Could you use a different option to exit other than stick click? It ruins the stick and D-pad users can't exit with it.
The first thing that breaks is the earphone socket(1st day). I had to solder it back. The next was the stick fell off (after a few months)I had to superglue it back. At the moment there is something rattling in my gp2x. I guess the stick and the nand will be next.Could you use a different option to exit other than stick click? It ruins the stick and D-pad users can't exit with it.
If you are forever trying to discourage devs to use it, why are you trying to preserve it? My bet is it is like the NAND thing. It will not wear out in the life of the '2x.
Finn said:OK had a look and found several places where the ASM could have been wrong. I'll make the changes.alright.
version q -
metalgunslinger works at about 90 with perfect controls
aria of sorrow does not work.
circle of the moon does not work
harmony of dissonacance does not work.
advance wars does not go past the title screen
klanoa does not work.
what the hell?
what happened to the compatability?
Plounted, can you test it for me since you seem to have several gba roms. please PM me
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)Tested with GP2x at 250MHz with version q and an selector script (no gmenu)
Azumanga Daioh Advance (J).gba: white screen
zelda minish just quit the emulator
Mario Kart Advance (J) [!].gba: lot of graphics glitch and looping sound
metal slug advance dump 1840 work correctly but sound is buggy
Pokemon Sapphire (U) [!].gba and Pokemon Version Saphir (F).gba work correctly
Super Mario Advance 4 (J).gba work but no sound and realy slow
Golden Sun - L'Age Perdu (F).gba don't work
Colin McRae Rally 2.0 (E) [hIR00].gba work but some serious graphics problem in race
Mortal Kombat Advance (E).gba work but no sound 402-562 with GP2x at 250MHz
Pro Tennis WTA Tour (E).gba work with little graphics glitch in the menu
Super Puzzle Fighter II Turbo (U).gba work but realy slowly à 250MHz
dump 1395-Pitfall-L'ExpeditionPerdue.gba work
dump 1406-GuiltyGearX-AdvanceEdition.gba wok but slow
dump 1422-SwordofMana.gba white screen
dump 1661-F-Zero-GPLegend.gba work with sound
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 for sound and other overheads. If someone could optimize the gfx part or tell me how to do it it would be more helpful. Perhaps move the gfx part to the 2nd cpu?(Is it even possible?). At the moment the gfx part takes about 40ms per frame. Even if it is moved to the 2nd cpu, it would have to take less than 17ms per frame to achieve frame skip zero. It is possible to achieve frame skip 3 (full speed) if the gfx part can be moved onto the 2nd core without any optimization of the gfx.Most games seem to freeze on the title screen now. i.e. zelda minish cap which was playable. Mario Kart, and the mario advance which is mario 2.
Keep up the good work on the asm though
Please note I'm not an uber technical mastermind or anything, but: I don't think in the case of the GBA the GFX system would be a good thing to shift to the 2nd CPU. You need something that requires CPU time but little memory usage if possible. I can imagine due to the complex nature of the GBAs GFX hardware (sprite RAM, tile RAM etc) a lot of data would need to be passed around, thus killing any performance gains that the 2nd CPU would introduce. Maybe moving sound to the 2nd CPU would be a more realistic idea?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 for sound and other overheads. If someone could optimize the gfx part or tell me how to do it it would be more helpful. Perhaps move the gfx part to the 2nd cpu?(Is it even possible?). At the moment the gfx part takes about 40ms per frame. Even if it is moved to the 2nd cpu, it would have to take less than 17ms per frame to achieve frame skip zero. It is possible to achieve frame skip 3 (full speed) if the gfx part can be moved onto the 2nd core without any optimization of the gfx.
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.Please note I'm not an uber technical mastermind or anything, but: I don't think in the case of the GBA the GFX system would be a good thing to shift to the 2nd CPU. You need something that requires CPU time but little memory usage if possible. I can imagine due to the complex nature of the GBAs GFX hardware (sprite RAM, tile RAM etc) a lot of data would need to be passed around, thus killing any performance gains that the 2nd CPU would introduce. Maybe moving sound to the 2nd CPU would be a more realistic idea?
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.GoldenSun works with q3 and is very playable @300Mhz
you can use this interface i have created using Selector.
Put the roms named "bla.gba" (no space in the name) in roms directory and launche the vba.gpe file. To update with futur realise, juste remplace the "vba" file with the new "vba.gpe" renamed in "vba".
Your can donwload it here