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Regarding the gba driver

Posted By: guigongas

Regarding the gba driver - 09/06/09 09:41 PM

Could someone improve the gba emulation? Kale, for example, did a great job on the snes driver. I just wish that the same could be done with gba. smile
Posted By: Duke

Re: Regarding the gba driver - 09/06/09 10:33 PM

May I direct you to this MAME FAQ entry: http://mamedev.org/devwiki/index.php/FAQ:Development#Hey.2C_emulate_this_game.21
Posted By: guigongas

Re: Regarding the gba driver - 09/07/09 12:51 AM

Ok. Thanks anyway. smile
Posted By: ReadOnly

Re: Regarding the gba driver - 09/07/09 11:09 AM

You may be already aware but Visual Boy Advance is your friend as long as MESS gba driver doesn't work for you. http://vba.ngemu.com/downloads.shtml

I know that kind of answer is not the best but that's the only one right now.
Posted By: R. Belmont

Re: Regarding the gba driver - 09/07/09 12:23 PM

That all said the driver has gotten much better in the last 12 hours or so. Do try current SVN.
Posted By: guigongas

Re: Regarding the gba driver - 09/07/09 01:42 PM

Looks like it's being improved now. Thanks! smile
Posted By: Shideravan

Re: Regarding the gba driver - 09/07/09 03:32 PM

Yes, the driver improved a lot!
Thank you guys for your effort!

But it's not so recomended the MESS GBA over VBA yet to just play games, even some games like SMA and Sonic Advance can be played normal, others like Super Mario Kart Super Circuit are unplayble, at less in my compilation. But the GBA MESS driver it's a great step in emulation anyway!
Posted By: ReadOnly

Re: Regarding the gba driver - 09/08/09 12:28 PM

Awesome, thanks R.Belmont.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 12:30 PM

How does this look? http://www.youtube.com/watch?v=77vLnJurYfA
Posted By: guigongas

Re: Regarding the gba driver - 09/11/09 12:38 PM

It looks great! smile
Posted By: Stiletto

Re: Regarding the gba driver - 09/11/09 02:25 PM

Wow, that's awesome.
Posted By: robcfg

Re: Regarding the gba driver - 09/11/09 03:36 PM

I just tried it on a real GBA and a real DS and it is absolutely fantastic!
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 03:50 PM

BTW, I didn't write the demo, I just like it because it's a good ROZ BG and OAM test on the graphics side since it runs in Mode 4, and a good Thumb test on the CPU side since it does a lot of 3D. I'm just proud of how good it looks in MESS. wink
Posted By: R. Belmont

Re: Regarding the gba driver - 09/11/09 04:04 PM

Indeed, it's quite impressive on real hardware. Check out SFC's other GBA demos too - none of them have quite the flow and general watchability of Five Finger Discount, but they're still technically very impressive.
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 05:05 PM

Gba driver is updated now please?
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 05:16 PM

Originally Posted By Multipass
Gba driver is updated now please?


Being f-ing patient now please.
Posted By: R. Belmont

Re: Regarding the gba driver - 09/11/09 05:16 PM

I'll clean it up after work tonight and submit it if nothing horrible pops up.
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 05:28 PM

Submit here? or on mess 134? More thanks for your work R.Belmont wink
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 05:29 PM

Originally Posted By Multipass
Submit here? or on mess 134? More thanks for your work R.Belmont wink


I've been making the GBA changes, not R. Belmont. However, he's graciously agreed to clean up my ugly code. smile I think what we have here is a failure to communicate.
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 05:33 PM

Sorry for my bad english, but im french ;p, so its your work?
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 05:39 PM

Originally Posted By Multipass
Sorry for my bad english, but im french ;p, so its your work?


Ouais, c'est mon travail, mais seulement le vidéo smile
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 05:40 PM

Ah bah ca va mieux comme ça! smile
J imagine qu on peut pas trop poster en français ici?
Et est ce que le driver gba a été amélioré depuis peu?
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 05:49 PM

Originally Posted By Multipass
Ah bah ca va mieux comme ça! smile
J imagine qu on peut pas trop poster en français ici?
Et est ce que le driver gba a été amélioré depuis peu?


J'ai amélioré l'émulation vidéo. Les règles exigent que l'on poste en anglais, mais j'ai étudié français pendant 7 ans, donc il est plus facile pour vous et moi de poster en français. smile

RB: Please don't get irate at us talking in French, it's just easier. smile
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 05:53 PM

Merci beaucoup pour l attention que vous me portez. wink
Peut on se procurer cette mise a jour ou faut il simplement attendre une release svp?
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 05:58 PM

Originally Posted By Multipass
Merci beaucoup pour l attention que vous me portez. wink
Peut on se procurer cette mise a jour ou faut il simplement attendre une release svp?


Il sera disponible "ce soir", si vous habitez dans la fuseau horaire "GMT-5", sur le serveur SVN. Demain, certainement.

BTW, je m'excuse si mon français est mauvais, je comprends maintenant que taper dans une langue secondaire est difficile! wink
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 06:00 PM

Justement a ce propos, comment on fais avec le SVN, je n ai pas compris
Posted By: guigongas

Re: Regarding the gba driver - 09/11/09 06:03 PM

I'm using google translator to understand your conversation. smile
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 06:09 PM

Originally Posted By Multipass
Justement a ce propos, comment on fais avec le SVN, je n ai pas compris


SVN est "Subversion", pour la tenue le MESS code qui est plus récent. Des instructions en anglais êtes ici: http://www.mess.org/download.php

Pourtant, le code sera certainement dans MESS 0.134 ou 0.135. smile

For any of the English speakers in the thread: I explained that I improved the GBA driver's video emulation, and that the code will probably be submitted tonight (if you live in GMT-5 through -8), but definitely in the next 24 hours. The code will be checked into SVN, but the instructions are in English, though the updated code will definitely be in MESS 0.134 or 0.135. smile
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 06:20 PM

Justement, je n est pas tres bien compris comment on y accède, pouvez vous m expliquer svp?
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 07:09 PM

Originally Posted By Multipass
Justement, je n est pas tres bien compris comment on y accède, pouvez vous m expliquer svp?


Pour obtenir le compilateur pour MAME/MESS:

1. Créer un directoire: c:\mingw

2. Télécharger et installer dans c:\mingw: http://mamedev.org/tools/mingw-mame-20070810.exe

3a. Télécharger et extraire dans un directoire temporaire: http://alleg.sourceforge.net/files/dx80_mgw.zip

3b. Copiér ces fichiers dans c:\mingw\include de le directoire temporaire:

* d3d8.h
* d3d8caps.h
* d3d8types.h
* ddraw.h
* dinput.h
* dsound.h

Pour obtenir le code MESS:

1. Télécharger et installer TortoiseSVN, et le langue paquet pour français ici. Voux peux télécharger le deux ici: http://tortoisesvn.net/downloads

2. Créer un directoire: c:\mingw\mess\

3. Cliquez le bouton droit en c:\mingw\mess\

4. Sélectionnez l'option appelée "SVN Checkout..." en anglais, je ne sais pas quel est son nom en français. Utilisez le URL:
Code:
svn://messdev.fdns.net/mess/


5. Attendez patiemment

Pour compiler MESS:

1. Si vous comprenez la façon d'exécuter MESS partir de "la ligne commande" ("command line" en anglais),
ouvrez une fenêtre de la ligne commande.

2. Tapez: cd \

3. Tapez: cd mingw

4. Tapez: set path=%PATH%;mingw\bin

5. Tapez: cd mess

6. Tapez: mingw32-make

Avec bonne chance, MESS sera compilé avec succès. smile


Les changements GBA seront soumis de SVN dans les 24 heures. Ils apparaissent à http://mess.dorando.at/svn/ quand ça se passe. smile
Posted By: Multipass

Re: Regarding the gba driver - 09/11/09 07:11 PM

Merci beaucoup pour ce petit tuto, je ne comprenais vraiment rien, merci beaucoup wink
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 07:20 PM

Originally Posted By Multipass
Merci beaucoup pour ce petit tuto, je ne comprenais vraiment rien, merci beaucoup wink


Désolé. Attendez simplement pour MESS 0.134, les changements seront là. smile
Posted By: R. Belmont

Re: Regarding the gba driver - 09/11/09 07:35 PM

JD: If you think those French compile instructions are solid, we should get them posted on mamedev.org.
Posted By: R. Belmont

Re: Regarding the gba driver - 09/11/09 07:40 PM

Rather than kill the Aug Box, lemme list known GBA bugs here:

1) Out of this World (authorized PD remake): No sound, sometimes a few scratchy noises
2) Jet Grind Radio: sound is distorted
3) Banjo/Kazooie: uploads correct palette then uploads trashed one an instant later (protection?)
4) Buffy the Vampire Slayer: sometimes reboots when you press start.
5) Donkey Kong Country: never exits the Nintendo logo screen, just sits there animating and playing music forever (almost certainly a CPU flags bug)
6) No Classic NES series games work. Same in VBA and No$GBA.
ETA: 7) Original GB sound voices are not correct. (There's a few hardware differences vs. GBC plus the clock is different so the pitches aren't the same).
Posted By: Stiletto

Re: Regarding the gba driver - 09/11/09 08:08 PM

Or if you have Windows, you can use BobZ Automatic MESS SVN Build:
http://bobz38.free.fr/mess_autobuild/index.php
although as of this post the latest is 09/11/2009 3:15 AM UTC+1
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 08:09 PM

Originally Posted By R. Belmont
JD: If you think those French compile instructions are solid, we should get them posted on mamedev.org.


I'll have to run them by a native French speaker. I'll point OG at them and see how badly he gags. smile

ETA: Disagreement over the GB sound. It was originally pretty horrible pitch-wise, but the "ding" at the end of the GBA logo is pretty much flawless now, so I'm not sure how accurate that is anymore.

For what it's worth, I'm mostly interested in graphical issues, if only because those are the easiest to fix for me right now. CPU bugs give me the willies, so I'd rather save those for last. smile
Posted By: Anna Wu

Re: Regarding the gba driver - 09/11/09 08:19 PM

Some graphical glitches in Mario & Luigi - Superstar Saga

Posted By: guigongas

Re: Regarding the gba driver - 09/11/09 08:20 PM

Also, Tony Hawk's Pro Skater 2 has graphical errors that make the game unplayable.
Posted By: R. Belmont

Re: Regarding the gba driver - 09/11/09 08:24 PM

Yes, don't start reporting stuff until the new video emulation is in smile

ETA: And once that happens I hope to see better reports than "graphical errors that make the game unplayable". Screenshots or it didn't happen smile
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 08:31 PM

Originally Posted By R. Belmont
Yes, don't start reporting stuff until the new video emulation is in smile


No, the whole reason why I was asking for reports now, and not when the new video emulation is in, is so that I can start regressing them beforehand and possibly fix additional issues before the changes go in. Heck, you found a couple of perfectly valid bugs, so who knows. smile
Posted By: R. Belmont

Re: Regarding the gba driver - 09/11/09 08:32 PM

Yes, but the existing emulation is so broken that I could claim a problem in every ROM of a Good set and it wouldn't be valid with the new code. For instance, you could generate about a dozen valid reports running Five Finger Discount on current SVN and we know they're all gone in the new code.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 08:57 PM

Originally Posted By R. Belmont
Yes, but the existing emulation is so broken that I could claim a problem in every ROM of a Good set and it wouldn't be valid with the new code. For instance, you could generate about a dozen valid reports running Five Finger Discount on current SVN and we know they're all gone in the new code.


Okay, okay, fair enough.

Incidentally, it might not actually be a specific opcode bug causing the static in part of Matt Current and some games. This morning, after I took my first toddling step into being a YouTube user by uploading that video of Five Finger Discount, I decided to see if anyone else had uploaded a better-quality version. Surprisingly, the one I uploaded was the best quality, but I saw one uploaded by a "kusmabite". Turns out, the same Kusma who worked on both demos. So the following exchange occurred:

Quote:
Do you know who wrote the sound driver code for your Matt Current demo? Was it written primarily in ARM or Thumb? I'm currently trying to get it running in MESS (a multi-emulator). Five Finger Discount runs great, but around 2/3 of the way through Matt Current it starts putting out ear-shattering static.


Quote:
I know that very well - it was written by me smile The audio-player is an IMA-ADPCM decoder. The decoding itself takes about 5% CPU time.

