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Okay. I'm having the worst time finding marcelo's goomba builder v1.2. Can you help out dwedit? It's just when I build my rom (hate having to switch my m3 on an off again to select a different game) all that appears are roms that had .gb ending. Is there another way around this?
Also, I hope you haven't given up on this :) I still play my gb micro as much as my psp and ds. Hope savestates come soon! :D
If you've given up, then all's cool I guess :) you've done plenty for us!
Last edited by squishyfishy (2008-11-06 4:49:24 am)
Tetris DX plays and saves fine.
If I use the trimmer it plays fine, but doesn't save.
Is that normal for trimmed games, or did I probably do something wrong?
nevermind, got it working now
bobble bobble crashes on the first level just as play starts other then that i love the emulator, works great on ds through 3in1 ez expansion and ruldolfs exploader
this is great. just played kirby's blockball for 2 hours. I originally found your site from the pocket nes forum.
Bionic Commando is very shaky and Ken Griffey Jr. Slugfest is unplayable.
Hey! I just donwloaded this, and wow. Great job man! I was wondering though...are there any plans for a future release? Also, I want to make a suggestion: could you add the borders from Super Gameboy to use for regular Gameboy games? Plus...more pallettes...Thank you very much!!!
Thanks for this.. I only have a GBAMP so I can't use any of the other more recent versions. Is it impossible to add SGB borders for GBAMP?
Any news on your NDS port?
Any news on your NDS port?
My thoughts exactly. Will there be one made specifically for the DS, like Lameboy?
after reinstalling goomba and trying to compile .gbc into .gba it somehow generates a files thats ridiculously smaller than the original... pkmn tcg shrinks from 2mb to about 188kb. that shrunken .gba file doesn't work of course.
funny thing is, i used to use goomba a lot before i had to reset my pc system. (sry for the bad english) it worked just perfectly. for instance, i brought pkmn yellow edition to run and be saveable by compiling that single .gb file into a .gba which i could then save through the built-in save function of my supercard sd.
The EXIT option won't work in the EZ4, the game reset with this option!!!
First off, I like this emulator and appreciate the work that's gone into it.
I'm trying to compile the GCC version of the code, and everything compiles just fine. However, the resultant gba images don't work (testing with VisualBoyAdvance). The regular one (goomba.gba) gives a white screen, and the multiboot (goomba_mb.gba) I can access the menu, but there's no boot menu for the games. The provided images work just fine, so I don't think it's the test environment. And I did append the .gb(c) files to the end of the file, so it's not that dumb mistake.
Any help? Something I need to do to build other than 'make' or make with one of the various makefiles? I've tried poking with config.h, using different roms, different number or roms, but to no avail.
What I'm now doing is including the MB version as a binary inside the Cart version to allow the Link Transfer and Go Multiboot features to work.
make -f makefile_mb
make -f makefile_cart
And it appears that the currently released source is broken. Damn.
I'll go look into fixing the builds. New versions of DevKitPro always screw things up.
Figured it out. The symbol of the last byte changed.
Go to main.c, replace all instances of "__load_stop_iwram_9" with "__rom_end__"
Then build a MB version, followed by a cart version, then it should just work.
That works for me for the MB version, but the cart version doesn't. It gets to where the MB version was last time (can bring up the menu, but doesn't load any roms). There were two instances in main.c, yes? I also tried changing those in mbclient.c, but that didn't do anything.
(Oh, I think you mistyped the string; it's __load_stop_iwram9.)
I'm personally not too concerned at the moment, since I don't intend to be using that version, but I'll cooperate however is necessary to resolve the issue to your satisfaction.
It's the revenge of the PAD section. Formerly not included in the addresses given for the end of the image, suddenly is now. Builds were looking about 12 bytes ahead for the appended file compared to where it should have been looking.
Multiboot builds don't have a padding section for some reason.
Go edit the makefile, remove the -R Pad part from both makefiles.
Okay, I've added a fake RTC so that if your flash cart doesn't have an RTC, you can at least advance the time. It only does hours (for now, at least), since I don't know that it's really necessary to do more than that. (I've never actually played any RTC-enabled game...) It'll only kick in if there isn't an actual RTC available. Just go into "Other settings" and change the value. This should eliminate the need for game-specific patches.
You can find the image if you want to try it, as well as the patch for the GCC version of the source, here. If anyone finds problems, or can tell me if minutes or seconds are important, please tell me.
Also if someone knows a game that'll let me see a value for the date, which I at least think is handled by goomba for an actual RTC, I'd like to know so I could possibly add support for that in.
Sweet, I think it would be better to also advance it by 1/60th of a second every frame as well.
I took your suggestion, and went a bit further.
The clock will advance automatically, once per 60 frames. There is a setting to change the speed (2x,4x,8x,16x) or turn off the automatic increase. There are options to increase the minutes and seconds.
These are available again here; these are marked -02. I might be clobbering part of the data used for the date, but again, I don't know that it really matters.
The next thing I'd like to do is to put the fake RTC options into their own menu, so that it can refresh the view of the clock in real time, and add a few more usability features (like decreasing the values).
An interesting idea would be to allow an offset for the time, so that you could sync this clock to the in-game clock, but I'm thinking that'd be more trouble than it's worth. It'd also be kind of slow, since you'd have to be running through all the positions on every access. And you could probably just avoid this by setting your clock appropriately at the onset.
I added a menu to adjust the clock and a couple extra speeds (all that are possible as it's handled now). The menu changes make me fear that I may have broken it. So, this one is more likely to have bugs than the previous, although it's related to the menu and not the rest. I also fixed it so that the clock is updated every tick, as opposed to previously when I guess it was only updated when you checked goomba's menu.
Also, be careful using the 60x speed. I totally glitched out Pokemon with it on, although I'm not sure exactly how and it may not be related. There were some display and other problems, forcing a restart. If anyone runs into anything like that using it, I'd sure like to know the circumstances. I don't expect a lot of problems, but if they happen, here's the warning.
It's here again, this is the -04 version. I don't see any other changes I'll be likely to make; things such as decreasing the clock seem like they'd gunk up the code more than I'd like (even being lazy and decrementing by incrementing 59 times). Open to ideas, though.
And a random note, since I didn't mention it anywhere, is that FAKERTC requires RTCSUPPORT to be on to work. I don't think it'll compile otherwise, actually. And I tried to make it so that the RTC menu doesn't show up when an actual RTC is present, but that menu system... it scares me. (I.e., I tried and it didn't work and I didn't feel like making it work.)
Ok, I know, that this project seems to be dead, but could you give me just a hint how to fix savestates? I see, that at quicksave() or savestatemenu() there is SAVE_FORBIDDEN, which is simply defined 'return', so they do not work. Also at savestatemenu there is a comment 'need to check this' - what exactly should be checked?
UPD: I commented that 'return', now saving seems to be working (savestate item appears in save submenu), but loadstate fails: I just get returned from load submenu to menu, when I hit the state, and nothing happens.
Last edited by Serge SB (2010-05-09 3:18:54 am)
They probably won't work at all, or might only work on GB games if the game is in a somewhat similar state to when it was saved.
When I added features, I didn't add any corresponding code to the savestate system.