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vba-rerecording's Introduction

Welcome to version 1.7.2 of VisualBoyAdvance [SDL].
This is a GB/GBC/GBA emulator for Windows, Linux, MacOS X and BeOS.

Features
--------

- configurable GB/GBA keys, including joystick support
- option to use BIOS file
- zip/gzip file support
- directory selection for save state, battery and screen capture
- fullscreen mode (selectable resolution)
- video sizes 1x, 2x, 3x and 4x
- graphic filters Normal, TV Mode, 2xSaI, Super 2xSaI and more
- interframe blending support
- same emulation core as VisualBoyAdvance: GB and GBA emulation
- built-in ARM/THUMB assembly debugger
- 10 save states accesible through keyboard
- automatic battery file load/save
- auto-fire support
- pause, reset through keyboard
- 16, 24 and 32 bit desktop support
- GDB remote debugging (see below for information)
- auto frameskipping and throttle
- AGBPrint support for development
- RTC support

Compiling the sources
---------------------

See the INSTALL file for compiling instructions. Please note the following
requisites to compile:

- GCC must be 3.x or greater in order to compile GBA.cpp with -O2. Earlier
  versions have a problem during optimization that requires an absurd
  ammount of memory and usually ends up crashing the compiler/computer
- On Windows, Microsoft Visual C++ 6 or later is needed. Please note that
  some of the source code will not compile with the shipped header files.
  You will need to install the most recent Platform SDK from Microsoft.

Installing
----------

The easiest installation is to place all files in the distribution in the
same directory.

Per game settings
-----------------

Version 1.5 introduced the support for per game settings for GBA games. You
can defined the following settings on a per game basis by using an INI file
called vba-over.ini in the same directory as the emulator:

rtcEnabled=<0 for false, anything else for true>
flashSize=<65536 or 131072>
saveType=<0 for automatic, 1 for EEPROM, 2 for SRAM, 3 for Flash or 4 for
EEPROM+Sensor>

Use the 4 letter game code to separate settings for each game. Example:

[ABCD]
rtcEnabled=0
flashSize=65536
saveType=0

[ABC2]
rtcEnabled=1
flashSize=131072
saveType=0

Support
-------

Please support VisualBoyAdvance by making a donation. You can donate money
using PayPal (www.paypal.com). Use the contact form to find how you can
send donations. Also, it is recommended that you use the VisualBoyAdvance
forum on www.ngemu.com message board.

FAQ
---

See online FAQ for more information: http://vba.ngemu.com/faq.shtml

Please don't email about what you think it is problem before consulting
the FAQ.

System requirements
-------------------

Windows: PIII 500Mhz machine for GBA emulation. GB emulation requires far less.

Linux, MacOS X, BeOS:
  SDL (>= 1.2.2) runtime library must be installed prior to running the
  program. You can download it from http://www.libsdl.org

Key combinations during emulation
---------------------------------

- F1...F10: load save state 1...10
- Shift+F1...F10: save state 1...10
- Alt+1...4: auto-fire A,B,L,R
- Ctrl+1...8: enable/disable graphical layers (BG0, BG1, BG2, BG3, OBJ, WIN0,
  WIN1, OBJWIN)
- Ctrl+N: pause on next frame
- Ctrl+R: reset
- Ctrl+P: pause
- Ctrl+B: rewind (if enabled and available)
- F11: enter built-in debugger
- ESC: exit emulator

Emulation key settings
----------------------

- Movement: arrow keys
- Button A: Z
- Button B: X
- Button L: A
- Button R: S
- Button Start: ENTER
- Button Select: BACKSPACE
- Speed up: SPACE
- Screen capture: F12
- Motion Left: NUMPAD 4
- Motion Right: NUMPAD 6
- Motion Up: NUMPAD 8
- Motion Down: NUMPAD 2


GDB support
-----------

VisualBoyAdvance now provides GDB remote debugging support. This gives
developers the full power of GDB to debug GBA applications.

In order to use this, you will need a cross-compiled GDB for either the arm-elf
or arm-thumb-elf target (used for the --target= option of GDB configure
script).

You can also use GDB frontends like DDD, CodeMedic, etc... or even GDB/Insight
for GUI debugger (if using anything other than GDB/Insight, please make sure
to point to the right GDB executable).