The noise during the bumped spheres in white fog-part on some emulators is usually not caused by the sound-player itself, but by emulators not emulating ROM wait-states correctly (or in most cases at all).

IIRC, what happens is that the emulators thinks some ROM-fetches are slower than they are supposed to be, leading to vblank being missed. I believe I stuffed all the code into the vblank interrupt becase the routine was supposed to run at 60 fps. However, even on hardware, it misses the blank in some unfortunate camera angles - we ended up just avoiding those camera angles in the demo. So even very small cycle-errors in an emulator can lead to this issue smile


So, I would even wager that a number of the graphical issues you and I are still seeing are caused by this. Namely, the raster effects at the beginning of Castlevania: Harmony of Dissonance, and the intentional screen-tearing effect in some parts of Matt Current.

ETA: Oh, cute, cuuuuute. I just checked Matt Current in VBA, it has horrible static-y sound in exactly the same spot as MESS. Now I know what I'm going to spend my long weekend doing.
Posted By: R. Belmont

Re: Regarding the gba driver - 09/11/09 09:18 PM

That's interesting. The timing errors we have that I'm aware of all would tend to be of the "we're giving it too many instructions per frame" variety, not the reverse as Kusma implies.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/11/09 09:34 PM

Originally Posted By R. Belmont
That's interesting. The timing errors we have that I'm aware of all would tend to be of the "we're giving it too many instructions per frame" variety, not the reverse as Kusma implies.


Well, I don't know then. You're the resident ARM guru, and my head is hurting from only 10 minutes of looking at that junk. smile
Posted By: BigFred

Re: Regarding the gba driver - 09/12/09 09:01 AM

Quote:
6) No Classic NES series games work. Same in VBA and No$GBA.


Classic NES and Famicom Mini are working just fine unless you use a bad dump or wrong settings. Many GBA games are copy protected and these will only work when setting the save type to EEPROM (erase old .sav file first). The game will check for being played on flash hardware by trying to write to SRAM and if it is able to it will show a game pak error message. So you can't use automatic save as it will allow SRAM. Oh, and never use trimmed 1 MB ROMs - these are bad underdumps. No licensed GBA game goes below 32 Mbit. Classic NES games using NES games as source will often have 4 times the same data which is exactly stored like that on the chip and used as copy protection. For instance Zelda uses a size check and in case it detects a trimmed ROM the controls will behave slow and you will not be able to play the game accurately. Classic NES using FDS as source will not have 4 times repeats. Trimming will cause sound errors and more by missing game data.
Posted By: Anna Wu

Re: Regarding the gba driver - 09/12/09 11:42 AM

Quote:
6) No Classic NES series games work. Same in VBA and No$GBA.


I get the game Classic NES - the Legend of Zelda working on VBA.
Posted By: guigongas

Re: Regarding the gba driver - 09/12/09 02:02 PM

Originally Posted By R. Belmont
ETA: And once that happens I hope to see better reports than "graphical errors that make the game unplayable". Screenshots or it didn't happen smile

It won't be necessary to post screenshots for the bug of Tony Hawk's Pro Skater 2 anymore. With the latest changes in gba driver you fixed the graphical errors of the game. Thanks a lot!

By the way, next time i'll post a decent report. smile
Posted By: R. Belmont

Re: Regarding the gba driver - 09/12/09 02:17 PM

BigFred: Thanks. Time to blame Cowering then smile GoodGBA 3.12 has the 8 Mbit chops of the Classic NES games only.
Posted By: guigongas

Re: Regarding the gba driver - 09/12/09 04:37 PM

I found a bug in Yu-Gi-Oh! The Eternal Duelist Soul:



As you can see, the names of the cards aren't displayed properly and some colors are wrong.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/12/09 05:10 PM

Originally Posted By guigongas
I found a bug in Yu-Gi-Oh! The Eternal Duelist Soul:



As you can see, the names of the cards aren't displayed properly and some colors are wrong.


Thank you! One moment, I will see if it's fixed yet. smile

ETA: Can you please tell me how to actually get to that screen? I can't figure it out. Please include instructions on how to get to the screen in future bug reports.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/12/09 05:29 PM

Bump. Can someone tell me how to get to the above screen?
Posted By: guigongas

Re: Regarding the gba driver - 09/12/09 05:41 PM

It's very simple. Choose "New Game", skip the texts that appear, choose one of the three starter decks, skip one more text and you'll see a menu. Choose "Deck Edit". In the deck edit screen press the L or R buttons (shift and Z in mess) until you see the cards. Then scroll down a few times and you'll see the bug. smile
Posted By: Tafoid

Re: Regarding the gba driver - 09/12/09 05:49 PM

There is a issue with both the (E) and (J) releases of the game, Zooo.

Zooo Picture 1

You can see this directly at the title screen. AT first, it draws as you'd expect with full color then suddenly, it changes all text graphics to black. When you confirm a selection, the graphics revert to normal again when selecting a type of game.

If you select to view the rankings, you get the same type of blackened text.

Zooo Picture 2

The rest of the game, graphically, seems ok.

The other issue with this game is the audio. As certain parts of the music for the normal game (might effect other tunes as well), you get clicking/emulation performance slowdown. You'll notice this quickly when playing a normal game.
If you'd like a -wavwrite of the output, I'll provide it.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/12/09 05:56 PM

Originally Posted By guigongas
It's very simple. Choose "New Game", skip the texts that appear, choose one of the three starter decks, skip one more text and you'll see a menu. Choose "Deck Edit". In the deck edit screen press the L or R buttons (shift and Z in mess) until you see the cards. Then scroll down a few times and you'll see the bug. smile


Fixed with latest SVN.
Posted By: guigongas

Re: Regarding the gba driver - 09/12/09 06:00 PM

Thank you, Just Desserts! smile
Posted By: Just Desserts

Re: Regarding the gba driver - 09/12/09 06:31 PM

Seems like the Zooo issue isn't in the video hardware emulation. If you look closely, the BG layers also freak out briefly before the colors go black. It's probably a CPU issue, the same one causing Banjo-Kazooie to kill its palette.
Posted By: Justin

Re: Regarding the gba driver - 09/12/09 06:57 PM

The attract mode of Super Robot Taisen - Original Generation 2 looks fabulous now, good work laugh (That's been my testcase for watching the driver progress since it seems to use practically every feature of the video hardware.)

I did notice a graphical bug in Iridion II, though, there are flickering black lines over the bottom halves of the company logos as they fade out, right after booting:



The intro music also sounds like someone is farting nonstop....
Posted By: Robbbert

Re: Regarding the gba driver - 09/12/09 10:58 PM

The game Broken Circle has bad sound from the beginning, and eventually crashes with an access violation "INTEGER OVERFLOW".

svn 5710

Nothing got broken, the game has always done this since the driver was added.
Posted By: Shideravan

Re: Regarding the gba driver - 09/13/09 01:35 AM

The driver is becoming awsome!
Thank you devs!

I saw a minor issue problem, not so important, but in "Input (this system)" for GBA i have a strange "P1 Button 6" after all the correct buttons.
It don't cause none problems to emulation, after all.

EDIT: I fixed excluding the line

PORT_BIT( 0xfc00, IP_ACTIVE_HIGH, IPT_BUTTON6) PORT_UNUSED
in drivers/gba.c

But i don't know if is the best solution...
Posted By: Tafoid

Re: Regarding the gba driver - 09/13/09 03:51 AM

Originally Posted By robbbert
The game Broken Circle has bad sound from the beginning, and eventually crashes with an access violation "INTEGER OVERFLOW".

svn 5710

Nothing got broken, the game has always done this since the driver was added.


Hmm, interesting game and it's a free to download one too.
I'm posting this link as the company themselves did not release the game commercially and years later released it to the public in ROM form:
http://www.7rs.it/pages/downloads.php

Probably won't find it in the DAT files.
Posted By: Kaylee

Re: Regarding the gba driver - 09/13/09 07:27 AM

Hi I'm wondering, have anybody got Uranus Zero EV running? I've tried it, but it gets to after the "bios logo" and then freezes and do nothing.

Also Super Mario Advance 2 - Super Mario World Complains that the save data is corrupt frown

Posted By: R. Belmont

Re: Regarding the gba driver - 09/13/09 01:42 PM

Yes, a lot of games have save data problems (also Yoshi's Island, Zelda: Link to the Past, etc, etc).
Posted By: guigongas

Re: Regarding the gba driver - 09/13/09 02:00 PM

Star Wars Episode III - Revenge of The Sith:



After the Star Wars logo should appear a text telling the story of the game, but it stays in a black screen until you press start.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/13/09 05:12 PM

Originally Posted By guigongas
Star Wars Episode III - Revenge of The Sith:



After the Star Wars logo should appear a text telling the story of the game, but it stays in a black screen until you press start.


CPU issue, probably. Likely the same one that's affecting DKC.
Posted By: Tafoid

Re: Regarding the gba driver - 09/13/09 05:52 PM

First batch of audio/video/hanging problems:

2 in 1 - Asterix and Obelix (E)(2030)(Rising Sun) (Select Asterix PAF!)
Asterix & Obelix - PAF! Them All! (E)(0278)(Menace)
After choosing language, start a game of Asterix & Cleopatra. Start Game and select Adventure,
you'll see a graphic screen with text. There is text on screen which does not show completely at the bottom.
2030

2 in 1 - Finding Nemo & Finding Nemo - The Continuing Adventures (E)(2650)(Independent)
2 in 1 - Finding Nemo & Monsters Inc. (U)(2603)(Sir VG)
2 in 1 - Finding Nemo & The Incredibles (E)(2678)(Independent)
(original Finding Nemo only)
Finding Nemo (U)(1004)(Mode7)
Finding Nemo (J)(1331)(Rising Sun)
Static/Distorted Audio

2 in 1 - Hugo Bukkazoom & Hugo & The Evil Mirror (E)(2197)(Rising Sun)
Hugo - Bukkazoom (E)(1234)(Rising Sun) - Corrupted/Missing auduo
Hugo - The Evil Mirror (U)(1962)(Evlstar) - Slight audio corruption before Introduction, otherwise seems fine.

2 in 1 - Ms. Pac-Man - Maze Madness & Pac-Man World (U)(2572)(Sir VG)
Ms. Pac-Man Maze Madness (U)(1674)(Venom)
Pac-Man World (U)(1789)(Venom)
Corrupt/Missing audio. Ms. Pac hangs on a white screen as well in single rom. The 2-1 version plays ok.

2 in 1 - Quad Desert Fury & Monster Trucks (U)(2138)(Trashman)
Quad Desert Fury (U)(1197)(Venom)
Monster Trucks (U)(1725)(Rising Sun)
Upon initial information screen, emulation loops/hangs and audio is corrupted.

2 in 1 - Prince of Persia - The Sands of Time & Tomb Raider - The Prophecy (E)(2388)(Independent)
Prince of Persia - The Sands of Time (U)(1232)(Eurasia) - Background effects bugged at initial menu.
Also, you get a white screen after starting while music plays.
1232
Tomb Raider - The Prophecy (U)(1792)(BatMan) - Corrupt/Missing audio.

2 in 1 - Scooby-Doo & Scooby-Doo 2 Monsters Unleashed (U)(2570)(Sir VG)
Scooby-Doo - The Motion Picture (U)(0463)(Mode7)
After Logo are displayed, the game hangs in a white screen. Scooby-Doo 2 plays fine.

2 in 1 - SpongeBob Squarepants - Battle for Bikini Bottom & Fairly Oddparents - Breakin' Da Rules (U)(2632)(Sir VG)
2 in 1 - Spongebob Squarepants Battle for Bikini Bottom & Jimmy Neutron Boy Genius (E)(2082)(Independent)
2 in 1 - SpongeBob Squarepants Battle for Bikini Bottom & Nicktoons Freeze Frame Frenzy (U)(2571)(Sir VG)
Fairly Oddparents - Hang at beginning as introduction text appears from the top
SpongeBob SquarePants - Battle for Bikini Bottom (U)(1233)(Eurasia) - Static/Corruption of audio throughout.
Other games ok.
2632

2 in 1 - The SpongeBob SquarePants Movie & Freeze Frame Frenzy (E)(2624)(Sir VG)
The SpongeBob SquarePants Movie - Static/Corruption of audio throughout.

