Search found 229 matches
- Wed Jan 13, 2021 7:44 am
- Forum: General Stuff
- Topic: problemkaputt.de is gone
- Replies: 17
- Views: 3514
Re: problemkaputt.de is gone
I asked in the GB Dev organization and we'd be willing to sponsor you with hosting. I'd also be willing to host on my personal server as a second option. My server is gg8.se and currently hosts a GB Dev forum that you may have seen, and has mirrors of some GB dev sites that have gone down. If either...
- Sat Oct 24, 2020 3:25 am
- Forum: Other Retro Dev
- Topic: Reformatting GBATEK html version
- Replies: 6
- Views: 4069
Re: Reformatting GBATEK html version
I've been hosting a "wiki-fied" version of Pan Docs since about 2008. However, I later started regretting this decision, and took the initiative to put a version under Pan Docs under control of the gbdev organization on Github, which is run by avivace, me and a bunch of other people. What we do ther...
- Sun Aug 11, 2019 10:12 am
- Forum: SNESdev
- Topic: Save State/Load State GUI in emulators...
- Replies: 38
- Views: 26298
Re: Save State/Load State GUI in emulators...
Are that really screenshots, or are the pictures rendered on the fly from the savestate data? Screenshots would be a bit lame. I think using a screenshot is really the only way to get it frame accurate. If you pause the the emulation and save state, you would need to save the state from one frame a...
- Fri Aug 02, 2019 10:02 am
- Forum: Web Issues
- Topic: 500 internal server error
- Replies: 3
- Views: 13210
500 internal server error
I got 500 internal server error twice now when posting in this thread. ISSOtm reported seeing the same thing. The post was successfully submitted though. I did try to make a test reply in the test forum and didn't get a server error then, so maybe the error is localized entirely within my thread. Si...
- Fri Aug 02, 2019 9:56 am
- Forum: Test Forum
- Topic: Hello from the internet
- Replies: 7
- Views: 52947
Re: Hello from the internet
Test reply.
- Fri Aug 02, 2019 9:54 am
- Forum: SNESdev
- Topic: Odd SPC music loading in the SGB game Beach Volleyball
- Replies: 5
- Views: 6564
Re: Odd SPC music loading in the SGB game Beach Volleyball
I tried changing the patches so they don't disable interrupts (writing $31 instead of $01 to $4200) and I couldn't hear or see any ill effects from it. I tried this in both Volleyball and Animaniacs with thei respective patches. I also tried running them in both PAL and NTSC, on a region modded PAL ...
- Fri Aug 02, 2019 9:01 am
- Forum: SNESdev
- Topic: Odd SPC music loading in the SGB game Beach Volleyball
- Replies: 5
- Views: 6564
Re: Odd SPC music loading in the SGB game Beach Volleyball
The patch in Beach Volleyball is functionally the same as the SOU_TRN patch that exists in some ROMs . But instead of intercepting the command handler and checking if the command ID=SOU_TRN, it's implemented as a routine that you call with JUMP. Otherwise it does the exact same thing: disables H+V i...
- Fri Aug 02, 2019 5:04 am
- Forum: SNESdev
- Topic: Odd SPC music loading in the SGB game Beach Volleyball
- Replies: 5
- Views: 6564
Odd SPC music loading in the SGB game Beach Volleyball
I'm analyzing the Super Gameboy game Beach Volleyball because unlike most SGB games, it's using the SPC to play music. It's also interesting because it doesn't use the SGB command SOU_TRN to transfer the data. Instead it transfers code to the SNES which it calls to load the music. After the usual SG...
- Thu Jan 24, 2019 10:53 am
- Forum: GBDev
- Topic: Game Boy CPU isn't a Z80. What is it?
- Replies: 17
- Views: 19894
Re: Game Boy CPU isn't a Z80. What is it?
Have you documented the details of this publicly anywhere?gekkio wrote:* Interrupts are similar to GB, but not exactly the same (NMI, amount of interrupts). Note that CGB CPUs have an NMI pin though....![]()
- Sun Nov 18, 2018 2:17 pm
- Forum: GBDev
- Topic: RGBDS "data" segment
- Replies: 3
- Views: 7702
Re: RGBDS "data" segment
I've solved this by having a bunch of macros that cover all relevant instructions. ;; Relocated code macros JPR: MACRO ; Relocated jump absolute jp \1+(RCODE-RCODE_S) ENDM JPRC: MACRO ; Relocated jump absolute conditional jp \1,\2+(RCODE-RCODE_S) ENDM CALLR: MACRO ; Relocated call call \1+(RCODE-RCO...
- Mon Jun 25, 2018 12:27 pm
- Forum: GBDev
- Topic: What are the pins of a Game Boy cartridge for?
- Replies: 5
- Views: 9687
Re: What are the pins of a Game Boy cartridge for?
The Bung Pocket Voice apparently used the external input as well. However, this pin was also used on some flash cartridges as the /wr (write) signal for the flash chip, enabling the cartridge to be flashed with special hardware, while avoiding conflicts potential between the MBC and the flash chip. ...
- Fri Apr 27, 2018 4:13 pm
- Forum: GBDev
- Topic: GBC to GB?
- Replies: 9
- Views: 7814
Re: GBC to GB?
It stands to reason that a game that was released as GBC exclusive is making use of the extra functionality in the GBC, and would be hard to port unless it was ridiculously unoptimized. If not, it would likely have been released as a dual platform game from the start.
- Tue Apr 17, 2018 2:21 am
- Forum: GBDev
- Topic: 144p Test Suite (was: STN torture test)
- Replies: 43
- Views: 41427
Re: STN torture test
Out of curiosity I tried comparing my own compression algorithm to PB16. greenhillzone.u.chrgb: Uncompressed: 1744 bytes PB16: 921 bytes Mine: 1082 bytes I think this is basically down to encoding since I use a multibyte encoding So for example, it takes a 3 byte sequence to start a backtrack operat...
- Tue Apr 10, 2018 10:54 pm
- Forum: GBDev
- Topic: 144p Test Suite (was: STN torture test)
- Replies: 43
- Views: 41427
Re: STN torture test
How would I set that up? There appears not to be HLE for the SGB firmware , and I'm told Game Boy boot ROM is hard to dump. Thankfully, I host the various boot ROMs . Todo: Add a hash list to that page for discoverability for people who may be looking for those files. Add the GBC boot ROM. Edit: Ad...
- Tue Apr 10, 2018 2:55 pm
- Forum: GBDev
- Topic: 144p Test Suite (was: STN torture test)
- Replies: 43
- Views: 41427
Re: STN torture test
The official Super NES port of the 240p Test Suite was 512K last I checked, and the Super Game Boy allowed downloading only up to 64K last I checked. Is there source code for a Super NES program sending requests back to the Game Boy CPU so that it can request 4K of data at a time through the DATA_T...