The emulator provides two transport protocols for remote debugging:

- TCP: allows debugging through TCP using port 55555 (or any specified) port.
  The advantage of using TCP is that it allows true remote debugging but it is
  slower compared to the pipe method (pipe method does not work on Windows -
  probably a restriction imposed by the CYGWIN port of GDB).
- PIPE: allows debugging through a PIPE between the emulator and GDB. This is a
  lot faster than TCP and recommened on Unix systems.

Using TCP transport
-------------------

To use the TCP transport, use the flag -Gtcp[:portnum] where portnum is an
optional port number to be used instead of 55555. VBA will wait for a GDB
connection on the specified port (printed on screen). Start GDB by passing the
.elf file, then connect to the emulator by using the command:

target remote <hostname>:<port number>

where hostname is the host where the emulator is running and port number is the
printed port number.

Using PIPE transport
--------------------

To use the PIPE transport, start GDB with the .elf file to be debugged. Connect
to the emulator by using the command:

target remote |<full path to VBA>/VisualBoyAdvance -Gpipe

Debugging with GDB
------------------

Once you connected to the emulator, you can set breakpoints and debug the
application. But before doing that, you will need to issue the loda command on
GDB to load the code into the emulator. Optionally, you can pass the ELF file
on the emulator's command line (along with the -N option to not parse the debug
information in the emulator) instead of issuing the load command.

After connecting and optionally loading the file into the debugger, you can
start debugging: add breakpoints, step, etc...

While using GDB, any console output (see below) will show up in GDB's console.

If you want to break into the GDB, press F11 and it will give you full command
in GDB again. Pressing ESC will terminate emulation.

You can also detach GDB from the emulator.


Console Output
--------------

There are two forms of console output in this version:

- Mappy style dprint: use the following code (from Mappy's documentation)
  to get output:

- VBA style: use the following code to get output:
  // THUMB code
  void print(char *s)
  {
    asm volatile("mov r0, %0;"
                 "swi 0xff;"
                 : // no ouput
                 : "r" (s)
                 : "r0");
  }
  // ARM code
  void print(char *s)
  {
    asm volatile("mov r0, %0;"
                 "swi 0xff0000;"
                 : // no ouput
                 : "r" (s)
                 : "r0");
  }

When using GDB, the output will show up in GDB's console. When using the
built-in debugger, output will go to standard out.

Built-in debugger enhancements
------------------------------

The built-in debugger has the following enhancements (need debug enabled ELF
file):
- ELF file support: both multiple and regular. Please report any messages or
  problems reading ELF files. C++ classes and some miscellaneous features are
  not supported yet. Also, method names may be mangled in C++ code.
- break command: add a breakpoint on a function, line number of file:line
  number
- locals command: print the local variables on the current function
- print command: prints the value of a given expression. Valid expression
  include *this, ptr->member, var.member, array[0], sizeof(expression), etc...
- symbols command: list information known about a symbol (or symbols that start
  with the given name)
- radix command: sets the output radix to eithe decimal, octal or hex.
- file and line number when stopped: the debugger will show the file and line
  number (if available) for the current address
- fixes to some breakpoint handling problems
- fixes to break on write function

Profiling
---------

VisualBoyAdvance has profiling support. It produces output in the format
supported by GPROF. You need a cross-compiled binary of GPROF (binutils
GNU package) compiled with --target=arm-thumb-elf (or similar).

The output will always contain the histogram of PC positions at the specified
frequency even if the code is not compiled with call graph support.

In order to enable profiling, you need to add a call inside your code
to start it (download vba.s for a ready to use file for GCC):

void monstartup(u32 lowPC, 32 highPC)

This will start profiling for the given address region. If the code was also
compiled with -pg, call graphs will be recorded.

Other calls for fine grain control:

// control profiling
// 0 - stops profiling
// anyother value starts it
void moncontrol(int mode)

// stop profiling and output gmon.out file
void moncleanup()

// record call graph (used by GCC)
// r12 contains previous caller
// r14 contains function that was called
void mcount()

GCC bugs
--------

All versions of GCC previous to the working version 3.3 have bugs when
generating profiling for thumb functions.

The errors are:
- mov\tip,lr not a valid instruction (typo in gcc/config/arm/arm.h)
- LPxx undefined when linking (missing . before LP causes the problem)

You can fix these problems by either recompiling GCC (recommended) or by
modifying cc1.exe to fix the problems.

In the first option, find the given code in gcc/config/arm/arm.h and fix
the typos (remove the extra blackslash from the mov ip,lr instruction and
add the missing dot before LP%d) or change THUMB_FUNCTION_PROFILER to call
ARM_FUNCTION_PROFILER (the recent changes that were performed in CVS).

