it.

Tested with a DSTWO in a normal sized 3DS.

When I use the same DSTWO in my Phat, the clock updates fine.

EDIT: The "time()" calls in GameYob seem to always return the same thing on the 3DS after the first time.
This is pretty important, as it affects games that use a RTC.

Turn off Bottom Screen when not in use

Now, I'm not sure if this is possible on DS Hardware but my thought is could it be possible to make the bottom screen be able to sleep / shut off until called with the R button or toggle on and off with the L button?

It would save battery life

SGB Border Issues

Currently I am running GameYob v0.3-66-ge542 [04/21/13 FINAL]

I can only get the SGB Borders to appear when my settings are set to this:

SGB Borders: On
[not trying to use custom borders right now, therefore ; Custom Border: Off]
GBC Mode: On
GBC Bios: On
SGB Mode: Prefer - SGB

{side note - when switching these setting to this:

SGB Borders: On
SGB Mode: Off

it will drop the borders and leave the group of pixels where they were in white}

Currently there is no way or exploit that allows you to have SGB Borders if you want to run a game with full GBC Colors, you are stuck using grey or some other spooky color setting I have never seen. I don't understand if this is a bug or an enhancement, because when you run with options set to this:

SGB Borders: On
SGB Mode: Off
GBC Bios/Mode - On + On, ect - no border appears.

I'd just like to have more control on the display options, such as running with normal GBC options, no SGB mode enabled, but still have Borders enabled and actually have them display.

DSi Mode still broken...

DSi Mode is still broken on my end with latest rev, same Guru error(addr: FFFF0260)...

However here is the fix...

In arm9/source/gameboy.cpp:

Change Line 173 to: swiWaitForVBlank();

In arm9/source/gbgfx.cpp:

Change Line 420 to: swiWaitForVBlank();
and Comment out lines 479 & 480

That fixed it for me :)

Mega Man V's Saturn level (Crash)

Between .2 and .3, Mega Man V's Saturn level loses compatibility on my DSTWO. The intro to the level either freezes or resets the game. Here's the password to check it out:

R E T E _
_ _ T _ E
T E T _ T
T T E E T
T T T E R

Soft Reset

The emulator currently isn't compatible with soft resetting back to the flash card's menu. I know Lameboy was able to do it, so it could be possible for Gameyob, as well.

It's not a big issue, just something that could be a bit better.

Some ideas to improve scaling image quality

The emulator greatly improved lately and is now one of the best options to play Gameboy games at all. However, in some areas there is still some room for improvement, one of them is image scaling quality.

Maybe it is possible to implement a high quality but low CPU cost, zsnes-like SuperEAGLE or 2xSai filter for 2x upscaling and then use bicubic or another high quality / low CPU downscaling method back to the DS resolution.

Or it could be possible to directly use an DeSmuME like EPX 1.5x filter http://emufilters.wikispaces.com/EPX , but even then some downscaling is needed.

By experimenting a bit with these filters, it should be possible to find the best settings for perfect image quality.

Zelda Oracle games: garbage artifacts and lines on screen

While playing, in the lower lines of the item area which is always displayed on top of the screen you will always see some pixel lines and garbage being displayed for a very short time during game play, especially if a lot is happening on screen. It is not a big issue though.

(Audio Issue) Sylvanian Families

All of the audio in Sylvanian Families (I am currently using the fan translated version) is accompanied by a loud, droning buzz that does not go away until you close the ROM or enter the menu.

Fast-forwarding

This is an enhancement request.

It is also rather self-explanatory.

The implementation could do any or all of the following:

  • temporarily force vblank synchronisation to be off, so that the CPU is allowed to emulate for 100% of the DS's CPU time;
  • temporarily stop rendering the majority of frames to the screen, skipping calls to drawSprites and disabling the HBlank interrupt;
  • temporarily disable sound (but keep APU register writes, lest a note be stuck when fast-forwarding is stopped).

Blargg's Game Boy tests: Sound handling

Tests are at http://slack.net/~ant/old/gb-tests/cgb_sound.zip - to run one and get a description of the failed test, extract the zip file onto your storage card and load one of the ROMs in cgb_sound/rom_singles.

The first test ROM, 01-registers, passes as of commit c77c613 (2013-03-12). All of the others fail very early. The general cgb_sound test ROM runs an infinite loop, not stopping when it's supposed to be done.

Generally, over 90% of the tests fail.

Timing is wrong

I've spent some time debugging Robocop2, it has a huge loop @ 0x3E7 that is too slow if compared to hardware. This makes the vblank fire in the middle of it and jump to some HRAM address with uninitialized memory which is supposed to contain a stub for starting a dma transfer, which is copied in by the game @ 0x157, right after the loop.

Robopon [US Sun] + JP Sun/Star/Moon/Bom Bom wont save

I have run each of these rom's and none of them work. The original game cartridges used special Infer-Red lights on the top of them. Is there any way you could patch YOB to be able to run them? Other games produced by Hudson seem to work just fine, Bomberman Red/Blue + Ain from both the US and JP run at 60 fps, 100%.

Please try to find a way to fix the emulation of the Robopon games, the roms will boot up, show a single image, then just freeze on a white screen.

Super RC Pro-Am

White Screens after title menu but music continues to play occasionally and sometimes you cannot get the game to respond to input to start the game

Wendy - Every Witch Way (Framerate drop and not progressing after Level 2)

I just tried to play Wendy - Every Witch Way. The game goes through some heavy framerate drop (to 30-40) whenever you pick up a star item. It only lasts a few seconds and might have something to do with the sound effect thats played whenever you collect these, theres no special graphical effect that might explain the slowdown. While not gamebreaking, it feels a little weird, as you collect several stars in every level, so it happens constantly.

Also, after collecting the gem at the end of level 2, the game wont progress at all. Its not frozen, it still seems to register pausing the game and unpausing it, but it wont progress to the next level.

Zip Support

Will Zip support become a feature at some point, it would be rather handy to have

Castlevania Legends

So far this is the only original GB game ive seen with any FPS issue but this one runs at 30FPS for some reason

Auto SRAM saving

This is an enhancement request I'm posting on my own behalf, but it was also posted on GBATemp starting at this post: http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/page-4#post-4564584

-- Quote: Drenn, 2013-02-24

I believe snemulDS saves automatically, though I'm not sure how it does this. Sram is used for more than just saving, for instance Wario Land 3 stores the level layout in there. So saving whenever something writes to sram would cause annoying pauses whenever a game writes to it for any purpose. I know pressing X is annoying, but I can't think of a better way.

-- Quote: Nebuleon, 2013-02-24

[In SNEmulDS, a]t the end of a frame, if the SRAM has been modified, an autosave is triggered. In your case, if the SRAM is slow and isn't written fully in one frame, maybe have it so that: At the end of a frame, if the SRAM has been modified, defer autosaving until the first subsequent frame during which the SRAM is not modified.

Sram is used for more than just saving, for instance Wario Land 3 stores the level layout in there. So saving whenever something writes to sram would cause annoying pauses whenever a game writes to it for any purpose. I know pressing X is annoying, but I can't think of a better way.

To alleviate all those "microSD saving timing issues" which would cause corruption, maybe have a little microSD access icon on the Touch Screen whenever a microSD write is ongoing? It would also help by telling the user that a certain pause is caused by microSD access.

Also an autosave option, which would be on by default, but the user could see how often the microSD icon is brought up and disable autosaving for a game if s/he feels it's brought up too often.

-- Quote: End

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