2 in 1 - V-Rally 3 & Stuntman (E)(2041)(Rising Sun)
Select V-Rally 3 Game - First off the Atari Symbol is incorrect, as soon as you'd select your language,
it all but hangs up ("Naomi" slow with looping sound).
02041-vrally3

3 in 1 - Rugrats, SpongeBob, Tak (E)(2434)(Independent)
Tak And The Power of JuJu (U)(1208)(Hyperion) - After Introduction text, Black screen.

Activision Anthology (U)(1313)(Eurasia)
Hang with Looping music when trying a game (Barnstorming)

All-Star Baseball 2004 (U)(0889)(Venom)
Music completely missing. Start Game, Quick game, Start Game ... and you can see noticable
graphic corruption at the bottom of the screen.
0889

Babar - To the Rescue (U)(2424)(Trashman)
Music corrupted and missing.

Backyard Football 2006 (U)(2188)(Trashman)
Backyard Sports Football 2007 (U)(2496)(Rising Sun)
Odd audio distortion (ticking/clicking and scratchiness) after hitting start.

Banjo Pilot (U)(1864)(Venom)
Black screen after BIOS logo.

Battlebots - Design And Destroy (U)(1183)(Rising Sun)
Slight flickering of lower area of screen at menu (most noticeable when selecting OPTIONS)

Big Mutha Truckers (U)(2219)(Trashman)
Emulation hangs at Title Screen

Bouken Yuuki PlaStar World - Densetsu no Plust Gate EX (J)(2027)(Independent)
When you select an option at the initial Menu, many sound effects play instead of one.

Breath of Fire (U)(0245)(Mode 7)
Breath of Fire (J)(0060)(Eurasia)
When you enter your name, the selection presentation is noticebly offset.
The Japan rom hangs after you select END after setup. It should return you to the NEW/LOAD selection screen.
0060
0245

Broken Sword - The Shadow of the Templars (U)(0376)(Nobody)
Black screen after BIOS logo.

Cabela's Big Game Hunter 2005 Adventures (U)(1773)(Venom)
Audio has noticable static during introduction.

Care Bears - Care Quest (U)(2266)(Trashman)
Music corrupted and missing.

Crash Bandicoot Bakusou! Nitro Kart (J)(1632)(Caravan)
Static/Distorted audio.

Crazy Frog Racer (E)(2264)(Rising Sun)
During a race, the track is highly corrupted/misplaced.
2264

CT Special Forces 2 - Back in The Trenches (U)(1568)(Chameleon)
Static/Distorted audio.

Cubix - Robots for Everyone - Clash 'n Bash (U)(0534)(Venom)
Just before Title, there is an odd audio the plays. The Title Screen audio seems to play normally afterwards.

Dragon Tales - Dragon Adventures (U)(1598)(Chameleon)
Corruption then Black screen after BIOS logo.
1598

Driv3r (U)(2210)(Trashman)
Black screen after Game Start and Introduction screens, when the actual gameplay starts.

Mario Vs. Donkey Kong (J)(1526)(Caravan)
Mario Vs. Donkey Kong (U)(1489)(Venom)
Black screen (U), w/message "Please wait a while" (J) after BIOS logo.
1526
Posted By: Just Desserts

Re: Regarding the gba driver - 09/13/09 06:16 PM

Thanks for the reports, but you can avoid posting about any additional "distorted audio" bugs for now. They're all probably caused by the same set or subset of issues.
Posted By: Tafoid

Re: Regarding the gba driver - 09/14/09 03:18 AM

More GBA problems.

Console Message spam "DMA: Bad srcadd 3!":
Metal Max 2 Kai (J)(2005)(Independent)
Sangokushi Koumeiden (J)(1874)(RisingCaravan)

EDIT: Took crashing sets out. They are apparently an isolated problem.
Posted By: R. Belmont

Re: Regarding the gba driver - 09/14/09 03:22 AM

The "same access violation" is specific to 32-bit builds on certain GCC versions and comes from MAME - it's not GBA-driver specific. Keep reporting it and bad things will occur.

In the mean time MSVC builds and 64-bit builds should run all of the listed games, assuming no actual driver bugs occur.
Posted By: Just Desserts

Re: Regarding the gba driver - 09/17/09 01:51 PM

Originally Posted By R. Belmont
That's interesting. The timing errors we have that I'm aware of all would tend to be of the "we're giving it too many instructions per frame" variety, not the reverse as Kusma implies.


Funny thing is, it just occurred to me that Kusma is probably right, despite both your and my initial reactions. Compare Five Finger Discount running on MESS to the version that Kusma uploaded, which is presumably running on a Game Boy Player. The actual hardware has nearly twice the frame rate.
Posted By: Justin

Re: Regarding the gba driver - 09/18/09 02:31 PM

Originally Posted By Just Desserts
Compare Five Finger Discount running on MESS to the version that Kusma uploaded, which is presumably running on a Game Boy Player. The actual hardware has nearly twice the frame rate.


Yeah I ran it on my flashcart and I thought it looked smoother....
Posted By: R. Belmont

Re: Regarding the gba driver - 09/18/09 02:40 PM

It's a little bit faster on my SP in the seconds-per-frame scenes (the greet to Gargaj) but I wouldn't say twice. Although at those rates twice doesn't make a lot of difference ;-)
Posted By: Just Desserts

Re: Regarding the gba driver - 09/18/09 02:51 PM

Originally Posted By R. Belmont
It's a little bit faster on my SP in the seconds-per-frame scenes (the greet to Gargaj but I wouldn't say twice. Although at those rates twice doesn't make a lot of difference ;-)


Still, a real GBA is faster, which indicates we're somehow eating too many cycles. smile
Posted By: guigongas

Re: Regarding the gba driver - 09/20/09 02:19 AM

Hey guys, if you set "overclock CPU maincpu" to 200% "Mario Kart Super Circuit" becomes playable. Did you already knew it?
Posted By: Just Desserts

Re: Regarding the gba driver - 09/20/09 04:48 AM

Originally Posted By guigongas
Hey guys, if you set "overclock CPU maincpu" to 200% "Mario Kart Super Circuit" becomes playable. Did you already knew it?


Yes, I did, and it's a hack to work around the issue that I've been discussing for the past page or so.
Posted By: Kale

Re: Regarding the gba driver - 10/06/09 05:31 PM

One of the rooms in Castlevania: Aria of Sorrow has some kind of "mirrored" roz in the background, this background looks squeezed in half in current emu.





(yes, it's pretty advanced in the game, the level is the "girls only on this stage please" that I don't quite remember the name right now)
Posted By: R. Belmont

Re: Regarding the gba driver - 10/06/09 05:44 PM

Ahh, I know where that is. There's a similar effect in Harmony of Dissonance AFAIK (both of them are mimicking the sky in the Chapel area of Symphony of the Night).

Anyhow, all 3 of the CV games have an issue where their raster effects happen too high by exactly the number of scanlines in vblank. (You can see this when it tries to rowscroll the stage name, and in the intro of HoD). If I fire the VBL IRQ at Y=0 instead of 160 it fixes most of the rasters but breaks other things.
Posted By: TheTrout

Re: Regarding the gba driver - 10/06/09 07:38 PM

Hi, I'm mostly a lurker here and absolutely LOVE MESS, but I had a quick GBA question: has anyone gotten either Advance Wars 1 or 2 to load yet? When I boot either of them, I get the Game Boy logo followed by a white screen.

Curiously, the Advance Wars 1+2 cart from Japan boots and works fine, as do the Fire Emblem games (which seem to run on nearly the same engine).
Posted By: Kale

Re: Regarding the gba driver - 04/14/10 04:02 PM

New bug report:
Gunstar Super Heroes / Gunstar Future Heroes farts and dies after the licensed by Nintendo screen.

(and memo to self, I should try my owned games on MESS before even start to learn them for HARP recording ^^U)
Posted By: etabeta78

Re: Regarding the gba driver - 04/14/10 06:22 PM

since you revived this thread, let me add Super Mario Advance 2 & 3 which have EEPROM problems and cannot be started
Posted By: Kale

Re: Regarding the gba driver - 05/07/10 01:28 AM

Originally Posted By TheTrout
Hi, I'm mostly a lurker here and absolutely LOVE MESS, but I had a quick GBA question: has anyone gotten either Advance Wars 1 or 2 to load yet? When I boot either of them, I get the Game Boy logo followed by a white screen.


I know nothing about GBA HW, but fwiw Advance Wars 1 & 2 reads from 0x0e00**** area ... obviously dunno what's mapped there, maybe it isn't even supposed to enter on this sub-routine ...
Posted By: Just Desserts

Re: Regarding the gba driver - 05/07/10 01:45 AM

Originally Posted By Kale
Originally Posted By TheTrout
Hi, I'm mostly a lurker here and absolutely LOVE MESS, but I had a quick GBA question: has anyone gotten either Advance Wars 1 or 2 to load yet? When I boot either of them, I get the Game Boy logo followed by a white screen.


I know nothing about GBA HW, but fwiw Advance Wars 1 & 2 reads from 0x0e00**** area ... obviously dunno what's mapped there, maybe it isn't even supposed to enter on this sub-routine ...


Code:
External Memory (Game Pak)

  08000000-09FFFFFF   Game Pak ROM/FlashROM (max 32MB) - Wait State 0
  0A000000-0BFFFFFF   Game Pak ROM/FlashROM (max 32MB) - Wait State 1
  0C000000-0DFFFFFF   Game Pak ROM/FlashROM (max 32MB) - Wait State 2
  0E000000-0E00FFFF   Game Pak SRAM    (max 64 KBytes) - 8bit Bus width
  0E010000-0FFFFFFF   Not used


http://nocash.emubase.de/gbatek.htm
Posted By: Kale

Re: Regarding the gba driver - 05/07/10 12:48 PM

Ok.



Posted By: etabeta78

Re: Regarding the gba driver - 05/07/10 12:59 PM

any hope that you can take a look at Super Mario Advance 2 & 3 EEPROM bits transfer?
Posted By: Kale

Re: Regarding the gba driver - 05/07/10 01:07 PM

I suck at EEPROMs :P

(and yay, Advance Wars 2 hangs after that you press the start button for whatever reason)

EDIT: currently MESS is VERY painful to use ... the software list stuff causes it to crash very often --"
Posted By: etabeta78

Re: Regarding the gba driver - 05/07/10 01:23 PM

can you provide any backtrace? it has only happened once here and I was unable to find the reason and/or reproduce it.

also, if you simply rename the gba.xml list to anything else, it should simply skip it and not to crash anymore
Posted By: Kale

Re: Regarding the gba driver - 05/07/10 01:36 PM

gdb currently crashes here if you try to use it with mess. And no, if you rename it, it'll make the command line itself to crash ...
Posted By: etabeta78

Re: Regarding the gba driver - 05/07/10 01:49 PM

none of the two behaviors happen on my mac (compiled with rev.7979)

not sure how to help without a backtrace

EDIT: in particular, the command line crash is very weird: it sounds like the bug I fixed in rev.7930. are you using the latest version?
Posted By: Kale

Re: Regarding the gba driver - 05/07/10 02:05 PM

Not yet ... guess that I'll do a clean compile after this ...