If you don't want to compile your own GCC, then you can use an hex editor
to fix the problems. Locate cc1.exe under <dir>/lib/gcc-lib/<config>/<version>
and find the mov\tip,lr instruction. Change the extra backslash to a space.
Locate the .LP string just before the mov instruction and change it to
.P instead (make sure to place 0 after the P). Then find the text .word
LP%d and change it to .word .P%d.

Histograms will be output even if the code is not compiled with call graph
support.

Options configuration
---------------------

All configurable options are accessible from the configuration file
VisualBoyAdvance.cfg.

This file is searched in this order:

- current directory
- user home directory (defined by HOME environment variable)
- user profile directory (Windows only defined by USERPROFILE directory)
- executable directory (either relative or defined by PATH variable)

All options are documented in the file supplied with this distribution.

Command line options (override settings in configuration file)
--------------------------------------------------------------

  -1, --video-1x               1x
  -2, --video-2x               2x
  -3, --video-3x               3x
  -4, --video-4x               4x
  -F, --fullscreen             Full screen
  -G, --gdb=PROTOCOL           GNU Remote Stub mode:
                                tcp      - use TCP at port 55555
                                tcp:PORT - use TCP at port PORT
                                pipe     - use pipe transport
  -N, --no-debug               Don't parse debug information
  -S, --flash-size=SIZE        Set the Flash size
      --flash-64k               0 -  64K Flash
      --flash-128k              1 - 128K Flash
  -T, --throttle=THROTTLE      Set the desired throttle (5...1000)
  -Y, --yuv=TYPE               Use YUV overlay for drawing:
                                0 - YV12
                                1 - UYVY
                                2 - YVYU
                                3 - YUY2
                                4 - IYUV
  -b, --bios=BIOS              Use given bios file
  -c, --config=FILE            Read the given configuration file
  -d, --debug                  Enter debugger
  -f, --filter=FILTER          Select filter:
      --filter-normal            0 - normal mode
      --filter-tv-mode           1 - TV Mode
      --filter-2xsai             2 - 2xSaI
      --filter-super-2xsai       3 - Super 2xSaI
      --filter-super-eagle       4 - Super Eagle
      --filter-pixelate          5 - Pixelate
      --filter-motion-blur       6 - Motion Blur
      --filter-advmame           7 - AdvanceMAME Scale2x
      --filter-simple2x          8 - Simple2x
      --filter-bilinear          9 - Bilinear
      --filter-bilinear+        10 - Bilinear Plus
      --filter-scanlines        11 - Scanlines
      --filter-hq2x             12 - hq2x
      --filter-lq2x             13 - lq2x
  -h, --help                   Print this help
  -i, --ips=PATCH              Apply given IPS patch
  -p, --profile=[HERTZ]        Enable profiling
  -s, --frameskip=FRAMESKIP    Set frame skip (0...9)
  -t, --save-type=TYPE         Set the available save type
      --save-auto               0 - Automatic (EEPROM, SRAM, FLASH)
      --save-eeprom             1 - EEPROM
      --save-sram               2 - SRAM
      --save-flash              3 - FLASH
      --save-sensor             4 - EEPROM+Sensor
      --save-none               5 - NONE
  -v, --verbose=VERBOSE        Set verbose logging (trace.log)
                                  1 - SWI
                                  2 - Unaligned memory access
                                  4 - Illegal memory write
                                  8 - Illegal memory read
                                 16 - DMA 0
                                 32 - DMA 1
                                 64 - DMA 2
                                128 - DMA 3
                                256 - Undefined instruction
                                512 - AGBPrint messages

Long options only:
      --agb-print              Enable AGBPrint support
      --auto-frameskip         Enable auto frameskipping
      --ifb-none               No interframe blending
      --ifb-motion-blur        Interframe motion blur
      --ifb-smart              Smart interframe blending
      --no-agb-print           Disable AGBPrint support
      --no-auto-frameskip      Disable auto frameskipping
      --no-ips                 Do not apply IPS patch
      --no-mmx                 Disable MMX support
      --no-pause-when-inactive Don't pause when inactive
      --no-rtc                 Disable RTC support
      --no-show-speed          Don't show emulation speed
      --no-throttle            Disable thrrotle
      --pause-when-inactive    Pause when inactive
      --rtc                    Enable RTC support
      --show-speed-normal      Show emulation speed
      --show-speed-detailed    Show detailed speed data

Known bugs
----------

- loading a save state that uses a different sound quality may hang the
  emulator. Please only use the 22Khz sound quality save states from the
  Windows version with this release
- built-in debugger still has a few bugs
- disassembler contains a few errors. Please report anything wrong you find

LICENSE
-------

    VisualBoyAdvance - a Gameboy and GameboyAdvance emulator
    Copyright (C) 1999-2003 Forgotten
    Copyright (C) 2004 Forgotten and the VBA development team

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

This program also contains code developed by the University of
California and is subject to the extra conditions:

Copyright (c) 1991, 1998 The Regents of the University of California.
All rights reserved.
 
