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Reality Boy 0.84 beta released


Robert

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Nintendo Virtual Boy emulator

 

12/09/08 - More reorganisations, reenabled sound and link port for win32 only. Began port to SDL (SDL will be the basis of XBox and other ports).

 

11/22/08 - Began port to XBox, reorganized code for more portability. Combined DogP's code back into main branch. Broke DogP's code (need to reenable it)

 

11/11/08 - DogP - Added link port emulation over TCP socket... not complete emulation (yet?), but does work enough for simple games/demos. It's currently pretty slow over a real network, but good for dev on the same machine connected via localhost. Fixed various minor bugs.

 

11/06/08 - DogP - Fixed a bug with Save RAM handling where all RAM would be saved, but only the first half of RAM would get filled at startup. Added a Pause button (Tilde). Added a stub for link port emulation to be completed later. Added a stub for Bitstring Search functions (and cycles counts) to be completed later.

 

11/04/08 - DogP - Fixed up a few things related to sound. Added some cycles for floating point and others. Fixed a bug with MUL instruction (wasn't casting to signed properly)... this fixed crashes and drawing in Red Alarm and 3D Tetris, and fixed the crash in Golf.

 

11/01/08 - DogP - Added sound emulation... not perfect, and some things not implemented, but overall sounds close to what it should. Noise channel LFSR sounds should be checked against hardware (manual isn't specific enough on the implementation). Also fixed some floating point flag handling (according to the NEC docs), floating point CVT and TRNC instructions, and fixed the SAR carry flag. Also set it so emu will run in the background (since the sound paused otherwise, which was really annoying).

 

10/28/08 - DogP - Added some debugging things like a breakpoint from video mode, and memory watch (very crappy, should be fixed). Fixed a bug where the emu would crash if it was unable to open a file when writing memory to a file (from the debugger). Fixed a bug in dump memory 'd' in debugger where it'd only display one byte of the hword. Added bitstring cycles. Added CPU instruction cache profiling (in reality_boyD.exe '\' displays cache stats, '/' clears cache stats).

 

10/22/08 - DogP - Fixed a bug in the Affine Parallax code... MP Parallax is handled funny in Affine - details in the dev manual section 27.2. This shows the bug I see on hardware in my homebrew Mario Kart game, and also fixes the Virtual Bowling lane alignment issue. Also fixed a couple bugs? when run in 2D mode, where instead of just drawing the left screen, it drew it without parallax (MP or GP)... was this on purpose? Without it, it can cause some ugliness.

>> Get it HERE.

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