#104952 - thegamefreak0134 - Wed Oct 04, 2006 5:10 pm
Included in the software for the flashcart I purchaced was this tab for GB and GBC games. Knowing full well that the flashcart I purchaced was a GBA cart, this intrigued me. The emulator for the GB games is very nice, seeing as how I can now play GB and GBC games on my DS, but it has one particular feature missing.
The emulator I found out (by obviousness) to be the Goomba emulator. Does anyone know if a similar emulator exists that supports the GBC functions? It would make a lot of games (Pokemon Crystal, for example) playable.
Thanks if you know. It\'s still pretty cool though!
-gamefreak
PS: This is a side note. One of the options is a \"PCE\" emulator, and it looks for .bin or .iso files. What are these exactly?
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#104955 - sgeos - Wed Oct 04, 2006 5:22 pm
Is it for the GBA? If not, PC Engine, maybe? (I couldn't find a PC Engine emulator that properly runs my Monster Maker CD.)
.iso is usually a CD image. .bin is a binary and could be literally anything. The PC Engine ran Hu-Cards. .bin is probably a Hu-Card image. Google "pc engine" or "pce emulator".
Nevermind... it looks like there is a PC Engine emulator for the GBA. Think of that. I'm going to sleep before I'm tempted to figure out how it deals with ISO images.
-Brendan
#104957 - thegamefreak0134 - Wed Oct 04, 2006 5:57 pm
Ah, I see now. It is a game system that was a predecessor to the turbografx machine. Looks interesting, but maybe later. I still need to know about if there is a way to run GBC games in color.
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#104977 - knight0fdragon - Wed Oct 04, 2006 9:44 pm
pcengine IS TG-16
same concept as mega drive and genesis
goomba is in color also, i believe very buggy though
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#104981 - tepples - Wed Oct 04, 2006 9:52 pm
Goomba Color has an official support forum, but it's on one of the forums that invites open discussion of piracy. Or were you interested in running Game Boy or GBC homebrew on a GBA?
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#105049 - thegamefreak0134 - Thu Oct 05, 2006 1:48 pm
Yes I want to run commercial games. Yes, I\\\'ve paid for the games and still own the (particularly beaten up, mind you, but still working) actual cartridges. However, if thats how I need to get the answer to my question to stay out of the grey piracy/legal use of purchaced software areas, then yes I will make a point to run homebrew games. What do you have that supports this?
And I would like that link to the goomba color site, even if you have to PM it to me.
-gamefreak
*EDIT* I found the goomba color site, and the emulator is very nice. A few glitches here and there (rendering zelda, for example, unplayable by me because they mess up link, although playable by someone who doesnt mind) but overall very nicely done. One minor issue: saves dont work. At all. It says they do, but then I reset the rom (hardware and visualboy advance both) and the native saves go away. Are there alternative projects like this, or do I just need to wait for a future release?
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#105112 - dantheman - Fri Oct 06, 2006 1:35 am
Piracy really is not discussed here at GBAdev. If you can find the official support forum for Goomba/Goomba Color, you might have more luck receiving assistance for your saving issue. Goomba Color is really the only working GBC emulator for either the GBA or DS as far as I know, aside from an ancient DS one made for a Neoflash competition that never went anywhere.
As far as good GBC homebrew, I personally am partial to the collection of PDA-like software apps made by TeamKNOX. It's got a calculator, address book, clock, a paint program, some games, etc. It really is pretty good, and the calculator is very functional for having been programmed for the GBC.
Drymouth is another good homebrew GBC game.
#105981 - thegamefreak0134 - Fri Oct 13, 2006 9:44 pm
Well, I got the info i needed, regardless of your lack of support. (I wasn\'t aware that searching for an accurate emulator was a crime, we do it here for development purposes and (gasp!) that is exactly what I wanted it for.) Because of its many bugs, I am actually quite interested in writing one of my own for the DS, whenever my hardware comes in. However, I should probably finish my PC one first, no? A DS emulator of any kind would be quite usefull for debugging purposes...
-gamefreak
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#105986 - Dwedit - Fri Oct 13, 2006 10:26 pm
Which specific bugs are you interested in getting out of goomba color, besides the obvious bugs which result from priority issues, or bugs resulting from updating VRAM and tile references out of sync?
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#105991 - tepples - Fri Oct 13, 2006 10:55 pm
Dwedit wrote: |
Which specific bugs are you interested in getting out of goomba color, besides the obvious bugs which result from priority issues, or bugs resulting from updating VRAM and tile references out of sync? |
How about the bugs that switching to a software renderer will fix? I can envision running the GBC CPU and audio on the ARM7 (where it is now) and dedicating the ARM9 to emulating the GBC PPU.