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
   notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
   notice, this list of conditions and the following disclaimer in the
   documentation and/or other materials provided with the distribution.
3. [rescinded 22 July 1999]
4. Neither the name of the University nor the names of its contributors
   may be used to endorse or promote products derived from this software
   without specific prior written permission.
        
Contact
-------

Please don't email unless you found some bug. Requests will be ignored and
deleted. Also, be descriptive when emailing. You have to tell me what version
of the emulator you are writing about and a good description of the problem.
Remember, there are several interfaces (Windows, SDL and GTK+) and
several systems (Windows, Linux, MacOS X and BeOS).

Also, there are still people writing about the old VisualBoy which is no longer
supported. Also remember I am not paid to work on VisualBoyAdvance. This is
just a hobby.

Forgotten (http://vba.ngemu.com/contact.shtml)
kxu <[email protected]>

http://vba.ngemu.com
http://sourceforge.net/projects/vba

Special Thanks
--------------

PokemonHacker for all his help improving the emulator.
Costis for his help fixing some of the graphics bugs.
Snes9x developers for the great emulator and source code.
Kreed for his great graphic filters.
SDL team for this amazing library.
And all users who kindly reported problems.

vba-rerecording's People

Watchers

James Cloos avatar

vba-rerecording's Issues

Re-enable GBx "recording from reset (SRAM)" function

Recording GBx movies from reset (SRAM) is currently disabled as it is
believed not to function properly due to unclear problems. The problems
should be investigated and sovled before re-enabling the function.

Original issue reported on code.google.com by [email protected] on 26 Apr 2009 at 6:40

Video/Audio length issue

VBA doesn't record a video in 60fps exactly. Sometimes, a frame is
duplicated, or over 1/60 seconds of audio samples are generated per frame.
As a result, a video/audio length becomes somewhat longer than vbm length.

I think I've understood why this happens now, the problem comes from the
sound emulation code.

VBA sometimes generates over 1/60 seconds of audio samples per frame (it's
a sort of emulation error, I assume). That causes an audio desync with
video frames. To prevent the desync, VBA needs to duplicate a frame to
match the video length to audio length.

To fix the problem, we need to modify the sound emulation code, and let VBA
generate 1/60 seconds of samples always. That may change movie timings, though.

Original issue reported on code.google.com by gochaism on 16 Mar 2009 at 10:16

Auto-hold and auto-fire not reset upon starting TAS

What steps will reproduce the problem?
1. Play the game with auto-fire/hold on.
2. Perform a reset or start a TAS.
3. Watch it auto-fire/hold like you had not reset.

What is the expected output? What do you see instead?
It should not press anything, except it auto-fires/holds the buttons you 
specified before you reset.

What version of the product are you using? On what operating system?
V.21 with Windows XP.

Please provide any additional information below.
Simple fix: tell it to reset auto-fire/hold
upon reset.

Original issue reported on code.google.com by [email protected] on 10 Oct 2009 at 8:59

SDL vbm woes

What steps will reproduce the problem?
1. compile (will attach patches later)
2. open ROM and play vbm file
3. watch it fail

What is the expected output? What do you see instead?
VBA is expected to play back the vbm file, yet it fails and quits with a
SegFault. Both those Segfaults occur on different parts of the code.
Playing a ROM reguarly runs fine, even sound works magically. Nonetheless,
it's still way too fast (>=200% speed).


What version of the product are you using? On what operating system?
SVN r9

Please provide any additional information below.
Will attach detailed gdb reports this evening.

Original issue reported on code.google.com by [email protected] on 6 Feb 2009 at 12:08

Wrong AVI length when newAviRecordMethod on

newAviRecordMethod option prevents duplicating a frame and making the video
length redundantly longer. But the output AVI has wrong dwTotalFrames value
and user may need to rebuild the file by using a video editor like
VirtualDubMod (Direct Stream Copy fixes the file).