Super Mario Advance 2:
bp 80072ea,R4 keeps to be equal to 1 and it must be 3 ... probably some kind of missing condition with the reads ... it has slight timing issues and crackling sound, fwiw wink
Posted By: R. Belmont

Re: Regarding the gba driver - 05/22/10 03:55 PM

Sword of Mana doesn't save currently (it uses flashrom). Looking into it...
Posted By: R. Belmont

Re: Regarding the gba driver - 05/22/10 06:00 PM

...improved in SVN #8138. You can save to the top slot in SoM all you like, but attempting to save to the lower slot will screw up and make it impossible to save anywhere. Still looking...
Posted By: Firewave

Re: Regarding the gba driver - 05/22/10 10:33 PM

Could you take a look at the division by zero crash with Golden Sun while you are at it. It's in bugzilla - http://bugzilla.mess.org/show_bug.cgi?id=1899
Posted By: R. Belmont

Re: Regarding the gba driver - 05/22/10 10:58 PM

Golden Sun runs fine here with #8138? Some glitchy raster effects on scene transitions but it seems to play OK.
Posted By: R. Belmont

Re: Regarding the gba driver - 05/23/10 12:45 AM

SVN #8143 reroutes flash saving through the core flash ROM support and now Sword of Mana works properly saving in both slots. LMK if some other game using flash doesn't work now.
Posted By: Kale

Re: Regarding the gba driver - 05/23/10 04:00 PM

It seems that now Advance Wars doesn't need the aforementioned kludge to boot?
Posted By: R. Belmont

Re: Regarding the gba driver - 05/23/10 04:27 PM

Advance Wars always booted for me without a kludge.
Posted By: Kale

Re: Regarding the gba driver - 06/10/10 06:37 PM

Part 1 of the announced game-by-game testing, up to Broken Sword for now, will be ported to a Wiki page at some point (if anybody wants to do it already be my guest).
Also, screens of gfx bugs will be provided by request:

Code:
(assume US version if not stated otherwise)

2006 FIFA World Cup (UE): playfield is offsetted / asserted after some time of gameplay
Acrobat Kid (JP) / Aero the Acrobat: flickers on the first disclaimer screen
Action Replay: doesn't load
Activision Antology: sound is migraine inducting, sometimes emulation crashes
Advance Guardian Heroes: slight gfx issue on the intro, it puts some garbage just before fighting the minions
Advance Wars 2: dies if you try to start a play
Adventure of Tokyo Disney Sea (JP): title screen gfxs aren't right, it seems a mirror effect just like the Castlevania "clouds" one?
The Adventures of Jimmy Neutron - Attack of the Twonkies (UE): backdrop is wrong, it has random lines instead of being an united tint
The Adventures of Jimmy Neutron - Jet Fusion (UE): dies just after the various logo companies
Agassi Tennis Generation: dies if you try to enter into gameplay
Aggressive Inline: dies just after the GBA logo
Aka-chan Doubutsuen (JP): text layer is missing (or there's a priority issue)
Akagi (JP): unable to save? Not sure
Aladdin: huge gfx issues during gameplay
All-Star Baseball 2003: asserts with an integer overflow after the title screen
All-Star Baseball 2004: various gfx issues
American Bass Challenge: sea mirror gfxs are misplaced in the bottom half.
Animal Yokochou - Dokidoki Shinkyu Shiken: black line of garbage in the intro.
Animaniacs - Lights Camera Action (UE): crashes when it's supposed to show the Warner Bros. logo
The Ant Bully: asserts with an integer overflow
Army Men - Operation Green: fills the error.log with "trying to draw OBJ with OBJ_SHAPE = 3" messages
Asterix & Obelix - Bash them all! (EU) - slight timing issue with the sea in the background
Astro Boy - Omega Factor: issue with the background in the tutorial, same as Castlevania clouds issue? There are also noticeable slowdowns, most notably when Atom comes from 
                          the sky in the first real level or when you try to hit something with the laser (real thing is way smoother)
ATV Thunder Ridge Racers: transitions are too slow (maybe related to the sound status)
Backyard Hockey: hangs after the GBA logo
Baldur's Gate - Dark Alliance: during the intro (after that you've created a character) one of the screen gfxs are busted, should be full black.
Banjo Pilot: black screen after the GBA logo
Banjo Kazooie: severe corruption with the palette / crashes with an integer overflow if you try to start a play
Batman Vengeance: resets itself after a bunch of seconds of gameplay
BB Booru (JP): resets / hangs after the first dialog box
Beyblade V-Force: hangs after the GBA logo
Bibi Blocksberg (DE): hangs at the menu screen, with "disco fading style"
Bibi und Tina (DE): hangs at the Morgen Studios logo screen, with "disco fading style" (probably same as above)
Die Biene Maja (DE): asserts with an integer overflow
Big Mutha Truckers: hangs at the title screen
bit Generations: Boundish (JP): hangs after the Anzen disclaimer
bit Generations: Coloris (JP): hangs at the title screen
bit Generations: Dial Hex (JP): hangs / asserts after the Anzen disclaimer
bit Generations: Digidrive (JP): hangs after the Anzen disclaimer
bit Generations: Dotstream (JP): hangs / asserts after the Anzen disclaimer
Blades of Thunder: asserts with "Screen mode 5 is not fully supported yet, contact MESSdev!" msg
Boboboubo Boubobo (JP) - (all four versions): have issues with the background color text boxes
Boktai: unable to create save data, sun device is unemulated
Boktai 2: sun device is unemulated, game have slowdowns (caused by the wrong sound emulation?)
Bomberman MAX 2 (all versions): black screen after the Hudson Soft logo
Bouken Yuuki Pluster World - Densetsu no Plust Gate (normal and EX): can't start a play, unable to create save data
Boulder Dash EX: gfx garbage on the menu screen
Breath of Fire / Breath of Fire 2: character name screen text is offsetted vertically
Broken Sword - The Shadow of the Templars: black screen after the GBA logo

*Kikaika Guntai - Mech Platoon (JP)
Mario Kart Super Circuit: huge flickering with roz and sprites, game is too slow
*Silent Hill

issues with the roz layer
-------------------------
Advance GT2 (JP)
Advance GTA (JP) (also there's a gfx issue on title screen)
Advance Rally (JP)
Antz - Extreme Racing (no roz at all)
ATV Quad Power Racing (UE)
B-Legends! Battle B-Daman - Fire Spirits! (flickers)
B-Legends! Battle B-Daman - Moero! B-Damashi! (flickers)
Bomberman Jetters - Densetsu no Bomberman (world map)

sound doesn't work at all list (just farts or no sound)
------------------------------
007 - Everything or Nothing
2006 FIFA World Cup (UE)
All-Star Baseball 2004
Antz - Extreme Racing
ATV Thunder Ridge Racers (until gameplay, then one channel farts)
Babar to the Rescue
Back to Stone
Backyard Skateboarding
Best Friends - My Horse (EU)
Beyblade G-Revolution
Bionicle Heroes
Board Game Classics

a sound channel farts list:
----------------------
Ab Durch Die Hecke (DE)
Action Man - Robot Attack (UE)
The Adventures of Jimmy Neutron - Attack of the Twonkies (UE)
American Dragon
Les Aventures of Jackie Chan (FR) (farts during transitions)
Baldur's Gate - Dark Alliance
Barbie - The Princess and the Pauper
Batman Begins
Blackthorne
Posted By: Just Desserts

Re: Regarding the gba driver - 06/13/10 04:55 PM

Looking into a few of these.
Posted By: Dr. Spankenstein

Re: Regarding the gba driver - 06/13/10 05:18 PM

Originally Posted By Just Desserts
Looking into a few of these.


Awesome. Does this mean you got that game shipped? *cue Champagne*
Posted By: Just Desserts

Re: Regarding the gba driver - 06/13/10 08:14 PM

Originally Posted By Spa8nky
Originally Posted By Just Desserts
Looking into a few of these.


Awesome. Does this mean you got that game shipped? *cue Champagne*


No, I just have today off.
Posted By: Kale

Re: Regarding the gba driver - 07/20/10 04:24 PM

Up-to-date regression list, haven't improved it from some time (up to F1 2002)

Guess that there are too many "issues with roz layer / sound channels" reports, so I'd guess that I won't provide more games from now on ...

Code:
(assume US version if not stated otherwise)

2006 FIFA World Cup (UE): playfield is offsetted / asserted after some time of gameplay
Acrobat Kid (JP) / Aero the Acrobat: flickers on the first disclaimer screen
Action Replay: doesn't load (returns Nintendo garbage on GBA logo)
Activision Antology: sound is migraine inducting, sometimes emulation crashes
Advance Guardian Heroes: slight gfx issue on the intro, it puts some garbage just before fighting the minions
Advance Wars 2: dies if you try to start a play
Adventure of Tokyo Disney Sea (JP): title screen gfxs aren't right, it seems a mirror effect just like the Castlevania "clouds" one?
The Adventures of Jimmy Neutron - Attack of the Twonkies (UE): backdrop is wrong, it has random lines instead of being an united tint
The Adventures of Jimmy Neutron - Jet Fusion (UE): dies just after the various logo companies
Agassi Tennis Generation: dies if you try to enter into gameplay
Aggressive Inline: dies just after the GBA logo
Aka-chan Doubutsuen (JP): text layer is missing (or there's a priority issue)
Akagi (JP): unable to save? Not sure
Aladdin: huge gfx issues during gameplay
All-Star Baseball 2003: asserts with an integer overflow after the title screen
All-Star Baseball 2004: various gfx issues
American Bass Challenge: sea mirror gfxs are misplaced in the bottom half.
Animal Yokochou - Dokidoki Shinkyu Shiken: black line of garbage in the intro.
Animaniacs - Lights Camera Action (UE): crashes when it's supposed to show the Warner Bros. logo
The Ant Bully: asserts with an integer overflow
Army Men - Operation Green: fills the error.log with "trying to draw OBJ with OBJ_SHAPE = 3" messages
Asterix & Obelix - Bash them all! (EU) - slight timing issue with the sea in the background
Astro Boy - Omega Factor: issue with the background in the tutorial, same as Castlevania clouds issue? There are also noticeable slowdowns, most notably when Atom comes from 
                          the sky in the first real level or when you try to hit something with the laser (real thing is way smoother)
ATV Thunder Ridge Racers: transitions are too slow (maybe related to the sound status)
Backyard Hockey: hangs after the GBA logo
Baldur's Gate - Dark Alliance: during the intro (after that you've created a character) one of the screen gfxs are busted, should be full black.
Banjo Pilot: black screen after the GBA logo
Banjo Kazooie: severe corruption with the palette / crashes with an integer overflow if you try to start a play
Batman Vengeance: resets itself after a bunch of seconds of gameplay
BB Booru (JP): resets / hangs after the first dialog box
Beyblade V-Force: hangs after the GBA logo
Bibi Blocksberg (DE): hangs at the menu screen, with "disco fading style"
Bibi und Tina (DE): hangs at the Morgen Studios logo screen, with "disco fading style" (probably same as above)
Die Biene Maja (DE): asserts with an integer overflow
Big Mutha Truckers: hangs at the title screen
bit Generations: Boundish (JP): hangs after the Anzen disclaimer
bit Generations: Coloris (JP): hangs at the title screen
bit Generations: Dial Hex (JP): hangs / asserts after the Anzen disclaimer
bit Generations: Digidrive (JP): hangs after the Anzen disclaimer
bit Generations: Dotstream (JP): hangs / asserts after the Anzen disclaimer
Blades of Thunder: asserts with "Screen mode 5 is not fully supported yet, contact MESSdev!" msg
Boboboubo Boubobo (JP) - (all four versions): have issues with the background color text boxes
Boktai: unable to create save data, sun device is unemulated
Boktai 2: sun device is unemulated, game have slowdowns (caused by the wrong sound emulation?)
Bomberman MAX 2 (all versions): black screen after the Hudson Soft logo
Bouken Yuuki Pluster World - Densetsu no Plust Gate (normal and EX): can't start a play, unable to create save data
Boulder Dash EX: gfx garbage on the menu screen
Breath of Fire / Breath of Fire 2: character name screen text is offsetted vertically
Broken Sword - The Shadow of the Templars: black screen after the GBA logo
Buffy the Vampire Slayer: hangs (black screen) after the title screen
Caesars Palace Advance (UE): if you choose "video games", game returns a black screen
Card e-Reader (JP) / Card e-Reader + (JP): missing e-reader device emulation
Cardcaptor Sakura - Card Friends (JP): video has a layer of garbage on the story mode intro screens
Cartoon Network - Speedway: roz flickers
Castlevania - Harmony of Dissonance: anything prior to the actual gameplay have problems with the gfxs (timings?)
Castleween (EU): title screen graphics are wrong (garbage on the background layer), game crashes if you attempt to start a play
Chessmaster: can't grab any piece during gameplay
Chicken Little: asserts with an integer overflow
Choro Q Advance 2 (JP): hangs with sound farts if you try to enter into a race
The Chronicles of Narnia: huge slowdowns when it gets to the title screen (related to the non-working sound?)
CIMA - The Enemy: fills the error.log with "trying to draw OBJ with OBJ_SHAPE = 3" messages
Cinnamon (JP) (both versions): slight gfx issue on the "stage 1" logo (timing presumably)
Classic NES series (all of them): either crashes due of integer overflow assert or they doesn't work anyway (Excitebike / The Legend of Zelda / Zelda II all returns a "Game Pak error" msg)
Codebreaker: doesn't load (returns Nintendo garbage on GBA logo)
Colin McRae Rally 2.0: code crashes if you attempt to load a race
Columns Crown: noticeable slowdowns during gameplay
Custom Robo GX (JP): doesn't work, returns an EEPROM bad msg 
Dancing Sword (JP): missing text layer, layers are offsetted on character screen
Daredevil (UE): background layer flickers (timing?)
Darius R (JP): noticeable slowdowns at the start of a play, caused by the sound part?
Dave Mirra Freestyle BMX 3 (UE): hangs just after the GBA logo
David Beckham Soccer: graphics are offsetted
Davis Cup: noticeable black strips during gameplay
Densetsu no Stafy (JP): window effects aren't right
Densetsu no Stafy 2 (JP): game resets when you select a stage
Densetsu no Stafy 3 (JP): asserts with "invalid screen mode (6 or 7)"
Di Gi Charat (JP): some black stripes during the intro and the menu screens
Die Wilden Fussball Kerle (DE) hangs at the menu screen, with "disco fading style"
Digimon - Battle Spirit 2: after that you choose a character, left character flickers on the VS screen.
Disney Princess (UE): Jasmine level 2 doesn't work at all, tilemap scrolls without any sense and game refuses to work at all
Dog Trainer (EU) / Dog Trainer 2 (EU): Any attempt to "save" results in a failure, presumably because it's attempting to write to the corrispondent NDS game?
Donkey Kong Country: Hangs after the Rare logo, should show the Nintendo logo but it doesn't
Donkey Kong Country 2: there's a line in the middle of the screen on the world map
Donkey Kong Country 3: palette is screwed (all black) when you get to the enter initials screen / world map water is glitchy (cutted in half) / game asserts when you try to start a true level
Dora the Explorer - The Search for the Pirate Pig's Treasure: hangs after the GBA logo with static sounds
Dr. Mario & Puzzle League: asserts with "Screen mode 5 is not fully supported yet, contact MESSdev!" if you try to choose Dr. Mario
Dragon Ball - Advanced Adventure: title screen scrolling is cutted in half
Dragon Ball GT - Transformation: hangs after the GBA logo
Dragon Ball Z - Bukuu Tougeki (JP): hangs after the Banpresto logo
Dragon Ball Z - Supersonic Warriors: heavy slowdowns at the Banpresto logo
Dragon Ball Z - The Legacy of Goku: during gameplay tilemap graphics are messed up
Dragon Quest Characters - Torneco no Daibouken Advance 3 - Fushigi no Dungeon (JP): minor black line strips artifacts on the title screen / window effects are offsetted on the save screens
Dragon Tales - Dragon Adventures: disclaimer screens aren't displayed correctly (it just gives green / red dots)
Drake & Josh: asserts after the GBA logo (integer overflow)
Driver 2 Advance: story characters have a weird artifact with the colors / gameplay have roz issues
Driver 3: black screen after the story is explained, the music still works
Drome Racers: backdrop have random colored lines
e-Reader: hangs after the GBA logo
E.T. the Extraterrestrial: asserts after a few seconds of gameplay with "out of memory"
Earthworm Jim 2: game is too slow (noticeable especially with the beat, half BPM I suppose)
Ed, Edd n Eddy - The Mis-EDventures: asserts after the GBA logo with "integer overflow"
ESPN International Winter Sports 2002: hangs with sprite garbage when it reach the events.
Ever Girl: asserts with integer overflow
Extreme Ghostbusters: keeps r/ws 0x0000-0x7fff area after that you finish level one
F-Zero Climax: gameplay is too slow

