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#1 2007-04-17 1:06:38 pm

Dwedit
Administrator
From: Chicago
Registered: 2004-12-12
Posts: 1,023
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Goomba color test build #5

New build...

Major changes since the last build is that plenty of code got rewritten.  Many off-by-one-scanline graphical errors were corrected.  Since so much code was rewritten, may possibly be buggy.

* Adjusted timing code, Many off-by-one scanline errors were fixed.  Notably in Zelda oracles, Super Mario Land, Dragon Warrior 3, etc.
* Rewrote scanline-buffer code.  Properly supports split windows, fixes Oracle of Ages intro, Donkey Kong, etc.  Faster too.  Also fixed bugs where window was displayed one scanline too far down.
* Double Speed = Timers now doubles length of vblank period when the GBC uses double speed.  Fixes glitches in Balloon Fight GB.

http://www.dwedit.org/dwedit_board/viewtopic.php?id=229


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#2 2007-05-21 1:58:03 pm

FluBBa
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Re: Goomba color test build #5

Update your source with a lot of smal additions to the macros.

#3 2007-05-21 1:59:29 pm

FluBBa
Guest

Re: Goomba color test build #5

Is the attachments working

#4 2007-05-21 2:02:29 pm

FluBBa
Guest

Re: Goomba color test build #5

ndsretro.com/download/goombacolorsrc_5_21_2007.zip

Oh well, there it is now =)

#5 2007-05-21 3:42:56 pm

Dwedit
Administrator
From: Chicago
Registered: 2004-12-12
Posts: 1,023
Website

Re: Goomba color test build #5

also, change to push16:
    cmp r1,#0x80000000    ; just to solve some games
    cmpne r1,#0x90000000   ;ADD THIS LINE
    bleq vram_W2        ; that use push16 to write to vram


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#6 2007-05-21 5:40:06 pm

Dwedit
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From: Chicago
Registered: 2004-12-12
Posts: 1,023
Website

Re: Goomba color test build #5

Due to the problems in smsadvance, I am probably NOT going to merge the DAA changes.


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