I'm not sure if the corrupt header causes audio desync or not, but we
should fix the problem if we can, of course.

Original issue reported on code.google.com by gochaism on 16 Mar 2009 at 1:16

Frame Advance - option to skip lag frames

Once the lag counter is implemented, there should be a menu toggle /
checkbox that the user can select.  If selected frame advance will skip
over lag frames (via the lag counter).  This is especially helpful in 20/30
fps games.

For reference this is implemented in FCEUX and GENS10

Original issue reported on code.google.com by [email protected] on 5 Nov 2008 at 3:43

Improve the cheap sound quality (of GBx emulation, especially)

Due to a poor resampling method, some of very high rate waves (ex. triangle
noise of the ending of LADX) sound odd. If we resample them by using
Blip_Buffer, they should be improved.

Original issue reported on code.google.com by gochaism on 9 May 2009 at 11:31

ESC button

What steps will reproduce the problem?
1. Click ESC button
2.
3.

What is the expected output? What do you see instead?
It savestate to slot 9

What version of the product are you using? On what operating system?
vba-rerecording svn85

Please provide any additional information below.
-

Original issue reported on code.google.com by [email protected] on 19 Jun 2009 at 1:29

Difference of reset timing between movie play and movie recording (desync issue)

This is the same issue as snes9x had in old days.
While movie play, reset is called by read_frame_controller_data().
While movie record, reset is called when user selects Reset from menu.
A desync possibly occurs when you try to record/play reset.

Original issue reported on code.google.com by gochaism on 23 Sep 2009 at 10:05

Echo RAM emulated incorrectly

What steps will reproduce the problem?
1. Play submission 1580 from TASVideos

What is the expected output? What do you see instead?

A glitch is used that exploits properties of the RAM values E000-FDFF,
causing destructible blocks to appear instead of empty space or solid bricks.

E000-FDFF should be a mirror of C000-DDFF, however is filled with zeroes.

What version of the product are you using? On what operating system?

VBA 1.7.2 v21 for windows.

Please provide any additional information below.

This glitch is very easy to replicate, as the movie file synchs for many
users. The glitch is explained here:

http://tasvideos.org/forum/viewtopic.php?t=5583&postdays=0&postorder=asc&start=5
2

This is not a problem with any of the rerecording fatures, so don't feel
pressured to do anything if you don't think this is your specific area of
expertise.

Original issue reported on code.google.com by [email protected] on 31 Aug 2009 at 11:06

Frame counter reset for non-movies

Similar to the lag-frame reset, make on for the frames executed counter.  I
know I'd find it useful

Original issue reported on code.google.com by gcupcakekid on 5 Oct 2009 at 3:30

can't compile revision 99

What steps will reproduce the problem?
1.compile revision 99
2.
3.

What is the expected output? What do you see instead?
2>nafxcw.lib(afxmem.obj) : error LNK2005: "void * __cdecl operator new
(unsigned int)" (??2@YAPAXI@Z) already defined in LIBCMT.lib(new.obj)
2>nafxcw.lib(afxmem.obj) : error LNK2005: "void __cdecl operator delete
(void *)" (??3@YAXPAX@Z) already defined in LIBCMT.lib(delete.obj)
2>nafxcw.lib(afxmem.obj) : error LNK2005: "void * __cdecl operator new[]
(unsigned int)" (??_U@YAPAXI@Z) already defined in libcpmt.lib(newaop.obj)
2>nafxcw.lib(afxmem.obj) : error LNK2005: "void __cdecl operator delete[]
(void *)" (??_V@YAXPAX@Z) already defined in LIBCMT.lib(delete2.obj)
LNK1169: one or more multiply defined symbols found

What version of the product are you using? On what operating system?
Windows Vista

Original issue reported on code.google.com by [email protected] on 29 Jun 2009 at 5:52

RAM Watch - Load the .txt file of VBAWatch

Many RAM Addresses had been written for VBAWatch before the function of 
RAM Watch was added to VBA-rr, so Loading the .txt file of VBAWatch can be 
greatly helpful.
Sorry for my poor English

Original issue reported on code.google.com by [email protected] on 17 Aug 2009 at 5:44

Regression: wlib7zip does not handle non-ascii characters correctly

This is a regression since it is only reproducible in later revisions
linked to wlib7zip.

Step to reproduce the problem:
* Open any archive file of supported types, with any non-ascii characters
in its name.

The emulator rejects such a valid file as if it was of an unsupported type.