Gambler Densetsu Tetsuya (JP): doesn't save properly, any attempt results in an hang (steps to reproduce: at title screen, select the option on the right, then press start on the third option, game asks if you want to save, confirm by selecting the first option). Also, game noticeably slows down in several places.

issues with the roz layer
-------------------------
Advance GT2 (JP)
Advance GTA (JP) (also there's a gfx issue on title screen)
Advance Rally (JP)
Antz - Extreme Racing (no roz at all)
ATV Quad Power Racing (UE)
B-Legends! Battle B-Daman - Fire Spirits! (flickers)
B-Legends! Battle B-Daman - Moero! B-Damashi! (flickers)
Bomberman Jetters - Densetsu no Bomberman (world map)
Chocobo Land - A Game of Dice (when you select a city on the world map) [probably not the best thing to check out]
Choro Q Advance / Mario Kart Super Circuit: huge flickering with roz and sprites, game is too slow
Corvette (flickers)
Crash Nitro Karts
Crazy Frog Racer
Digimon Racing (flickers)
Disney Sports - American Football (JP) (offsetted)
Disney Sports - Basketball (offsetted)
Disney Sports - Soccer (offsetted)
Downforce (UE)
Droopy's Tennis Open (EU) (flickers / offsetted)
Extreme Ghostbusters (bad window roz effect when you finish the first level)
F-Zero Climax (slight flickering on the race intro screens)
F1 2002 (UE) (no roz layer on gameplay)

sound doesn't work at all list (just farts or no sound)
------------------------------
007 - Everything or Nothing
2006 FIFA World Cup (UE)
All-Star Baseball 2004
Antz - Extreme Racing
ATV Thunder Ridge Racers (until gameplay, then one channel farts)
Babar to the Rescue
Back to Stone
Backyard Skateboarding
Best Friends - My Horse (EU)
Beyblade G-Revolution
Bionicle Heroes
Board Game Classics
Candy Land
Care Bears - The Care Quests
Cocoto Kart Racer (EU)
Digimon Racing
Disney Princess - Royal Adventure
Dora the Explorer - Dora's World Adventure!
Elf Bowling 1 & 2
Eragon
F1 2002 (UE) (only during gameplay)

a sound channel farts list:
----------------------
Ab Durch Die Hecke (DE)
Action Man - Robot Attack (UE)
The Adventures of Jimmy Neutron - Attack of the Twonkies (UE)
American Dragon
Les Aventures of Jackie Chan (FR) (farts during transitions)
Baldur's Gate - Dark Alliance
Barbie - The Princess and the Pauper
Batman Begins
Blackthorne
Brother Bear
Cabbage Patch Kids - The Patch Puppy Rescue
Camp Lazlo
Catwoman (UE)
Chessmaster
Chi Vuol Essere Milionario (IT)
Codename Kids Next Door - Operation S.O.D.A.
Corvette
Crash Bandicoot 2 - N-Tranced
Crash Bandicoot Fusion
Crash Nitro Karts
CT Special Forces 2
Dead to Rights
Defender of the Crown
Derby Stallion Advance (a tune triggers farting)
Die Wilden Fussball Kerle (DE)
Digimon - Battle Spirit 2 (on the VS screen)
Doom 2 (especially when you finish a level)
Extreme Skate
Posted By: Just Desserts

Re: Regarding the gba driver - 07/20/10 08:56 PM

God, I hate this driver. It cries out, begging me, "Re-write me! Re-write me!!"
Posted By: R. Belmont

Re: Regarding the gba driver - 07/20/10 09:08 PM

Like I said, the sound fart and slowdown issues go away if you double the CPU clock (which more closely approximates the real performance of an ARM7).

I'm not really sure what rewriting it would accomplish - it's very simple hardware.
Posted By: TheTrout

Re: Regarding the gba driver - 08/31/10 04:35 PM

Getting back into Mess after ignoring emulation for a while. Was pleasantly surprised to find that both Advance Wars games are at least booting now, though AW2 crashes when pressing start (as noted on the regressions list). And though the first Advance Wars plays just fine (other than a weird graphics glitch on the rivers), it won't write any save data, which I notice is NOT on the regressions list. So there ya go.

Thanks for the excellent work, folks.
Posted By: etabeta78

Re: Regarding the gba driver - 01/21/11 10:21 PM

Ok. After Tim's fixes to the ARM core, I decided to re-test from scratch the driver.
Here's the first block of results, split depending on the possible cause of the bug

http://mess.redump.net/sysinfo:gba:bugs

I skipped for now the 'huge slowdown' reports, since they could be due to sync of audio CPU.
Other than these, all the problems I was able to spot in games #->K are present smile

Later, I will go on with L->R and S->Z... be patient!
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/22/11 01:23 PM

FYI. I found and fixed another ARM7 bug (carry flag, affected palette in Banjo-Kazooie) and also disabled the ARM7 26-bit backwards compatibility mode for GBA because Banjo-Kazooie (and probably others too) was accidentally entering 26-bit mode.
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/22/11 09:01 PM

Originally Posted By etabeta78
Later, I will go on with L->R and S->Z... be patient!


Given the recent GBA/ARM7 fixes, it might be better to retest the "CPU hangs" section smile
Posted By: R. Belmont

Re: Regarding the gba driver - 01/22/11 09:33 PM

The first Donkey Kong Country still hangs, which is probably one of the most prominent of the "CPU hangs".
Posted By: etabeta78

Re: Regarding the gba driver - 01/22/11 10:05 PM

Originally Posted By Tim Schuerewegen
Originally Posted By etabeta78
Later, I will go on with L->R and S->Z... be patient!


Given the recent GBA/ARM7 fixes, it might be better to retest the "CPU hangs" section smile


I will have some spare time for extensive testing around tuesday or wednesday. I have to go through some other entries in my todo list first, and then I have a work trip awaiting me.

anyway, after seeing your work, I had already planned to revisit the CPU hangs before testing further wink


EDIT: and, by the way, great work on these!
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/22/11 10:55 PM

Originally Posted By R. Belmont
The first Donkey Kong Country still hangs, which is probably one of the most prominent of the "CPU hangs".

smile http://mess.dorando.at/svn/?rev=10140
Posted By: R. Belmont

Re: Regarding the gba driver - 01/22/11 11:04 PM

Nice. Ok, if you have a copy of ARMWrestler.bin, "MOV" in the "ARM ALU" test shows "BAD Rd". I've verified it passes on real hardware (and other GBA emulators), so that could be an easy pickup smile

(We pass all the other tests on it except for the DSP instructions in the V5TE section, which I've verified is incorrectly coded in the test).
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/22/11 11:06 PM

Originally Posted By R. Belmont
Nice. Ok, if you have a copy of ARMWrestler.bin

I had a copy once, but I can no longer find it frown
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 11:16 AM

I had a spare half an hour and I decided to exploit it! The page is now updated

Your changes have indeed fixed a lot more carts than the ones you logged (e.g. all the video carts now work, and games like Kim Possible 2 & 3, o i Die Wilden Fussball Kerle, now start properly).

Would you mind taking a look to Golden Sun Lost Age? I know it's not polite to request fixes, but...
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/23/11 12:36 PM

Originally Posted By etabeta78
Would you mind taking a look to Golden Sun Lost Age? I know it's not polite to request fixes, but...

Fixed smile
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 01:54 PM

thanks a lot!

with your latest fixes MESS offers definitely a satisfactory emulation of the GBA: the list of games which does not start at all is short and only a few of the graphical problems reported makes the game unplayable!
Posted By: Kale

Re: Regarding the gba driver - 01/23/11 02:00 PM

I still wonder about Classic NES / Famicom Mini games, all of them doesn't work in MESS as per now, it starts by r/w at 0xe000000 (unmapped SRAM I presume?) then keeps writing in the unused memory area, presumably another CPU core bug ...
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 02:08 PM

A few Japanese ones are actually playable (even if the lower lower half of the screen shows the graphics of the upper part instead of the right image, same as other NES collections by Hudson & Technos): Excitebike, The Legend of Zelda, Bomberman & Star Soldier

maybe their code might give hints on the problem affecting the not working ones
Posted By: Kale

Re: Regarding the gba driver - 01/23/11 02:19 PM

"Playable" is an huge word there though, let's say that they boots and nothing else wink

(tried Star Soldier, you can't consistantly shoot in it, on Excitebike I didn't managed to start a play)
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 02:58 PM

you're right... I tested too many games in the past few days and I got confused about those ones...
Posted By: Kale

Re: Regarding the gba driver - 01/23/11 03:00 PM

Yeah, I know how you feel right now smile
Posted By: R. Belmont

Re: Regarding the gba driver - 01/23/11 03:48 PM

The thing with the Classic NES games is it's hard to find correct dumps of them - there is no [!] set among the dozen or so dumps of Classic NES Castlevania in GoodGBA 3.14 for instance.
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 03:53 PM

the nointro ones should be correct: those guys have verified *TONS* of dumps since last time Cow updated his tool, so the nointro set is de facto the standard for GBA good dumps (and it's indeed been the starting point for out list wink )
Posted By: tamalmalamarrado

Re: Regarding the gba driver - 01/23/11 06:31 PM

Super Mario Advance 4 - Super Mario Bros. 3 (USA, Australia) (Rev 1) Now works at MESS r10158!!!! laugh laugh laugh laugh laugh
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 08:42 PM

it does not work fully, unfortunately: it says data is corrupted and the Euro version does not work the first time you load it, but only at the second launch (as if it auto-fixes the corrupted data)

i.e. there's still something wrong... but it's playable at least smile
Posted By: R. Belmont

Re: Regarding the gba driver - 01/23/11 09:06 PM

It says data is corrupt, but my save file's loaded fine every time thus far. But yeah, we should find out why it's erroring out.
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/23/11 10:36 PM

There are two issues with GBA NVRAM chip detection.

