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#141
Re: PVB Emulator
Posted on: 5/12 6:17
Virtual Freak
Joined 1/27
USA
84 Posts
Eight years for a handheld is a hell of a run. The GBA lasted 9 years, the original Gameboy was 9 (1989) alone 14 including the Color (1989-2003). Interestingly the DS line also lasted 9 years 2004-13.

The GBC being the extension system, if you look at the main line of units, they all seemingly have lasted with the overlap to more or less 8-9 years. That's a good long run for a single piece of hardware with minor changes/revisions.
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#142
Re: PVB Emulator
Posted on: 7/20 15:52
VUE(xpert)
Joined 2003/9/3
Sweden
441 Posts
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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#143
Re: PVB Emulator
Posted on: 7/20 20:27
VUE(xpert)
Joined 2003/9/3
Sweden
441 Posts
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 :)

Attach file:



png  red_alarm.png (40.04 KB)
27_5d335cf76604a.png 681X635 px
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#144
Re: PVB Emulator
Posted on: Today 11:24
Virtual Freak
Joined 2017/6/24
USA
64 Posts
Long Time User (2 Years)
Quote:

DanB wrote:
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 :)


Question: Does Red Alarm put graphics data in any of the other tabs besides the framebuffers' tab?
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#145
Re: PVB Emulator
Posted on: Today 12:04
VUE(xpert)
Joined 2003/9/3
Sweden
441 Posts
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Quote:

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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