Original issue reported on code.google.com by [email protected] on 8 Aug 2009 at 8:03

VBA runs without handling messages while it's busy, if Synchronize Emulation Speed is checked

When the emulator is doing too many things (busy; set frame skip 0, open
RAM Search and run a Lua script makes such a situation for me), and
Synchronize Emulation Speed is checked, it runs without handling messages
for a long time. (i.e. I cannot control the emulator for a while at all)

If you uncheck Synchronize Emulation Speed, the situation will be improved.

Original issue reported on code.google.com by gochaism on 8 Oct 2009 at 2:43

VBAWatch/VBxWatch cannot watch the shared memory using addresses generated with "Copy Settings for VBAWatch" or "Copy Settings for VBxWatch" command under "Tools" menu

VBAWatch/VBxWatch cannot watch the shared memory using addresses generated
with "Copy Settings for VBAWatch" or "Copy Settings for VBxWatch" command
under "Tools" menu. The VBA process is detected, but neither the internal
name of the loaded ROM nor the watched items are displayed with
VBAWatch/VBxWatch. Refreshing with F5 has no effect.

Original issue reported on code.google.com by [email protected] on 30 Mar 2009 at 7:27

Doesn't compile

I am using top-of-tree as of this post.

What steps will reproduce the problem?
1. ./configure
2. make
3. Note numerous error messages

What is the expected output? What do you see instead?
I expect it to compile.  It doesn't.

1.
There are multiple places, such as
src/proc/proc.cpp
src/sdl/debugger.cpp
that try to cast pointers to u32.
That isn't even valid and isn't a good idea to begin with.
On AMD64, pointers are 64-bit, not 32.  Are you sure
you even should be casting?

2.
There seems to be confusion over the use of bool vs. bool8 in
src/Sound.(h|cpp)
Changing all of them into plain bools seems to fix it on my machine.
Though, I don't know what it's trying to do to begin with,
especially since bool is native in C++.

3.
It depends on zutil.h which clearly states:

/* WARNING: this file should *not* be used by applications. It is
   part of the implementation of the compression library and is
   subject to change. Applications should only use zlib.h.
 */

4.
Then, it fails to link:
/home/scubed/software/vba-1.7.2-21/src/gb/gbMemory.cpp:326: undefined
reference to `VBAMovieGetFrameCounter()'
/home/scubed/software/vba-1.7.2-21/src/gb/gbMemory.cpp:325: undefined
reference to `VBAMovieLoading()'
...
I don't know the cause of this one.
It is trying to link in ../gb/libgb.a
which appears to have the symbol.

In short, the code needs massive cleaning.


What version of the product are you using? On what operating system?
Linux on AMD64

Original issue reported on code.google.com by [email protected] on 6 Jun 2009 at 4:40

Memory watch dialog

This is badly needed.

Currently I favor the list box style of GENS ramwatch window.  The
disadvantage is that it is a bit cumbersome to add watches to it (compared
to simply typing in an address in an edit box).

Since we are building this from the ground up, it needs ram change
monitoring tool.  This is would be a value that changes in response to a
ram values behavior.  For instance it could be set to "increase" and could
increment each time the ram address increases in value.

For reference, I have also described it here:
https://sourceforge.net/tracker/index.php?func=detail&aid=1959906&group_id=13536
&atid=113536

Original issue reported on code.google.com by [email protected] on 5 Nov 2008 at 3:35

Enhance Cheat/RAM search

Implement the cheat search features of VBA-H (screenshot:
http://i56.photobucket.com/albums/g178/ybab321/untitled-4.png )

Download it here:
http://interdpth.arc-nova.org/PJs%20stuff/_/VisualBoyAdvance-H.exe


P.JBoy

Original issue reported on code.google.com by gcupcakekid on 9 Apr 2009 at 8:11

Hotkeys for cheat search commands

This was brought up as a feature idea for SNES9x and I think it could work
well here to.

The idea is to take the cheat search commands such as less than, greater
than, equal, and be able to map them to the main window hotkey list.  This
would make finding RAM addresses very fast.

I think it is a neat idea, so I am adding it to our to do list.


