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#1
Re: New here
Geschrieben am: 30.07.2019 21:56
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Grattis! Särskilt Panic Bomber och Vertical Force av dem där är kul spel! ;)
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#2
Re: PVB Emulator
Geschrieben am: 22.07.2019 12:04
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Zitat:

StinkerB06 wrote:

Question: Does Red Alarm put graphics data in any of the other tabs besides the framebuffers' tab?


Yes, all of them are loaded correctly.
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#3
Re: PVB Emulator
Geschrieben am: 20.07.2019 20:27
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
I was messing around with Red Alarm a bit, and it turns out the game IS actually running, it just doesn't draw anything to the console before reaching the title screen. If you press A a couple of times in the dark, and F5 in and out of the debugger, you can see the framebuffers gets updated with all the precaution graphics, but not the console itself. Of course the CPU window also highlight alot of exceptions all the time...

It's actually kind of playable after that :)

Datei anhängen:



png  red_alarm.png (40.04 KB)
27_5d335cf76604a.png 681X635 px
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#4
Re: PVB Emulator
Geschrieben am: 20.07.2019 15:52
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Wow, this emulator has already sailed up there to be the very best one available for us developers! Thanks Guy Perfect!

Mednafen has a weird bug with bitstrings copied to one of the frame buffers, but this one works spot on!

I love the VIP window, and if I could make one request it would be to have it update continuously while a game is running as well.
I realize this could potentially be thousands of times per frame, but doing it just once at the end of each frame would be enough. VisualBoy Advance has this feature for GBA for example, and it helps for studying how different games pull off animations under the hood.

Please continue working on this project, much appreciated!

Also, my red/blue glasses doesn't quite match any of the presets, so prioritizing the color settings dialog would be cool too ;-)
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#5
Re: The Noteworthy Auction Thread™
Geschrieben am: 10.09.2015 19:55
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
I can confirm that at least with the VUE Debugger you can get red/green anaglyph from the PAL AV OUT, no need to use RGB OUT for that. You change between the modes using command lines in the pc software. I don't know about the video boy, but it seems likely they used the same components since it's in the same series... Maybe it has internal dip switches for that, if there is no pc connection?
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#6
Re: Insect Combat
Geschrieben am: 18.02.2015 21:19
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
It's actually not a stupid question, so I'll try to explain it.
So, to actually answer the "why" (understanding the system is never irrelevant):

When you power the VB off, some amount of voltage stays in the system capacitors for a couple of seconds. Sometimes it's enough to keep your old data in the VIP/RAM. If you turn it back on again too quickly, before it has time to "die" and go completely powerless, you will see the data still being there.

The VB doesn't have built-in routines to guarantee that all memory will be 0 at startup (even though it most often is) so you should never assume that it is. You should consider the memory to be undefined, and the only way to guarantee a desired behaviour of memory that you use, is to clear it in your own code at startup.
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#7
Virtual Fall 2013 surprise
Geschrieben am: 10.09.2014 20:05
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Hey!
I had a nice surprise waiting in the mailbox when I got home today (no spoilers for those who didn't get it yet). A HUGE THANK YOU to everyone involved in its production, really cool work guys!
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#8
Re: VUE-DEBUGGER
Geschrieben am: 06.09.2014 12:26
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Hm, I don't know... I just converted the isx with lameboy's tool. Do the earlier released versions of this demo work on hardware?
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#9
Re: VUE-DEBUGGER
Geschrieben am: 05.09.2014 17:28
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
I didn't remember about those, thanks

vbcvtisx doesn't work for me (not even on the 1.2 version isx?) and ISX2ROM can't handle it either. It appears it isn't an isx file after all, but in vuexe format. I guess it has to be re-compiled by vucc to get an isx file. I haven't set up my vucc environment yet.

However, I did use ISX2ROM to convert the regular 1.3 sample soft to a vb rom, and here it is. The pause screen has new graphics, and the entire rom seems to run faster than 1.2.

Datei anhängen:


zip Sample Soft for VUE Programming (v1.3).zip Größe: 15.66 KB; Hits: 185

png  new_pause_screen_in_1_3.png (2.04 KB)
27_5409d69ce16b4.png 384X224 px
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#10
Re: VUE-DEBUGGER
Geschrieben am: 03.09.2014 23:57
VUE(xpert)
Dabei seit 03.09.2003
Schweden
442 Beiträge
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Zitat:

KR155E wrote:

Is the 1.3 version of the sample software any different? Did you have a chance to look at the disks yet for any custom code? :-)


Yes! They corrected some flip bug in a graphics converting tool appearently, and added a simple parallax effect to the automatic pause screen.

But! ...Drumroll... What's really interesting about the 1.3 version disk is that it contains a Hudson folder with what seems to be a Hudson version of the same "running monkey" demo. The demo itself seems to look and play the same though

I didn't compare the source code yet, but the isx file is much bigger, so something must be different. I tried to make it into a .vb rom through the debugger, but it just turned into 48 kb of crap
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