Search found 15 matches
- Mon Jan 29, 2018 12:18 am
- Forum: GBDev
- Topic: GBC colorization palettes in the BIOS
- Replies: 10
- Views: 14744
Re: GBC colorization palettes in the BIOS
Great thanks so yeah it looks like just a list of bytes to match. Hash the titles, iterate through them for a match and hopefully I can now detect games with a custom palette
- Sun Jan 28, 2018 1:29 pm
- Forum: GBDev
- Topic: GBC colorization palettes in the BIOS
- Replies: 10
- Views: 14744
Re: GBC colorization palettes in the BIOS
Thanks Nitro!
Is the table of hashes just a list? Or does it have a structure I can read up on somewhere?
Is the table of hashes just a list? Or does it have a structure I can read up on somewhere?
- Sun Jan 28, 2018 11:44 am
- Forum: GBDev
- Topic: GBC colorization palettes in the BIOS
- Replies: 10
- Views: 14744
Re: GBC colorization palettes in the BIOS
I know I'm probably resurrecting an old thread, but I was just wondering if there is a simple routine I can run in my emulator to detect if the loaded ROM would have a custom palette in the GBC boot room. To start with I was just going to maintain a list of games I found that did have custom palette...
- Sun Jan 21, 2018 5:28 am
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
Nope tracked it down to NAudio only playing sound from the right channel and not the left! Anyone here have experience with NAudio and can maybe help me figure out what I'm doing wrong with setting out the left/right channels?
- Sun Jan 21, 2018 5:09 am
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
Okay actually its something to do with have I'm setting the left/right channel state for the second channel, prob just my maths wrong
- Sun Jan 21, 2018 5:06 am
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
So I managed to get channel 1 to work yay! It was a silly I had done in the end where I wasn't resetting the frame sequence counter when it went over the threshold! So now I'm moving onto Channel 2 which is also a SquareWaveGenerator minus the sweep and it doesn't work at all! And its using the exac...
- Fri Jan 19, 2018 12:32 pm
- Forum: GBDev
- Topic: Automated Testing of Emulator
- Replies: 3
- Views: 3757
Re: Automated Testing of Emulator
So i do remember reading somewhere that I could at least for ROMs that I can already pass create a hash of the success screen rendered at the end of the test, plus how long it took and then use that to compare test/failure cases. But that only helps me ensure I have no regression. It doesn't help me...
- Fri Jan 19, 2018 12:18 pm
- Forum: GBDev
- Topic: Automated Testing of Emulator
- Replies: 3
- Views: 3757
Re: Automated Testing of Emulator
I know there is a specific address used for writing output to a console or similar are you referring to that?
- Tue Jan 16, 2018 2:20 pm
- Forum: GBDev
- Topic: Automated Testing of Emulator
- Replies: 3
- Views: 3757
Automated Testing of Emulator
Hey Guys, Just wondering if anyone has set up any sort of automated testing using the Test ROMs from Blargg and the Mooneye emulator? When a test finishes it seems to just loop forever and I was going to just put some loop detection in to terminate things but it seems like a lot of work just to figu...
- Tue Jan 16, 2018 2:17 pm
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
Cool thanks for the advice. I haven't had a chance to look much into it yet though I updated my timing methods as what you suggested made a lot of sense updating most things off the clock cycles, that alone didn't help so i still suspect something else is wrong. I'll get to the bottom of it eventual...
- Sun Jan 14, 2018 1:27 pm
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
Great thank you very much for this reference I will see if I can try and track down any discrepancies in my own codeMegaBoyEXE wrote:I'm working with audio in a separate branch while I do tests, but here they are
- Sun Jan 14, 2018 11:18 am
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
I do have a WAV file version of it but the forum wouldn't let me upload it maybe in a zip? If having that would be useful? Anyway I have found a similar implementation to mine using the same audio library NAudio and its is pretty much using the library the same way as me but it doesn't have any prob...
- Sat Jan 13, 2018 2:35 pm
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
Thank you again for the reply. I tried what you suggested but there was no noticeable change unfortunately, though while looking at GetCurrentSample I noticed a mistake in that I was only every returning data when the duty changed and at no other time so that meant that sounds were playing for a lot...
- Sat Jan 13, 2018 1:00 pm
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
Re: DMG Sound Implementation - Kind of working but broken
Hi lidnariq, Thank you very much for the fast reply! Forgive me if I'm asking a lot of questions just trying to get my head around things So my understanding of how the sound libraries are expecting data is that they are expecting 44100 (as an example of the rate mine is running at the moment) sampl...
- Sat Jan 13, 2018 5:37 am
- Forum: GBDev
- Topic: DMG Sound Implementation - Kind of working but broken
- Replies: 13
- Views: 6301
DMG Sound Implementation - Kind of working but broken
Hi Guys, So over the Xmas period I took the plunge to try my hand at an emulator and like a lot of people chose the Gameboy as my first. I have managed to implement quite an accurate emulator so far (built as a C# class library to run in many different engines like XNA, Monogame & Unity) and it pass...