Original issue reported on code.google.com by [email protected] on 2 Feb 2009 at 3:50

Ubunti 8.10 broken compilation

What steps will reproduce the problem?
1. i got vba-rerecording-19.4-src package
1.5. installed libglademm-2.4-dev and libgtkmm
2. run sh ./configure
3. make[2]: Leaving directory
`/home/fuxter/tmp/vba-rerecording-19.4-src/src/i386'
Making all in sdl
make[2]: Entering directory `/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl'
g++ -fno-exceptions -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -g -O2
-DPROFILING -DMMX -DDEV_VERSION   -o VisualBoyAdvance  SDL.o debugger.o
2xSaI.o Cheats.o EEprom.o Flash.o GBA.o Gfx.o Globals.o Mode0.o Mode1.o
Mode2.o Mode3.o Mode4.o Mode5.o RTC.o Sound.o Sram.o Text.o Util.o admame.o
agbprint.o armdis.o bilinear.o bios.o elf.o expr-lex.o expr.o exprNode.o
getopt.o getopt1.o hq2x.o interframe.o memgzio.o motionblur.o pixel.o
remote.o scanline.o simple2x.o unzip.o ../gb/libgb.a ../prof/libprof.a
../i386/lib386.a -L/usr/lib -lSDL -lpthread -lpng -lz 
SDL.o: In function `main':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/SDL.cpp:2600: undefined
reference to `VBAMovieOpen(char const*, signed char)'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/SDL.cpp:2597: undefined
reference to `VBAMovieCreate(char const*, char const*, unsigned char,
unsigned char, unsigned char)'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/SDL.cpp:2603: undefined
reference to `VBAMovieOpen(char const*, signed char)'
GBA.o: In function `CPUWriteStateToStream(void*)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:688: undefined
reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:695: undefined
reference to `VBAMovieFreeze(unsigned char**, unsigned long*)'
GBA.o: In function `CPUReadStateFromStream(void*)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:998: undefined
reference to `VBAUpdateFrameCountDisplay()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:923: undefined
reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:944: undefined
reference to `VBAMovieUnfreeze(unsigned char const*, unsigned long)'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:946: undefined
reference to `VBAMovieActive()'
GBA.o: In function `CPUReset()':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:3243:
undefined reference to `VBAMovieSignalReset()'
GBA.o: In function `CPULoop(int)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../GBA.cpp:3758:
undefined reference to `systemFrame(int)'
RTC.o: In function `rtcWrite(unsigned int, unsigned short)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:155: undefined
reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:157: undefined
reference to `VBAMovieGetId()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:157: undefined
reference to `VBAMovieGetFrameCounter()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:128: undefined
reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:130: undefined
reference to `VBAMovieGetId()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:130: undefined
reference to `VBAMovieGetFrameCounter()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:155: undefined
reference to `VBAMovieLoading()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl/../RTC.cpp:128: undefined
reference to `VBAMovieLoading()'
../gb/libgb.a(GB.o): In function `gbWriteSaveStateToStream(void*)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2421: undefined
reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2428: undefined
reference to `VBAMovieFreeze(unsigned char**, unsigned long*)'
../gb/libgb.a(GB.o): In function `gbReadSaveStateFromStream(void*)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2698: undefined
reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2750: undefined
reference to `VBAUpdateFrameCountDisplay()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2719: undefined
reference to `VBAMovieUnfreeze(unsigned char const*, unsigned long)'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2721: undefined
reference to `VBAMovieActive()'
../gb/libgb.a(GB.o): In function `gbReadBatteryFile(char const*)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2151: undefined
reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2153: undefined
reference to `VBAMovieGetId()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2153: undefined
reference to `VBAMovieGetFrameCounter()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:2151: undefined
reference to `VBAMovieLoading()'
../gb/libgb.a(GB.o): In function `gbEmulate(int)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:3244: undefined
reference to `systemFrame(int)'
../gb/libgb.a(GB.o): In function `gbReset()':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/GB.cpp:1629: undefined
reference to `VBAMovieSignalReset()'
../gb/libgb.a(gbMemory.o): In function `memoryUpdateMBC3Clock()':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:212:
undefined reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:213:
undefined reference to `VBAMovieGetId()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:213:
undefined reference to `VBAMovieGetFrameCounter()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:212:
undefined reference to `VBAMovieLoading()'
../gb/libgb.a(gbMemory.o): In function `mapperMBC3RAM(unsigned short,
unsigned char)':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:325:
undefined reference to `VBAMovieActive()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:326:
undefined reference to `VBAMovieGetId()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:326:
undefined reference to `VBAMovieGetFrameCounter()'
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbMemory.cpp:325:
undefined reference to `VBAMovieLoading()'
../gb/libgb.a(gbSGB.o): In function `gbSgbPicture()':
/home/fuxter/tmp/vba-rerecording-19.4-src/src/gb/gbSGB.cpp:319: undefined
reference to `VBAMovieSignalIgnoreNextReset()'
collect2: ld returned 1 exit status
make[2]: *** [VisualBoyAdvance] Error 1
make[2]: Leaving directory `/home/fuxter/tmp/vba-rerecording-19.4-src/src/sdl'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/fuxter/tmp/vba-rerecording-19.4-src/src'
make: *** [all-recursive] Error 1

My system is Ubuntu 8.10 32 bit.

