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- Dwedit

#1 2008-06-28 5:33:40 pm

morbid27
Shigeru Miyamoto
Shigeru Miyamoto
Registered: 2008-06-13
Posts: 104

could you :0

OK ive avoided this but ive tried everything to make a makefile
the conversion of the NESDS mcp makefile would be really nice :)
could you export it to xml then to regular make
supposedly you can do this in arm ads
please Dwedit

Last edited by morbid27 (2008-06-28 5:34:27 pm)

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#2 2008-06-28 7:57:03 pm

Dwedit
Alex Trebek (Administrator)
From: Chicago
Registered: 2004-12-12
Posts: 981
Website

Re: could you :0

I've got the ARM9 half compiling in GCC.  It was a lot of work to get it that far.  But it doesn't actually run.


"We are merely sprites that dance at the beck and call of our button pressing overlord."

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#3 2008-06-28 8:58:03 pm

morbid27
Shigeru Miyamoto
Shigeru Miyamoto
Registered: 2008-06-13
Posts: 104

Re: could you :0

ok thanks for trying

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#4 2008-06-29 8:18:41 am

Dwedit
Alex Trebek (Administrator)
From: Chicago
Registered: 2004-12-12
Posts: 981
Website

Re: could you :0

Now I have a broken GCC build again...


"We are merely sprites that dance at the beck and call of our button pressing overlord."

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#5 2009-01-15 9:25:26 pm

morbid27
Shigeru Miyamoto
Shigeru Miyamoto
Registered: 2008-06-13
Posts: 104

Re: could you :0

Dwedit is there anyway you could post the best gcc conversion of Nesds you have or even the alpha of pocketnes ported to ds this one would really gelp me i think im just gonna go for it and finish off the project HOPEFULLY! Thanx your awsome! Much respect!

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#6 2009-01-15 11:14:09 pm

Dwedit
Alex Trebek (Administrator)
From: Chicago
Registered: 2004-12-12
Posts: 981
Website

Re: could you :0

Here's the current source and binary of the bugged out, no sound, PocketNES for the NDS.
For the love of god and all that is holy, do not distribute this or link to this.


Attachments:
7z not_nesds.7z, Size: 193.29 KiB, Downloads: 109

"We are merely sprites that dance at the beck and call of our button pressing overlord."

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#7 2009-01-16 6:15:24 pm

morbid27
Shigeru Miyamoto
Shigeru Miyamoto
Registered: 2008-06-13
Posts: 104

Re: could you :0

Sweet Thanks gives me a bit more to play with if i ever get arround it to compiling i will send the source to you im just gonna work on proper scrolling as i think i have posted a million times. Basically it is my hobby and then i think im gonna just code an emu that hasn't been ported yet. cool later

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#8 2009-02-21 11:27:20 pm

morbid27
Shigeru Miyamoto
Shigeru Miyamoto
Registered: 2008-06-13
Posts: 104

Re: could you :0

Hey im getting better at this. I have a question thats bugging me coulod you point me directly to the files and regesters i would need to change to make it extend to the full 192 lines. I've tried many different methos but just cant seem to get it to compile or work. Thanks

so far i think these Need to change

VALUES

	.global DMA0BUFF
	.global DMA3BUFF
	.global DMA1BUFF
	.global DISPCNTBUFF1
	.global DISPCNTBUFF2
	.global SCROLLBUFF1
	.global SCROLLBUFF2
	.global BG0CNTBUFF1
	.global BG0CNTBUFF2

vblscaled:					@(scaled)
	bl_long scale75
	ldr r3,=DMA1BUFF
	ldr r4,=DMA3BUFF

@----------------------------------------------------------------------------
vbl5:		//#REG_BASE
@----------------------------------------------------------------------------

newframe_set0:	

@----------------------------------------------------------------------------
newframe_nes_vblank: 	@called at line 242
@----------------------------------------------------------------------------
@

@----------------------------------------------------------------------------
dma_W:	@(4014)		sprite DMA transfer
@----------------------------------------------------------------------------

ive pretty much figured out how to work this projuct now man your coding has helped me so much i can say i am almost fully understanding #C   and the ASM confuses me sometimes but i know its just telling where to put data and how to deal with it tailored for the processor. anyways i can pretty much understand it now. The only problem is when it come to the values of things in ASM and what changes it needs when switching registers im kinda scared of changing things thats why i asked for a bit of an example or even the values that would need to change. I am sure i can figure it out with a bit of help. Maybe you could also point me to some ASM tutorials for GBA and even NDS. Man if you havve a paypal account i wouldn't mind donating. THX much respect.

p.s. WHat you said in a post i read somewhere is dead on if you want to learn coding just pick up someones project and work on it funny i did the exact same thing just went for it and hell now i understand i just have to make that jump of writing something by myself.

Is there a way we could chat i have msn my email i it pm me with yours and maybe we could chat i wouldn't mind some advice.

Last edited by morbid27 (2009-02-22 10:56:31 am)

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#9 2009-02-22 10:57:52 am

morbid27
Shigeru Miyamoto
Shigeru Miyamoto
Registered: 2008-06-13
Posts: 104

Re: could you :0

so far i got this kinda shows how nice the emu might look when it is scalled properly only problem the mirrors arent set up propperly aso ir shows 3 differnt buffers but take a look and youll see the proper buffer
shit im dying to play dw2 help :)

Last edited by morbid27 (2009-02-22 11:03:38 am)


Attachments:
rar not_nesds_add_addy#192.rar, Size: 91.34 KiB, Downloads: 81

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#10 2009-02-22 11:39:04 am

Dwedit
Alex Trebek (Administrator)
From: Chicago
Registered: 2004-12-12
Posts: 981
Website

Re: could you :0

To make it extend to 192 in unscaled mode, change the part around here:

nopal60:
	bl_long showfps_
	ldr r2,=DMA0BUFF	@setup DMA buffer for scrolling:
	add r3,r2,#160*4
	ldr_ r1,dmascrollbuff
	ldrb_ r0,emuflags+1
	cmp r0,#SCALED
	bhs vblscaled

As for making it scale differently, It uses a completely different scaling method than NESDS.  Nesds's scaling method is based on simple fixed point math, so it can continuously scale to any size.  But pocketnes's new scaling method is designed around the 3:4 ratio, and uses special rules to eliminate vertical scrolling glitches.
It can be changed to a 7:8 ratio, so that 20 NES scalines will get hidden on a 192px tall screen.
Then the sprite scaling stuff needs to be changed too, including the part which generates the Y coordinate lookup table, and sprite scaling rules which get stuffed into OAM.


"We are merely sprites that dance at the beck and call of our button pressing overlord."

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#11 2009-02-23 9:39:38 am

morbid27
Shigeru Miyamoto
Shigeru Miyamoto
Registered: 2008-06-13
Posts: 104

Re: could you :0

so im guesing i need to change

nopal60:
	bl_long showfps_
	ldr r2,=DMA0BUFF	 //value of DMA0BUFF in the def file
	add r3,r2,#160*4        //160*4 to 192*4 and all the other lines that equal
	ldr_ r1,dmascrollbuff   // make sure it is set to proper value which is ????
	ldrb_ r0,emuflags+1
	cmp r0,#SCALED
	bhs vblscaled

Last edited by morbid27 (2009-02-23 8:34:12 pm)

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