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  1. P

    Sdl Version Of Visual Boy Advanced

    got the speed back up again but compatibility problem is still there. I think there is a problem with c_out. I just deleted it cause I thought it was useless. I now think that it matters when doing rotations otherwise the c_flag is not set properly. I'm going to use devkitgp2x on windows from...
  2. P

    Sdl Version Of Visual Boy Advanced

    It runs on the gp2x if that's what you mean, but I' afraid I messed things up further so now its compatibility is very bad and also slower than before.
  3. P

    Sdl Version Of Visual Boy Advanced

    I managed to get vba2x to compile with devkitgp2x. If anyone is interested, I can e-mail the src to you. I'm quite busy over the next two months so I hope someone else can take over this.(Also I'm out of ideas)
  4. P

    Vba2x-r Updated Again

    I think Slaanesh and Franxis makes a good team. Maybe they can port GP32 and GP2X versions together
  5. P

    Gba

    what about q3? was it the same?
  6. P

    Gba

    did it work before? which version? Did it work in previous versions?
  7. P

    Vba2x-r Updated Again

    http://www.gp32x.de/board/index.php?showt...=32899&st=0 - This looks most promising. It has a dynamic recompiler and FRANXIS may work on it. The main changes as compared to the original vba: 1) removed filter code. (The ones that make the screen looks smooth when you scale up on a pc) 2)...
  8. P

    Gba

    q.4 uploaded. please test. I need to know which asm opcode is giving the problem.
  9. P

    Sdl Version Of Visual Boy Advanced

    #define OP_SBCS \ {\ asm("mov r0,%3,lsl#29\n"\ set bit 29 in R0 based on C_FLAG "msr cpsr,r0\n"\ copy into the status register "sbcs %0,%5,%6\n"\ subtract with carry "mrs r0,cpsr\n"\ copy status register into R0 "mov r1,r0,lsr#30\n"\ extract Z_FLAG "and %1,r1,#1\n"\ "mov...
  10. P

    Sdl Version Of Visual Boy Advanced

    Hi anyone tried porting this ? http://dl.qj.net/gpSP-v0.8-1.0-1.50-Eboots...10546/catid/122
  11. P

    Vba2x-r Updated Again

    Thanks for testing . What about the other games? If they work, it means the problem is isolated to the rotate and shift part. It will be easier to check through those only.
  12. P

    Vba2x-r Updated Again

    please try version q.3
  13. P

    Gba

    I've uploaded version q.3 Please check. I've put back the c-core for the shift and rotate instructions.
  14. P

    Sdl Version Of Visual Boy Advanced

    I'm not confident about these as well. #define LOGICAL_LSL_REG \ {\ u32 v = reg[opcode & 0x0f].I;\ C_OUT = (v >> (32 - shift)) & 1 ? true : false;\ value = v << shift;\ } #define LOGICAL_LSR_REG \ {\ u32 v = reg[opcode & 0x0f].I;\ C_OUT = (v >> (shift - 1)) & 1...
  15. P

    Vba2x-r Updated Again

    Sound to 2nd CPU has been done by notaz for picodrive. I guess the technical mastermind devs would probably find it more challenging to do gfx on 2nd cpu. Since notaz could probably do the sound if he wanted and had the time to do so.
  16. P

    Gba

    can anyone try with sound off from the cfg file so I can see if its the sound part which is causing the problem?
  17. P

    Sdl Version Of Visual Boy Advanced

    great. I think you are right unless you do fullscreen stretching in c. with hardware, this is done without any appreciable effort. I guess I can stop now cause I seem to be causing more problems with the recent changes than I am solving.
  18. P

    Gba

    If its from so far back, then its probably not the arm asm cause that's starting from n.
  19. P

    Vba2x-r Updated Again

    Thanks for the encouragement I have learnt a lot from doing this. I think it would have been a lot easier for a someone who already knows asm. As far as I can see now, at frame skip zero, cpu emulation is taking about 20% of the time. About 70% of the time is on graphics and the rest probably...
  20. P

    Vba2x-r Updated Again

    Thanks. Can you try with q.1? did they work with p or o?(although that probably doesnt matter so much as I probably wont remember what I changed there)
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