Grattis! Särskilt Panic Bomber och Vertical Force av dem där är kul spel! 😉
StinkerB06 wrote:
Question: Does Red Alarm put graphics data in any of the other tabs besides the framebuffers’ tab?
Yes, all of them are loaded correctly.
I was messing around with Red Alarm a bit, and it turns out the game IS actually running, it just doesn’t draw anything to the console before reaching the title screen. If you press A a couple of times in the dark, and F5 in and out of the debugger, you can see the framebuffers gets updated with all the precaution graphics, but not the console itself. Of course the CPU window also highlight alot of exceptions all the time…
It’s actually kind of playable after that 🙂
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Wow, this emulator has already sailed up there to be the very best one available for us developers! Thanks Guy Perfect!
Mednafen has a weird bug with bitstrings copied to one of the frame buffers, but this one works spot on!
I love the VIP window, and if I could make one request it would be to have it update continuously while a game is running as well.
I realize this could potentially be thousands of times per frame, but doing it just once at the end of each frame would be enough. VisualBoy Advance has this feature for GBA for example, and it helps for studying how different games pull off animations under the hood.
Please continue working on this project, much appreciated!
Also, my red/blue glasses doesn’t quite match any of the presets, so prioritizing the color settings dialog would be cool too 😉
I can confirm that at least with the VUE Debugger you can get red/green anaglyph from the PAL AV OUT, no need to use RGB OUT for that. You change between the modes using command lines in the pc software. I don’t know about the video boy, but it seems likely they used the same components since it’s in the same series… Maybe it has internal dip switches for that, if there is no pc connection?
I should, I’m the one who made it (the plugin, not VIDE) 😉
Is there anything in particular you’re wondering?
I see the original link is broken, but you can get it on the
VIDE page still.
It’s actually not a stupid question, so I’ll try to explain it.
So, to actually answer the “why” (understanding the system is never irrelevant):
When you power the VB off, some amount of voltage stays in the system capacitors for a couple of seconds. Sometimes it’s enough to keep your old data in the VIP/RAM. If you turn it back on again too quickly, before it has time to “die” and go completely powerless, you will see the data still being there.
The VB doesn’t have built-in routines to guarantee that all memory will be 0 at startup (even though it most often is) so you should never assume that it is. You should consider the memory to be undefined, and the only way to guarantee a desired behaviour of memory that you use, is to clear it in your own code at startup.
Hm, I don’t know… I just converted the isx with lameboy’s tool. Do the earlier released versions of this demo work on hardware?
I didn’t remember about those, thanks 🙂
vbcvtisx doesn’t work for me (not even on the 1.2 version isx?) and ISX2ROM can’t handle it either. It appears it isn’t an isx file after all, but in vuexe format. I guess it has to be re-compiled by vucc to get an isx file. I haven’t set up my vucc environment yet.
However, I did use ISX2ROM to convert the regular 1.3 sample soft to a vb rom, and here it is. The pause screen has new graphics, and the entire rom seems to run faster than 1.2.
KR155E wrote:
Is the 1.3 version of the sample software any different? Did you have a chance to look at the disks yet for any custom code? 🙂
Yes! They corrected some flip bug in a graphics converting tool appearently, and added a simple parallax effect to the automatic pause screen.
But! …Drumroll… What’s really interesting about the 1.3 version disk is that it contains a Hudson folder with what seems to be a Hudson version of the same “running monkey” demo. The demo itself seems to look and play the same though 🙁
I didn’t compare the source code yet, but the isx file is much bigger, so something must be different. I tried to make it into a .vb rom through the debugger, but it just turned into 48 kb of crap 😛
You’re understanding the mechanics correctly. The column table is not for compensating for the speed of light 🙂
However, the mirrors don’t move at a constant speed. Think of it as how the Y coordinate moves on a sine wave. At the extreme angles the mirror is moving slower, and as it sweeps over the middle it moves faster. So without compensation for that, the columns at the edges of the image would be thinner and closer together. The leds need to stay lit longer for those columns, or you’d get a squished image at the left/right edges.
Hope I didn’t make it more confusing 🙂
- This reply was modified 10 years, 2 months ago by DanB.
Thanks guys, I would actually love to see it completed myself 😛
Maybe taking up its development again should be my project for “Virtualfest” :question:
This sounds awesome! And impressive that it’s so memory efficient! Is it equally cpu efficient? Say you have a game that is already struggling to perform at a decent framerate, how much will playing a song of average complexity bog it down?
Hi cr1901, welcome to the forums 🙂
Do you own that debugger? It looks like one of KR155E’s pics from this site, but from a different angle? 😕
I have the controller and visor plugged in, dip switches 1 and 3 on (also tried with all off, but they’re for scsi id so it shouldn’t matter anyways?) No cart plugged in on top. Don’t get any test program. Maybe they removed it on later models? That would be stupid though…
The “mystery disk” contained two copies of the running monkey demo (both look identical) and the moving balls demo. Plus a textfile with some notes from a developer on how to run it, how to dump carts with it, and how to use it to play regular vb roms on it.
Wohoo! I got it all up and running!
It was actually pretty easy once everything was hooked up properly (it needs an old COM-port mouse to run, luckily I still had one in the basement 🙂 )
PC and TV connected, now I can debug! 😀
The TV-out is indeed PAL-only, which is perfect for me living in Sweden. I dunno about taking it apart, maybe later 😛
KR155E, How did you get that test mode running without connecting it to a PC? I just get a black screen if I boot it up by itself?
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The controller itself is nothing to write home about, it’s just the regular released model. Same story with the stand, no prototype round knob or anything.
What’s interesting though is a sticker on it that sais “BPS”.
Could this be a hint as to who originally owned this kit? (A certain Faceball/Tetris developer) 😉
Or does it just mean “Battery Pack Storage”? 😛
Oh, and does anyone know if the controller needs batteries in this setup, or can it magically draw juice from the debugger?
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Well, Google translates that into
“It is a stop of VB cassette slot of the upper body.”
which seems about right on target :thumpup:
Onto the debugger itself! Like KR155E mentioned, it’s a newer model with the final controller port, which makes it a little strange that it came with this head unit. I can’t find a serial number on it though, unless it’s hidden on the inside.
All the other revision letters are on the pics below. (Anyone know what BRKHIS stands for?)
It is however a complete and fully featured model with all the optional parts included (TV-out card, 4 MB of extra ram (8 MB total), cart slot for flashing/dumping on top and the SCSI ISA card for PC connection, with all needed cables)
It also includes a metal bracket that can go on top of the cart slot, to keep the cart securely in place. (Translation of that note please) 🙂 (Is it safe to plug a regular game cart in there, or did all debuggers/EEPROM carts have the different pinout?)
The included system disks also are of a newer version (1.3) than any of those available here on PVB, so I’ll make sure to copy them and send to KR155E for archiving.
The SCSI ISA card doesn’t look like anything special, but appearently it’s hard to get the debugger working without this exact model. I’ll have to dig out an old PC from the basement to try it out. (Some sort of SCSI to USB adapter would be handy instead 😛 )