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#106563 - thegamefreak0134 - Fri Oct 20, 2006 5:42 pm
I was aware that the graphics errors were causeb by his updating the OAM at the wrong time. Then there\'s some werid issues with link not flipping his sprites at the right time in Link\'s Awakening, which causes all sorts of grief for me. (Can\'t even be played because it annoys me.) Thus, for that one I\'ve taken to actually bringing my old gameboy with me so I can play the real thing. In Oracle of Ages and Oracle of Seasons the sprites appear on top of a background they should appear behind, making lots of text hard to read. And the entire thing is particularly slow in GBC mode, no matter how you set it to handle double speed. I just think the emulator needs a workover from the beginning, so I want to go ahead and make one for the DS when I get better at DS code.
I wasn\'t aware that audio would be an issue. Aren\'t the 4 GBC channels still there, even in the DS? Wouldn\'t you just map the emulated registers to those, or (gasp) let the emulator write to them directly with the code? The sound in goomba is perfect, save for slowdowns, so I can only imagine this is what they did. Even the \"wav\" sounds in pokemon yellow and pinball work fine.
-gamefreak
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#106568 - tepples - Fri Oct 20, 2006 6:08 pm
thegamefreak0134 wrote: |
I wasn\'t aware that audio would be an issue. Aren\'t the 4 GBC channels still there, even in the DS? |
The GBC tone generators are not there with the same semantics that they had on the Game Boy, Game Boy Color, and Game Boy Advance, but there is a set of tone generators that the emulator can use if it doesn't want to do a full software APU. It'd be like the translation from NES tone generators to GBA tone generators that PocketNES performs.
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#106610 - Dwedit - Sat Oct 21, 2006 9:59 am
thegamefreak0134 wrote: |
I was aware that the graphics errors were causeb by his updating the OAM at the wrong time. Then there\'s some werid issues with link not flipping his sprites at the right time in Link\'s Awakening, which causes all sorts of grief for me. (Can\'t even be played because it annoys me.) Thus, for that one I\'ve taken to actually bringing my old gameboy with me so I can play the real thing. In Oracle of Ages and Oracle of Seasons the sprites appear on top of a background they should appear behind, making lots of text hard to read. And the entire thing is particularly slow in GBC mode, no matter how you set it to handle double speed. I just think the emulator needs a workover from the beginning, so I want to go ahead and make one for the DS when I get better at DS code.
I wasn\'t aware that audio would be an issue. Aren\'t the 4 GBC channels still there, even in the DS? Wouldn\'t you just map the emulated registers to those, or (gasp) let the emulator write to them directly with the code? The sound in goomba is perfect, save for slowdowns, so I can only imagine this is what they did. Even the \"wav\" sounds in pokemon yellow and pinball work fine.
-gamefreak |
Goomba is about as fast as it gets. It is just fast enough to emulate the GBZ80 at gameboy speed. If it was ported to the DS, speed problems would disappear, since the DS's ARM7 speed is twice as fast. So doubling the speed of the ARM7 would result in double the speed of emulating the GBZ80, so GBC speed is attained right there. Nothing would have to be redone to improve the speed. The DS's ARM9 is 4 times as fast as the GBA's ARM7, so that could make things even faster if necessary, but that's overkill.
DS sound is significantly different than GBA sound. Goomba emulates sound by simply passing the sound register writes to their GBA counterparts. The sound would likely need to be emulated in software. Even ineffecient code made for PC emulators may work well, since the DS is quite speedy.
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#106626 - tepples - Sat Oct 21, 2006 4:35 pm
Dwedit wrote: |
The DS's ARM9 is 4 times as fast as the GBA's ARM7, so that could make things even faster if necessary, but that's overkill. |
What if you want to emulate two Game Boy systems at once, such as if you want to do the TGB Dual multiplayer method?
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#106649 - sgeos - Sun Oct 22, 2006 2:12 am
tepples wrote: |
Dwedit wrote: | The DS's ARM9 is 4 times as fast as the GBA's ARM7, so that could make things even faster if necessary, but that's overkill. |
What if you want to emulate two Game Boy systems at once, such as if you want to do the TGB Dual multiplayer method? |
You could put one on each screen and use L and R to swap.
That would actually be really cool.