1) About 80 games contain multiple contradictory NVRAM chip references in the ROM. In this situation NVRAM is disabled (rev. 10167). Better no NVRAM than the wrong one, right?

2) Not (yet) possible to automatically detect between EEPROM 6 and 14 bit addressing. The result can be a corrupted NVRAM file or the game being stuck in an endless loop.

Both issues can be resolved on a game per game basis by hardcoding the correct NVRAM chip type in the driver, until someone figures out a way how to detect the correct NVRAM chip in these situations.
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 10:42 PM

this sounds exactly a situation where software lists could be of great help...

do you have a list of games with the respective NVRAM settings? (the ones needed for them to work)
if yes (no matter how incomplete) either post it here, or by PM or at pastebin. I think I could prepare the necessary handling code tomorrow while traveling on train.

we can look for a better detection routine afterwards, but I think it is more important to understand which NVRAM problems are due to this and which ones are deeper in the core, if any.
Posted By: Kale

Re: Regarding the gba driver - 01/23/11 10:44 PM

Originally Posted By Tim Schuerewegen

Both issues can be resolved on a game per game basis by hardcoding the correct NVRAM chip type in the driver, until someone figures out a way how to detect the correct NVRAM chip in these situations.


Actually the proper way IS to resolve this issue thru a per game basis, thru the software list instead of reading the ROM header and guess what kind of EEPROM it uses.
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/23/11 10:51 PM

Originally Posted By etabeta78
do you have a list of games with the respective NVRAM settings? (the ones needed for them to work)
if yes (no matter how incomplete) either post it here, or by PM or at pastebin.

http://pastebin.com/NmZg5BwS
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 11:01 PM

cool. I'll manage to have something working tomorrow (it's 12 am now, and I'm a bit too tired to start now)

at least, we will be able to check which freezes/hangs are due to false positives and which to real CPU bugs wink
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/23/11 11:02 PM

GBA games with "FLASH" NVRAM (e.g. SMA4) have their NVRAM data written to gba.nv instead of "gba\Game Name.nv". Is this normal?
Posted By: etabeta78

Re: Regarding the gba driver - 01/23/11 11:06 PM

it might be due to the way flash is hooked up to the driver...

Arbee?
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/24/11 12:29 PM

Originally Posted By R. Belmont
It says data is corrupt, but my save file's loaded fine every time thus far. But yeah, we should find out why it's erroring out.

http://home.base.be/vt6480682/sma4-save-fix.diff
Posted By: R. Belmont

Re: Regarding the gba driver - 01/24/11 04:39 PM

Ahh, flash banking. Cool, I'll apply that momentarily.
Posted By: etabeta78

Re: Regarding the gba driver - 01/24/11 10:17 PM

I have just added capability to the driver to read the nvram type from xml.

Tafoid kindly provided a list of many carts with respective nvram types, and tomorrow I will add them all to the xml (at the moment, I only added settings for the games that Tim listed in the source)

Once I'm done, I will give Tim a list of the games which have a double chip so that he can decide if he wants to support them in the old-style loading smile
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/24/11 10:58 PM

Originally Posted By etabeta78
I have just added capability to the driver to read the nvram type from xml.


Very nice smile

FYI. I have just started a special build of MESS that will run all GBA games with a detected EEPROM chip for max. 30 seconds and if the EEPROM gets accessed, it will output if the EEPROM addressing is 6 ("EEPROM") or 14 ("EEPROM-8K") bits.
Posted By: etabeta78

Re: Regarding the gba driver - 01/25/11 05:40 AM

that's great thanks. in this way, I will be able to correct the eeprom settings.
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/25/11 02:34 PM

Originally Posted By Tim Schuerewegen
GBA games with "FLASH" NVRAM (e.g. SMA4) have their NVRAM data written to gba.nv instead of "gba\Game Name.nv". Is this normal?

He who breaks something should fix it? smile

Revision: 9162
Author: rbelmont
Date: 08:47:28, zaterdag 18 september 2010
Message:
[GBA] Compiles and runs again with latest intelfsh; flash saving not actually working yet.
----
Modified : /src/mess/messdriv.c
Modified : /src/mess/drivers/gba.c
Modified : /src/mess/mess.mak
Modified : /src/mess/includes/gba.h
Posted By: R. Belmont

Re: Regarding the gba driver - 01/25/11 03:32 PM

That's actually working as designed. Eta and Aaron are discussing changes to the design on the list right now, but it's a hard problem.
Posted By: Haze

Re: Regarding the gba driver - 01/25/11 04:13 PM

creating a subfolder for the system, and a further subfolder for each removable device named from the software lists will always give a unique path.

for some extreme case which doesn't exist

nvram/system/removabledevice1/removabledevice3/removabaledevice4.nv

or for the most simple cases

system/removabaledevice1.nv

in real terms

complex case

nvram/pce/scdsys/draculax.nv
(or if you're stupid and flip the command line order)
nvram/pce/draculax/scdsys.nv

simple case

nvram/megadriv/sonic3.nv

Posted By: R. Belmont

Re: Regarding the gba driver - 01/25/11 04:26 PM

Yes, we all know how it should ultimately work, but MAME's core really does not want to work that way (the existing MESS saving using image names is a hack and doesn't play well with NVRAM components that originated in MAME).
Posted By: Haze

Re: Regarding the gba driver - 01/25/11 04:46 PM

well to be fair, the way MAME clumps all the nvram output into a single file seems like a bit of a hack too anyway, each flash device and eeprom should probably output it's own file in a sub-folder of the setname ;-) It's a bit annoying on CPS3 + SPI where you have your flash roms and NVRAM all in one file.

i'd much prefer
nvram/sfiii3/flash0.bin
nvram/sfiii3/flash1.bin
...
nvram/sfiii3/eeprom.bin
(based on the device names)

but I've said the same about save states (they would be much easier to work with if they weren't just a single binary blob but instead an xml + component dumps)

right now I can't easily ask somebody to send me a CPS3 state, because they're about 40meg. If I could simply tell them not to send the flash parts (because I know they won't change) and MAME simply assumed anything that was missing from the state didn't need loading it would be a lot easier.


you said design, I gave a 'design' ;-)


Posted By: etabeta78

Re: Regarding the gba driver - 01/25/11 05:15 PM

concerning the nvram/system/game.nv structure, that is exactly what MESS does right now for any piece of nvram which is coded as a RAM area of the driver.

however, when the nvram is included as a device (i.e. a i2c or a flash), we have no way to copy it (and save it) from the internal device RAM.

there are a few way out

cheap hack 1: at exit, you read bit by bit the device ram and store it in a nv file. unfortunately this does not work if the device has paged ram content (like the flash memory has now) or if the device does not give directly access to its content (like i2c)

cheap hack 2: we add fake handlers to copy out the whole RAM content at exit, and we save it. this solution sounded appealing, but it's a hack and therefore I'd prefer to avoid it if a better solution is possible

better solution: add nvram devices as child devices of the cart device and then ask Aaron some help about dealing correctly the saving/loading part. This is definitely the right direction, but I'm definitely busy for at least a week and I have never worked with child devices (i.e. I also have to learn their sintax). If nobody wants to touch the code before, I will take a look when I have more than small 5 minutes breaks from work, i.e. probably after feb 4th... short breaks are handy as long as I want to copy and paste xml pieces, not when I have to modify core routines wink
Posted By: Haze

Re: Regarding the gba driver - 01/25/11 05:26 PM

shouldn't each device just be responsible for telling the core to load / save on startup / exit.

the filename would be determined by the setname + device name (which has to be unique)

no need for the 'clumping' at all.

if the code is anything more complex, maybe there is a deeper design issue?

Posted By: etabeta78

Re: Regarding the gba driver - 01/25/11 05:37 PM

the filename cannot be the same as the setname, unless you setup the nvram to be a subdevice of the image device...

which 'clumping' you're referring to, exactly?
Posted By: Haze

Re: Regarding the gba driver - 01/25/11 05:50 PM

Originally Posted By etabeta78
the filename cannot be the same as the setname, unless you setup the nvram to be a subdevice of the image device...

which 'clumping' you're referring to, exactly?


the clumping of everything for a game going in a single setname.nv

however yes, I guess I see the problem you're referring to, there is no 'set name' because it's just a property of a device now, and none of the other devices will be aware of that.

in reality any nvram on the cart WOULD be a subdevice of the image, however any NVRAM on the system, wouldn't.

for those cart nvrams you'd really need to name them after the device and setname..

For system NVRAMs, In some cases that might be desirable to have system.nv, but for 'clean' testing of MESS you wouldn't want persistent data from another game in system.nv because it changes the startup state of the machine.

the problem is that MAME wants everything in a SINGLE nvram file at the moment. That's what I mean by clumping, and that's what I consider to be a hack in MAME right now.

Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/25/11 07:57 PM

The Intel Flash device had read_raw and write_raw methods so I decided to implement that cheap hack. It appears to work smile
Posted By: R. Belmont

Re: Regarding the gba driver - 01/25/11 08:01 PM

Originally Posted By Haze
the problem is that MAME wants everything in a SINGLE nvram file at the moment. That's what I mean by clumping, and that's what I consider to be a hack in MAME right now.


For DEBUG=1 builds, I tend to agree it should write unbundled files. Otherwise, it's more professional and efficient of the user's disk space the way things are.
Posted By: Haze

Re: Regarding the gba driver - 01/25/11 08:07 PM

Originally Posted By R. Belmont
Originally Posted By Haze
the problem is that MAME wants everything in a SINGLE nvram file at the moment. That's what I mean by clumping, and that's what I consider to be a hack in MAME right now.


For DEBUG=1 builds, I tend to agree it should write unbundled files. Otherwise, it's more professional and efficient of the user's disk space the way things are.


Well, it could still write a single file per game, which is a real zip file with everything in it, where things can simply be extracted / deleted as desired. (could simply set 0 compression if write speed is a concern)

At that point your argument could easily become 'we should merge all graphic roms into 1 file, because it's better use of a users disk space, and compresses better' ;-) Ie.. the console scene argument. Many of the commercial releases do that because it's more 'professional' but I don't think anybody (bar Cowering?) would argue it's actually a good thing tho ;-)

The binary 'blob' really isn't useful at all in cases where you have multiple devices saving, for anybody?

Posted By: etabeta78

Re: Regarding the gba driver - 01/25/11 08:16 PM

@Tim: Tafoid ran an automatic test on half of the GBA set and these are the games which have duplicate chips. There will be many more when he gets the complete set (for sure there are regional variants with the same duplicates)

http://pastebin.com/PaCkDHKC

not sure if they all misbehave or not, though. I'm running out of testing time for today

concerning the hack, could you send me the code? I'd be curious to see how you did it (I tried, but not very hard...)
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/25/11 08:29 PM

Originally Posted By etabeta78
@Tim: Tafoid ran an automatic test on half of the GBA set and these are the games which have duplicate chips. There will be many more when he gets the complete set (for sure there are regional variants with the same duplicates)

http://pastebin.com/PaCkDHKC

not sure if they all misbehave or not, though. I'm running out of testing time for today

Here is my list ... http://pastebin.com/fAxvNAXm

Originally Posted By etabeta78
concerning the hack, could you send me the code? I'd be curious to see how you did it (I tried, but not very hard...)

http://mess.dorando.at/svn/?rev=10191
Posted By: etabeta78

Re: Regarding the gba driver - 01/25/11 08:34 PM

does your code save the whole flash content? also the banked part (that you fixed yesterday)?

