New Gpadvance Version - V1.48


diablo2 posted on Jul 6 2004 at 08:26 PM said:
thank god
now i can play peter pan

what kind of speed does it run comertial games
I don't think it does run commerical games yet....

(well if so not many anyway)
 
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spray posted on Jul 6 2004 at 08:55 PM said:
great news, in the thread on the general talk page, enf said that he plans to incorporate support for roms up to 32mb by using virtual memory or some such, great stuff!
I'm not much of a developer, but I do know something about hardware. And this means that unless he can figure out a way of dividing the ROM into intensive areas and less intensive areas he's going to put access-intenstive areas on the SMC, and non-intensive areas in RAM. Which is quite the opposite of what you want. I'm looking forward to seeing how he fixes this...

On a brighter note, RobBrown will be able to play pretty much everything ;)
 
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The GBA version of 'Lords of Midnight' runs perfectly on this (as far as I have tested). We just need 'Elite - A New Kind' to work now and then we have two of the best GBA PD ROMs working on GP32.
 
Stroff made a GBA emu for the original arcade Punch-Out for a competition last year, I'd love to see if that works yet...
 
gba homebrewn is merged with gp32 homebrewn

gp32 is like the mug says
GP32 Mug said:
Homebrewn On The Go

edit: Maybe the dynamic loading could be implemented into opensnes9xgp
that would solve yoyos problem with the transparencies
maybe enf65 could help him a litttle on it
 
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Tristan posted on Jul 6 2004 at 02:40 PM said:
diablo2 posted on Jul 6 2004 at 12:53 PM said:
The Moose posted on Jul 6 2004 at 12:24 AM said:
What happened to the dynamic loading solution to the 4mb < roms? I thought this was at least an idea.. But still, keep up the great work guys! gp32_console
what was this?
Dynamically loading the ROMs mean the emulator will load the bits of the ROM in the memory it's using/going to use. Which I think to be tricky bussines, because afaik, you can't tell exactly what the program is going to do... (To where it's going to jump).
This may be a good option in some games though. I would bet that there are many that load in a level and when you beat it it will load the next level data. I would bet that the GBA's internal RAM is faster than a ROM cart so that is why this could be true. In the emu there would probably be a pause as it loads the next level but big deal. That would be worth it to have the game work. Things like FMV probably spool from the cart so that would be slow off of the SMC. Then there is always the 32MB RAM upgrade...
 
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ugh..
i don't even want to talk about fmvs on gp32
we'd have to buy smcs like crazy

i might have read your post wrong
but tahts what i got from it
 
I wonder if it would be possible to not load BGM music on startup to cut down on RAM consumption, and queue up the tracks on the fly? Between that and trimming down 8MB ROMs, maybe those would fit in memory?
 
Wow, i just played International Karate Advance on the GP32. Speed is decent. :eek: lots of stuff happening these days people thought might ever happen when i bought this Gp32
 
Nah, those are some pretty advanced games. They will probably be able to run soon tho!

My wishlist for this:

Full Speed
Sound
under 133mhz
Full screen
Savestates
Roms over 4mb
RF Link support
Playing with real GBAs (GP32->GBA cable?)
 
Enslaved posted on Jul 7 2004 at 03:11 PM said:
My wishlist for this:

Full Speed
Sound
under 133mhz
Full screen
Savestates
Roms over 4mb
RF Link support
Playing with real GBAs (GP32->GBA cable?)
EXACTLEY!!!!!!

personally i dant care if the emu has 2 o/c but it is unfare for those with gp32_console 's that cant o/c
 
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