-Brendan
#106867 - Extreme Coder - Tue Oct 24, 2006 7:57 am
Is emulating a GBC game multiplayer using Wi-Fi also a no-go?(as with the gba)
#106872 - Dwedit - Tue Oct 24, 2006 8:59 am
There is no homebrew support for DS to DS wifi.
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#106994 - thegamefreak0134 - Wed Oct 25, 2006 4:06 pm
So the DS can\'t use the sound registers, but the DS in GBA mode can? Something\'s fishy here... oh well. Making an emulated tone generator can\'t possibly be as hard as it seems. Not to mention that a DS emulator has the whole dual-core thing (sort of) so one could use the ARM7 in doublespeed mode to emulate the z80 and use the other processor to handle things like translating the GBC memory locations into their proper registers to be displayed on the DS or similar things. Not to mention that taking this load off of the first processor would make it fast enough to speed up the emulation even in double speed mode. (idealy, using the goomba techniques.)
I am ordering my passcard3 today, so I will be able to actually start coding this thing very soonly. Of course, I\'ll be doing a lot more on my PC version, since I need to get that done first. (Its going slow, but it is going...) This will be the first emulator of this kind on the DS yes?
Do you mean there is no documentation on the wi-fi hardware, or is there some weird encryption or something to that effect?
-gamefreak
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#107007 - josath - Wed Oct 25, 2006 5:12 pm
see here for wifi info: http://blog.akkit.org/
basically: DS->Internet and Internet->DS and DS->Internet->DS and DS->Wifi Router->DS all work. But direct DS->DS (without any wifi router or anything in between) does not work yet, this is known as 'adhoc' mode.
#107049 - tepples - Wed Oct 25, 2006 11:51 pm
thegamefreak0134 wrote: |
So the DS can\'t use the sound registers, but the DS in GBA mode can? |
The GBA mode tone generators have hardware envelopes, and the bits of each register mean the exact same things they meant on the GBC. The DS mode tone generators have software envelopes, and everything written to the registers is in a different, cleaner format. An emulator could still virtualize GBC audio on top of DS audio in the same way that it virtualizes GBC video on top of DS video.
As for multiplayer, the latency of 802.11b is much greater than the latency that GBC games expect. An emulator supporting two players would have to use the TGB Dual method: emulate both GBCs on both DS systems and then just exchange keypresses to keep the systems in sync. This is where the 4x clocked ARM9 CPU of the DS, as well as its much faster RAM, would come in handy.
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#107121 - thegamefreak0134 - Thu Oct 26, 2006 9:07 pm
So DS mode changes a bunch of stuff. Naturally. OK, so I will have to emulate sound as well. No biggie, no biggie. Actually, a bit easier than producing sound, it would seem.
I guess multiplayer could work in realtime, but it would just be awfully slow, correct? This would still work alright for the pokemon games though, where trading does not necessarily have to be a fast operation.
I have a bizarre question, sort of. Tetris, for the original gameboy (not tetrisDX) has a 2 player option. I have never once managed to figure out how this works. (it does nothing at all when selected.) Does it work at all, and if so, how? I have this feeling it might be a super gameboy function, and if so I have no idea how to set up an emulator to run it, seeing as how I don\'t have an actual super gameboy lying around. Just asking.
-gamefreak
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#107126 - dustin - Thu Oct 26, 2006 10:47 pm
Quote: |
I have a bizarre question, sort of. Tetris, for the original gameboy (not tetrisDX) has a 2 player option. I have never once managed to figure out how this works. (it does nothing at all when selected.) Does it work at all, and if so, how? I have this feeling it might be a super gameboy function, and if so I have no idea how to set up an emulator to run it, seeing as how I don\'t have an actual super gameboy lying around. Just asking. |
On an actual gameboy? Yeah it works I've played it with friends before. Just connect the gameboys and then you both pick it I think it wasn't overly difficult. If I remember correctly one person played as mario and the other as luigi. It was great fun...
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#107232 - tepples - Fri Oct 27, 2006 10:08 pm
The 2-player mode in Tetris (Game Boy) is a best-of-seven game in which the following extensions to the rules of the Soviet Mind Game apply: - Making two, three, or four lines with one tetromino sends one, two, or four lines of garbage to the opponent.
- If you top out, both matrixes are cleared and the opponent gets a point.
- If you clear 30 lines, both matrixes are cleared and you get a point.
- Each player can see the height of the highest block in the other player's matrix.
The 2-player mode in Tetris & Dr. Mario (Super NES)::Tetris is the same except for the following: - Best of five, not seven.
- Option for limit 25 lines or no limit, not 30.
- Each player can see the other player's entire matrix.
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