I ask because I tried to use the same functions you used and launching SMA4 followed by F-Zero Climax resulted in a corrupted SMA4 nvram... which I assumed it was due to the wrong data being copied (e.g only the first half) or to some different problem. but as I said, I hadn't tried very hard smile
Posted By: R. Belmont

Re: Regarding the gba driver - 01/25/11 08:36 PM

Also, I wrote the note about Metroid Fusion. It's possible that was a second-order effect of a CPU bug or something, but it really did prevent it from going into game then (this on the US version).
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/25/11 08:47 PM

Originally Posted By etabeta78
does your code save the whole flash content? also the banked part (that you fixed yesterday)?

Yes.

Originally Posted By etabeta78
I ask because I tried to use the same functions you used and launching SMA4 followed by F-Zero Climax resulted in a corrupted SMA4 nvram... which I assumed it was due to the wrong data being copied (e.g only the first half) or to some different problem. but as I said, I hadn't tried very hard smile

The Intel Flash nvram_default/nvram_load methods are executed after DEVICE_IMAGE_LOAD, so you have to execute the battery_load/write_raw code at a later time. I chose to do it in MACHINE_RESET.
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/26/11 12:03 PM

Originally Posted By Tim Schuerewegen
I have just started a special build of MESS that will run all GBA games with a detected EEPROM chip for max. 30 seconds and if the EEPROM gets accessed, it will output if the EEPROM addressing is 6 ("EEPROM") or 14 ("EEPROM-8K") bits.

http://pastebin.com/vu9iG5qK

The list of games that require 14 bit EEPROM addressing (EEPROM-8K) starts at line 791.
Posted By: etabeta78

Re: Regarding the gba driver - 01/26/11 12:37 PM

uber cool smile

I'll add them to xml during the next days
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/28/11 12:59 PM

Latest GBA EEPROM list ... http://pastebin.com/2NfMcaQC (correct list)
Posted By: etabeta78

Re: Regarding the gba driver - 01/28/11 02:32 PM

thanks for the wonderful work you're doing. I'll try to bring the xml list in par as soon as I'm done with a couple of other updates
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/28/11 05:01 PM

I have played through the "EEPROM-4K or EEPROM-64K" section of the previous list (see above) and here are the results.

http://pastebin.com/3q5az20b
Posted By: etabeta78

Re: Regarding the gba driver - 01/28/11 05:28 PM

cool. later next week I will retest the SRAM bugs in the wiki page and then I will try testing a few more games
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/30/11 05:09 PM

Originally Posted By etabeta78
thanks for the wonderful work you're doing. I'll try to bring the xml list in par as soon as I'm done with a couple of other updates

I finished scanning all GBA games (minus two that I do not have) and decided to automatically update the GBA XML software list with the results. Sorry if you already started updating it on your end.
Posted By: Anna Wu

Re: Regarding the gba driver - 01/30/11 05:17 PM

Thanks for your hard work, Tim smile
Posted By: etabeta78

Re: Regarding the gba driver - 01/30/11 05:21 PM

Originally Posted By Tim Schuerewegen
Originally Posted By etabeta78
thanks for the wonderful work you're doing. I'll try to bring the xml list in par as soon as I'm done with a couple of other updates

I finished scanning all GBA games (minus two that I do not have) and decided to automatically update the GBA XML software list with the results. Sorry if you already started updating it on your end.


please do that. I'm currently on a work trip and with svn issues, so it's ok if you do that part of the duty (I am already taking care of sram issues in snes & md in these days wink ).
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/31/11 10:40 AM

http://home.base.be/vt6480682/classic_nes_prefetch.png frown
Posted By: R. Belmont

Re: Regarding the gba driver - 01/31/11 01:10 PM

What is that exactly, some kind of self-modifying code?
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 01/31/11 01:21 PM

Yes. The instruction that gets overwritten should already be prefetched, so it should execute the old instruction, not the new one. Because MAME's ARM7 core does not use/emulate the instruction prefetch buffer, Nintendo succeeds in detecting a (bad) emulator.
Posted By: R. Belmont

Re: Regarding the gba driver - 01/31/11 01:51 PM

Ahh. Well, prefetch isn't typically too hard to emulate as long as we know how far ahead the prefetch is. MAME's 680x0 core emulates it, for instance.
Posted By: etabeta78

Re: Regarding the gba driver - 02/03/11 07:09 AM

I have updated the bug list. FYI, Justice League Chronicles has regressed at some point after you fixed it frown

other than that, a lot of fixes, including all Super Mario Advance games being playable!

EDIT: btw, which were the differences between the two EEPROM types on the real carts? Were they different kind of chips, or were the different addressing modes simply dealt with by different wirings of the pcb lines?
Posted By: Tim Schuerewegen

Re: Regarding the gba driver - 02/03/11 07:39 PM

Originally Posted By etabeta78
FYI, Justice League Chronicles has regressed at some point after you fixed it frown

Game has a bug. More unmapped reads. Have fixed it.

Originally Posted By etabeta78
btw, which were the differences between the two EEPROM types on the real carts? Were they different kind of chips, or were the different addressing modes simply dealt with by different wirings of the pcb lines?

Different chips.
Posted By: etabeta78

Re: Regarding the gba driver - 02/22/11 06:33 PM

a couple of comments about rev. 10448 and 10550.

investigating the reason why so many games had garbage in the lower half of the screen and fade in/out effect clearly shifted above, I stumbled upon the fact that firing IRQ at scanline 160 was related to the experienced bugs.

Arbee improved my hacky proposal with a more reasonable solution in rev.10448, by firing IRQ at scanline 227. This indeed fixed countless issues in games like Final Fantasy ones, Castlevania ones and many EA sport titles and it improved the playability of many driving games (by making the road visible and in many cases almost perfect).

However, it caused some (possibly quite a lot) regressions: some games do not start anymore since that change, among them many Ubisoft products (e.g. Prince of Persia, or Rayman 3), and some games have now invisible dialogues (not as many as the ones with fixed dialogues, probably, but it still is a noticeable regression). Plus, Mario & Luigi Superstar Saga does not show anymore its gfx (not even the glitchy version supported in revs pre-10448). Therefore, in rev. 10550 I tried to put a value which makes appear some gfx in Mario & Luigi without breaking again FF, CV and driving games.

Overall, it seems clear the culprit is not exactly this piece of code (or at least, not only), but I have failed to track it down further.

Later, I will update the wiki page with the bugs for games starting with S->Z, but all games have been only tested with rev 10447. This is because I was already around Y, when 10448 has been added, and because post-10448 revs would need a full test from scratch (too many issues change/appear/disappear whenever you change of a single scanline the IRQ firing)

If we ever get to a better fix for IRQ/DMA which fixes driving games without breaking the test cases I listed in gba.c, I will probably do another extensive test session, but for now I guess we will have to live with a slightly outdated bug list...
Posted By: ReadOnly

Re: Regarding the gba driver - 03/08/11 06:29 PM

Originally Posted By etabeta78
a couple of comments about rev. 10448 and 10550.

investigating the reason why so many games had garbage in the lower half of the screen and fade in/out effect clearly shifted above, I stumbled upon the fact that firing IRQ at scanline 160 was related to the experienced bugs.

Arbee improved my hacky proposal with a more reasonable solution in rev.10448, by firing IRQ at scanline 227. This indeed fixed countless issues in games like Final Fantasy ones, Castlevania ones and many EA sport titles and it improved the playability of many driving games (by making the road visible and in many cases almost perfect).

However, it caused some (possibly quite a lot) regressions: some games do not start anymore since that change, among them many Ubisoft products (e.g. Prince of Persia, or Rayman 3), and some games have now invisible dialogues (not as many as the ones with fixed dialogues, probably, but it still is a noticeable regression). Plus, Mario & Luigi Superstar Saga does not show anymore its gfx (not even the glitchy version supported in revs pre-10448). Therefore, in rev. 10550 I tried to put a value which makes appear some gfx in Mario & Luigi without breaking again FF, CV and driving games.

Overall, it seems clear the culprit is not exactly this piece of code (or at least, not only), but I have failed to track it down further.

Later, I will update the wiki page with the bugs for games starting with S->Z, but all games have been only tested with rev 10447. This is because I was already around Y, when 10448 has been added, and because post-10448 revs would need a full test from scratch (too many issues change/appear/disappear whenever you change of a single scanline the IRQ firing)

If we ever get to a better fix for IRQ/DMA which fixes driving games without breaking the test cases I listed in gba.c, I will probably do another extensive test session, but for now I guess we will have to live with a slightly outdated bug list...
Wow thank you so much for your hard work eta
Posted By: Kale

Re: Regarding the gba driver - 03/24/11 12:53 AM

http://www.turboz.to/

Somebody should try to emulate this on our GBA driver ...

(Yeah, that's right, Sharp X1 emulator on Game Boy Advance, go figure ...)
Posted By: etabeta78

Re: Regarding the gba driver - 03/26/15 10:10 PM

with the amazing contribution by endrift and the coding by Arbee, the HBlank mechanism has improved a lot in the MESS driver for the GBA!

from a (very) preliminary examination of some games which were not working earlier, I can report that a bunch of games which were resetting or sitting to a black screen are now working pretty well

For instance, Stafy 3


DrillDozer


Rayman 3


Driver 2
Posted By: etabeta78

Re: Regarding the gba driver - 03/26/15 10:20 PM

other examples Sabrina The Teenage Witch, which does not sit to a black screen anymore


Ueki no Housoku, which has no more glitchy chunks of graphics


and, probably my favorite fix, Sonic Advance games, which does not play in slow motion anymore laugh


plus some games have less flickering during emulation

the driver is not 100% correct yet (e.g. Mario & Luigi Superstar Saga is still glitchy, some driver games like GT Advance don't display the graphics anymore, and Dragonball Z The Legacy of Goku misses the BG graphics...), but the impact of the fixes added this morning definitely gave a big push to the quality of the driver smile
Posted By: Shideravan

Re: Regarding the gba driver - 03/27/15 01:18 AM

Thanks endrift and Arbee!
It's awesome to see improvements in this driver smile
Posted By: R. Belmont

Re: Regarding the gba driver - 03/27/15 01:56 AM

GT Advance (and probably other games on that engine) is fixed now after a further tip from Endrift. No ideas on Mario & Luigi or DBZ.
Posted By: etabeta78

Re: Regarding the gba driver - 03/27/15 06:09 AM

great to see GT Advance fixed. HDMA fix from yesterday basically made playable any UbiSoft game which was broken in 0.160, including (in addition to the games showed before and to probably many more)

Prince of Persia Sands of Time


TMNT


and Splinter Cell


Also, The Sims 2 does not freeze anymore at game start smile


@Arbee: if you want instead a list of games which still have issues (same as in 0.160) you can add to the previous titles
- Madden 2006 & 2007 (but not the earlier ones), once you get in-game
- VIP, again once you get in-game
Posted By: Kale

Re: Regarding the gba driver - 03/27/15 08:14 AM

Mmh, somebody should check out if Gunstar Super Heroes is fixed at final level and doesn't hang anymore.
Posted By: Just Desserts

Re: Regarding the gba driver - 03/27/15 10:33 AM

Also, just to post it here since it got lost in the shoutbox, the recent fixes seem to have fixed the demo "Matt Current" by Shitfaced Clowns, the audio no longer becomes garbage static in the second half of the demo. Though, I haven't checked it with the absolute latest fixes.

The VBL timing and HDMA suspension fixes do seem like they'd be responsible for fixing it, though, as I recall asking Kusma at one point what he'd reckon was the cause, and he said it would likely be because it was running out of time during VBL to run the audio player code. With proper VBL timing and no more HDMA eating CPU time, it seems like that would do it.
Posted By: B2K24

Re: Regarding the gba driver - 03/27/15 04:00 PM

Originally Posted By Kale
Mmh, somebody should check out if Gunstar Super Heroes is fixed at final level and doesn't hang anymore.