Please, let me know if i can provide any other information.
Pardon my english.


Original issue reported on code.google.com by [email protected] on 13 Feb 2009 at 8:32

Combine Replay stop/Record stop Hotkeys

Currently there is a different command for stopping a movie in playback
mode, vs recording mode.  This is annoying since you either have to
remember which mode you are in, or take the time to map both to the same
hotkey.  Instead, mapping one should automatically map the other by
default, or simply make it one command.  Why do they need to be distinguished?

Original issue reported on code.google.com by [email protected] on 28 Nov 2008 at 12:54

Implement the Lag-Counter

This feature has been very successful in GENS and FCEUX.  It is a counter
variable that increments anytime the input is not polled by the game.  The
counter can be manually reset by the user, and ideally the value is stored
in movie savestates.


Original issue reported on code.google.com by [email protected] on 5 Nov 2008 at 3:40

Improve poor implementation of screenshot hotkey

* The numbering of screenshot doesn't care what is in the output directory.
It often overwrites an existing file.
* It doesn't allow to capture the each of continuous 2 frames, due to poor
implementation of hotkey handling.

Original issue reported on code.google.com by gochaism on 23 Oct 2009 at 12:28

Joy pad didn't save config

What steps will reproduce the problem?
1. Connect without my joy.
2.
3.

What is the expected output? What do you see instead?
I already config my joy pad but i remove my joy pad and then open
vba-rerecord. All my setting just disappear. It just back to default setting.

What version of the product are you using? On what operating system?
vba-rerecording svn r85 win32. Windows XP

Please provide any additional information below.
...

Original issue reported on code.google.com by [email protected] on 5 Jun 2009 at 10:34

Add Lua scripting

Lua scripting should be implemented as similar as possible to SNES9x, GENS,
and FCEUX.


Original issue reported on code.google.com by [email protected] on 5 Nov 2008 at 3:41

Frame length inconstance

At present, the frame timing of GBA games is incorrect:

1) Generally, the length of one frame oscillates around 280896 cycles. The
average length is exactly 280896 cycles by excluding the first frame right
after the game starts (see below). 

2) The first frame is sometimes shorter than the 280896 cycles even with
the fix in r87, and the deviation will not be balanced out with following
frames.

Aside from being inaccurate, this issue may prevent implementing
deterministical GBA multiplayer emulation that will not dead-lock with
multipe processes.

Fixing this issue may result in desynchronization of GBA movies recorded
with old versions of VBA.

Original issue reported on code.google.com by [email protected] on 4 Jun 2009 at 5:36

Speed throttle's not working

Trying to slow down or speed up isn't being completely ineffective. 
Fast-forward still works

Original issue reported on code.google.com by gcupcakekid on 5 Oct 2009 at 6:41

"ignore unknown opcodes"

It would be nice to be able to disable the automatic ROM close and restart 
after the emulator encounters an invalid opcode (for example, treating it 
as a NOP (i.e. nothing)).

As it is if the ROM crashes you have to reopen it and hope you have a 
savestate. Possibly output a message like "Encountered invalid opcode at 
$address" to a message log or something.

Original issue reported on code.google.com by [email protected] on 23 Oct 2009 at 8:28

GB emulation choppy

What steps will reproduce the problem?
1. Run a gameboy game on Linux on a fast computer
2. It's choppy, as if it does 10 frames at once.
3.

What is the expected output? What do you see instead?
Smooth, as in 1 frame every 60th of a second,
instead of 10 frames, every 6th of a second.

What version of the product are you using? On what operating system?
Linux on a fast computer.

I've traced down the bug.
In src/sdl/SDL.cpp:
void systemFrame(int)
{
}

That's the per frame delay loop.
Note how it doesn't wait at all.
To fix it, I altered src/gb/GB.cpp and
src/GBA.cpp to call system10Frames every frame,
and changed the throttle by 1/10.

Also, I noticed FCEU had better timing logic,
so I copied and pasted that in to make it a
bit smoother.

Original issue reported on code.google.com by [email protected] on 8 Jun 2009 at 4:49

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