Robert Posted November 4, 2007 Share Posted November 4, 2007 GBA / DS emulator 03 November 2007 - version 2.5b No$gba v2.5b 3d frameskip, 3d vram viewer, wifi details - nds/3d/debug: vram viewer auto-updates 3d tree view (if any) during emulation- nds/3d/debug: defaults to disable old/slow 3d debugmsg's (instead vram viewer)- nds/3d/mtx: removed v2.5 z-rounding trick, allows to change projection per vtx- nds/3d/mtx: gl_projection set to identity (but max depth +1.0 instead +0.99)- nds/3d/mtx: all matrix math done by software without using any opengl matrices- nds/spi: allows to deselect/disable spi bus without clearing the hold-bit- nds/3d/debug: vram viewer displays texture bitmap for currently selected vtx- nds/3d/debug: vram viewer draws laser arrow from screen-center to selected vtx- nds/3d/debug: vram viewer indicates unused lights and color tables by red line- nds/3d/debug: vram viewer shows color/material/shininess/etc for selected vtx- nds/wifi/help: added port 24Ch/24Eh/250h, 264h/270h, 2A4h/2C4h, 2C8h/2CCh info- nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out)- nds/3d/speedup: position vectors multiply only 3x4 matrix (and add 1x4 * w=1)- nds/3d/speedup: directional vectors use 3x3 matrix maths (instead slow 4x4)- nds/key1/help: renamed crypt_up/down (actually encrypt/decrypt) (thanks simon)- nds/3d/stage2/buf: all 3d rendering/lighting/vtxmaths performed from buffer- nds/3d/multi: uses a single opengl context shared (and working) for multiplay- nds/3d/internal: internally translates gx commands 0..255 to ID codes 0..38- nds/wifi/help: added W_TX_HDR_CNT port 194h bit0,1,2 info (thanks Tim Seidel)- nds/3d/debug: added new 3d page to vram viewer, treeview for buffered commands- nds/3d/buf: stores initial frame settings, reallocs larger buffer when needed- nds/3d/buf: stores commands with original params, and results on each mtx cmd- nds/3d/buf: buffers all gx commands (for future frameskip and for vram viewer)- nds/3d/deguglog: appends current matrix_mode as comment to all matrix commands- nds/3d/softlight: fixed shininess_table index (7bit index = 8bit data div 2)- nds/wifi: emulates 0000h-to-094h-to-098h, and reset-098h.bit15-via-0B4h.Bit6- nds/wifi/help: added 1D0h..1DFh info, added notes on body[2] instead txhdr[2]- nds/wifi/help: confirmed 0B4h.Bit6, added 030h.Bit7, added info on 094h/098h- nds/wifi/help: removed incorrect/unconfirmed rxbuf_begin/end-latching-info- nds/wifi/help: added txhdr[2], port[0C0h], port[0C4h], renamed EXTRA to CMD- nds/wifi/help: renamed W_RXUNITS to W_RXTX_ADDR and moved it to status chapter- nds/wifi/help: added notes on registers affected by powerforce (and by irq13)- nds/wifi: reflects powerforce to rf_status (unreported pictochat-lite problem)- cpu/debug: replaced invalid tmb high-opcode error message by optional warning- cpu/debug: disassembler shows invalid high-opcodes as such (thanks vladimir)- cpu: emulates invalid add/mov/cmp thumb high-opcodes-without-high-registers- joysticks: fixed unstable vint_inputs code (occassionallly skipped joysticks)- nds/wifi/dslite: debug-iomap recognizes channel-number for type3 RF registers- nds/wifi/dslite: emulates type3 RF registers (reading, writing, and initial)- nds/wifi: emulates reading from RF chip, emulates initial power-on RF values- nds/wifi/help: added RF2958 (aka RF9008) datasheet info (thanks Tim Seidel)>> Get it HERE. Link to comment Share on other sites More sharing options...
_Destiny_ Posted November 4, 2007 Share Posted November 4, 2007 (edited) Shouldnt This 3d FrameSkip make games run at 100%?? Edit: Is the frameskip automatic or you apply the setting? Edited November 4, 2007 by _Destiny_ Link to comment Share on other sites More sharing options...
Agozer Posted November 4, 2007 Share Posted November 4, 2007 I think the frameskip is applied automatically, but I'm not sure. Link to comment Share on other sites More sharing options...
iq_132 Posted November 4, 2007 Share Posted November 4, 2007 - nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out) It's definitely automatic. All it really seems to do is completely skip every bit of the drawing routine (parsing the VRAM & rendering) for a frame or so. SM64 runs ~100% consistently here, but with obvious choppiness. Link to comment Share on other sites More sharing options...
Agozer Posted November 4, 2007 Share Posted November 4, 2007 Final Fantasy III runs great before you get out of the first dungeon, but then it starts to slow down and get choppy. Link to comment Share on other sites More sharing options...
_Destiny_ Posted November 4, 2007 Share Posted November 4, 2007 Pokemon Diamond runs great here even for us 256 rammers with some mis match sound but all in all playable, it only goes faster but not too fast when you're battling and inside a house Link to comment Share on other sites More sharing options...
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