I'll give it a run tonight and report back smile
Posted By: MikeAbson

Re: Regarding the gba driver - 03/28/15 02:35 AM

Grand Theft Auto Advance used to hang right before loading a game, now it causes MESS to crash after starting a new game with this error:

-----------------------------------------------------
Exception at EIP=000000000066D526 (not found): STACK OVERFLOW
-----------------------------------------------------
RAX=0000000006680120 RBX=0000000000000010 RCX=0000000006681D90 RDX=0000000000000
000
RSI=000000000784BF40 RDI=00000000028C067E RBP=00000000FFFF0000 RSP=0000000000033
FE0
R8=00000000028C067E R9=00000000FFFF0000 R10=000000000DCAB080 R11=000000000784B
F40
R12=0000000007B1C690 R13=00000000002285E8 R14=00000000002285EC R15=0000000007B23
5C0

This happens right after this scene at the start:



I suspect that the game not working has nothing to do with the recent changes but something completely different and unemulated?
Posted By: R. Belmont

Re: Regarding the gba driver - 03/28/15 02:54 AM

Oh, shit. Sorry, man, you've found the one weakness in the new changes. I'm gonna have to roll everything back to 0.160 now frown
Posted By: MikeAbson

Re: Regarding the gba driver - 03/28/15 05:54 AM

Make that two weaknesses. Colin McRae Rally 2.0 crashes as well right before it goes in-game.
Posted By: etabeta78

Re: Regarding the gba driver - 03/28/15 07:26 AM

not confirmed: at my end (MacOSX) I can play Colin McRae 2.0 just fine.
concerning GTA: the game was already broken, so maybe this crash will expose at last what the problem was exactly wink

EDIT: the game seems to enter an infinite loop. it calls gba_10000000_r and T_IS_SET(cpsr) is false, and when it invokes the read_word(pc+4) it always has pc+4 = 0x1A3019F6, so that it calls again the same function with the same PC and it never successfully reads from the space.
Posted By: B2K24

Re: Regarding the gba driver - 03/28/15 08:16 AM

The behavior for Colin McRae 2.0 [mcrae20u] is rather strange because I only get the stack overflow crash in about 1 out of 4 attempts.

The other 3 times you can play rally or Arcade mode and save/load in-game with no problems at all.



Ran out of time today for Gunstar. Will try to finish it tonight.
Posted By: MikeAbson

Re: Regarding the gba driver - 03/28/15 08:20 AM

A bit of experimenting here (I'm on Windows 7 64-bit). CMR 2.0 will crash right before it goes in-game if I use:

C:\MESS>mess64 gba -cart "C:\ROMs, Game And Application Images\Game Boy Advance\Colin McRae Rally 2.0 (Europe) (En,Fr,De)\Colin McRae Rally 2.0 (USA) (En,Fr,De).gba"

But if I just use:

C:\MESS>mess64 gba

And load the game via the menu system, it doesn't crash. (same applies to the USA cart as well).

GTA crashes for me regardless of how I load the cartridge, and yes, the game was already broken, but at least before it wouldn't crash, it would display only a black screen before attempting to go in-game.

Incidentally the N64 driver crashes when using the menu system, but if I use the -cart parameter the cartridges load fine. Could be a problem with my compile if no one else is experiencing any problems?
Posted By: etabeta78

Re: Regarding the gba driver - 03/28/15 08:43 AM

Originally Posted By MikeAbson
GTA crashes for me regardless of how I load the cartridge, and yes, the game was already broken, but at least before it wouldn't crash, it would display only a black screen before attempting to go in-game.


this does not mean it got worse now: the freeze was just happening before the code that now crashes MESS, so that you could never get to the crash.

that said, probably the game shall not call the gba_10000000_r at all, so that some other problem is happening here leading to the crash.

Colin McRae seems to happen at random, instead, so that it gets hard to debug
Posted By: R. Belmont

Re: Regarding the gba driver - 03/28/15 01:47 PM

GTA is hitting an SWI $EF instruction, and GBA sys calls only go to like $21 so that jumps to garbage (Nintendo didn't believe in parameter validation back then).

Code:
030002E0: LDMUW   [R13], { R0-R12, R14 }
030002E4: BX      R14
03007DD8: SWI $ef0000
00000008: B       $140


It appears the root problem is that the area at 3007DD8 is filled with a 0000EFEF pattern rather than code (which suggests a failed DMA, possibly). Do any of the other GBA emulators have a workable debugger so I can see what's intended to happen? I recall VBA had kind of a rudimentary one.
Posted By: BPzeBanshee

Re: Regarding the gba driver - 03/28/15 02:24 PM

Originally Posted By R. Belmont
Do any of the other GBA emulators have a workable debugger so I can see what's intended to happen? I recall VBA had kind of a rudimentary one.

NO$GBA has a debugger version, and it's not shareware/coffeeware/etc anymore. It's the only one I know of unfortunately.
Posted By: B2K24

Re: Regarding the gba driver - 03/29/15 04:16 AM

Originally Posted By Kale
Mmh, somebody should check out if Gunstar Super Heroes is fixed at final level and doesn't hang anymore.


Works all the way through from start to finish.

Moon 4 was most frustrating with the rolling of the dice and falling in a pit resulting in having to start over at the beginning of the board.

Had to bump it down to easy to survive it. Fun game though smile





Posted By: B2K24

Re: Regarding the gba driver - 03/29/15 04:20 AM

Doh! I just realized I went through the wrong game.

I'll try the correct one when time permits smile
Posted By: B2K24

Re: Regarding the gba driver - 03/29/15 06:33 PM

Gunstar Super Heroes is practically the same game, so it was easy to speed through it with it being fresh in my mind.

Posted By: Shideravan

Re: Regarding the gba driver - 03/29/15 07:25 PM

Pokémon Emerald

0.160


SVN r34661
Posted By: etabeta78

Re: Regarding the gba driver - 03/29/15 07:51 PM

it works fine with latest github source smile
Posted By: R. Belmont

Re: Regarding the gba driver - 03/29/15 08:21 PM

You mean you fixed the battery message too? smile
Posted By: etabeta78

Re: Regarding the gba driver - 03/30/15 03:36 AM

nope, but the game is back to r34661 which I think it was the point of the report
Posted By: BPzeBanshee

Re: Regarding the gba driver - 03/30/15 06:08 AM

I can confirm Pokemon Sapphire also works correctly (albeit with the effects of the RTC/battery not emulated) in the newer GIT revisions since this change. Before the 'Pokemon' logo on the title screen spazzed vertically all over the place, now it's consistent. Haven't checked save functionality though, I recall having some problems with it before.

As already reported to etabeta simcit2k (the Europe "revision" I dumped which then got made the parent set in the softlist) doesn't load its own saves correctly, fading to black and stalling uncapped around 200% speed as opposed to over 1000% beforehand. As I don't have the dumping tool I borrowed originally I can't test loading a MESS nvram file onto real hardware. I DID test with the originally dumped savefile placed into MESS' nvram as well as nvram files made by MESS while emulating the game and it wouldn't load it. Other revision savegames are not compatible with eachother either, the game will report a unable to load error. For those wanting to play GBA SimCity 2000, the other sets work fine AFAIK.
Posted By: B2K24

Re: Regarding the gba driver - 03/30/15 08:17 AM

I've noticed with game Bomberman Tournament (EUR, USA) [bombtour] if you press any buttons interrupting the intro, you get stuck at a white screen.

Fast Forwarding through the entire intro also ends up at the white screen unable to start a game.

Happens with both 0.160 and compile using latest version of GBA driver.

Anyone else get this result or am I missing something here?

Posted By: A. Viloria

Re: Regarding the gba driver - 03/30/15 10:25 AM

Originally Posted By B2K24
I've noticed with game Bomberman Tournament (EUR, USA) [bombtour] if you press any buttons interrupting the intro, you get stuck at a white screen.

Fast Forwarding through the entire intro also ends up at the white screen unable to start a game.

Happens with both 0.160 and compile using latest version of GBA driver.

Anyone else get this result or am I missing something here?


Confirmed! It hangs with white screen.
Using MESS64 in Windows.

Edit 1
Tried using command line, softlist and internal UI.
Posted By: Haze

Re: Regarding the gba driver - 03/30/15 11:21 AM

re: battery etc. current MAME/MESS builds aren't saving files properly (the 'won't create folders at runtime' bug has crept back in, except this time in non-SDL builds too)

might be what you're seeing if you're running current GIT.
Posted By: etabeta78

Re: Regarding the gba driver - 03/30/15 12:09 PM

no, for pokemon the problem is that we don't emulate at all the RTC
it's somewhere down in my todo list, so if anyone wants to step up and take care of this, be my guest smile
Posted By: R. Belmont

Re: Regarding the gba driver - 03/30/15 12:10 PM

Originally Posted By etabeta78
nope, but the game is back to r34661 which I think it was the point of the report


I'm really not understanding, because the r34661 screens are clearly superior, at least the way it's rendering here (Firefox 64-bit)?

I mean, I'd be happy to break the driver back to 0.160 spec if the changes offend him in some way.
Posted By: etabeta78

Re: Regarding the gba driver - 03/30/15 12:24 PM

r34661 was ok, apparently 0.160 was not, but latest git is ok again... or am I missing anything?
Posted By: R. Belmont

Re: Regarding the gba driver - 03/30/15 12:25 PM

0.160 is before all of the recent changes, so of course it's broken.

You are starting to understand my intense confusion, I hope? He appears to be reporting the improvements as some kind of regression, so I have to assume the fixes offend him and I must remove them next time I'm at my MAME computer.
Posted By: Vas Crabb

Re: Regarding the gba driver - 03/30/15 12:51 PM

I think he's just clueless and doesn't realise the improvements went in after 0.160 was released.
Posted By: Shideravan

Re: Regarding the gba driver - 03/30/15 01:15 PM

I don't understand what you're talking about, but my intention was to feedbacking the gfx improvement with Pokémon Emerald game.
It's was very broken before, but now everything is ok regarding the graphics.
Regarding "the internal battery is run dry" message, is something that happen in both tests (because is not implemented yet) and is something expected.
I posted that image just because in that specific part the graphical corruption begun for that the game, in the builds before the recent changes in MESS code - and that strangelly happenned only for in Pokémon Emerald, because both Ruby and Sapphire didn't have these gfx problems, even back in 0.160 wink
Posted By: Vas Crabb

Re: Regarding the gba driver - 03/30/15 01:37 PM

If you want to refer to a revision, you need to refer to it by it's git revision info, that you get from git describe. We are not using subversion any more - e.g. this is what I have checked out now:
Code:
[miwachan:MAME/checkout/mame] _merlin% git describe
mame0160-161-gf1523ec

Posted By: Shideravan

Re: Regarding the gba driver - 03/30/15 01:54 PM

I'm using %Mameversion%r%Revision% to get the revision number. For example, I'm using

Code:
set foldername=%Mameversion%r%Revision%
mkdir %~dp0\Ume_builds\%foldername%
move "%~dp0\Mame\*.exe" "%~dp0\Ume_builds\%foldername%\"


after the compiling to get the revision version in the folder wich I'll move the .exe...
Also, all the forums and websites which I follow and even http://mame.dorando.at/svn/ still using this kind of describbing... :p
But if everyone think it's better, I can change the way to refer to them wink

EDIT: Ok, seens that in mame.dorando.at/svn the numbering seens to be different from which I used, anyway the snaps was taken from the lastest code in the time which it was posted.
Posted By: Vas Crabb

Re: Regarding the gba driver - 03/30/15 02:01 PM

MAME is no longer in subversion. Any subversion mirror/wrapper is not considered a primary source. Only revisions in the main git repository are meaningful.
Posted By: Vas Crabb

Re: Regarding the gba driver - 03/30/15 02:54 PM

Originally Posted By Haze
re: battery etc. current MAME/MESS builds aren't saving files properly (the 'won't create folders at runtime' bug has crept back in, except this time in non-SDL builds too)

The "fix" for SDL builds last time was rather dubious. It showed up this time with the changes to allow multiple OSDs to share the same emu/mame/mess objects. It's fixed now anyway.
Posted By: Shideravan

Re: Regarding the gba driver - 03/30/15 06:50 PM

Just reporting some problems which remain even after recent updates of the driver (and nobody mentioned yet)

*Mario Kart - Super Circuit [mariokrt]/[mariokrtu]/[mariokrtj]:Occasional flickering in the road.
*Need for Speed Underground [nfsundgr]: worst audio quality - more noise than usual.
*Mortal Kombat - Deadly Alliance [mkdeadal]/[mkdeadalu]: freeze after Midway logo.
*Mortal Kombat - Tournament Edition [mkte]: Same problem of mkdeadalu.
Posted By: Shideravan

Re: Regarding the gba driver - 03/30/15 11:54 PM

Also, I found a regression:
*Hamtaro - Ham-Ham Heartbreak [hamtaroh]/[hamtarohu]: On one hand every graphical problems from 0.160 was corrected after recent updates (at less in the part which game runs), but in another hand, the screen freezes just before enter in-game.
To be precisely, the game doesn't go on anymore after you choose Yep-P in this screen.
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