if your only after gameboy/colour gameboy (not gameboy advance) then try http://bgb.bircd.org/ as i found vba to freeze in the zelda oracle and seasons games.... A_O_L linked me to it.Nach wrote:If you tell me there is something better than VBA, I'll happily try it.
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Of course I did, I made a thread about it D:
also, it's windows only, but it runs decently in WINE (I wonder if it would go any better with WINE+Windows DLL's like how Nach has his setup)
also, it's windows only, but it runs decently in WINE (I wonder if it would go any better with WINE+Windows DLL's like how Nach has his setup)
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
bgb should be a lot more accurate than vba at least, and it has a really nice debugger too. kigb seems to hack around timing problems by using obscene cycle counts for some instructions (it could be a bug, but I really doubt that). Of course if superficial compatibility is all you care about then that's not a problem.
fwiw, I've actually written a technically cycle and pixel accurate game boy color emulator, which is more accurate than bgb in many of the tests I've written. I'd like to release it some time, but I got tired of writing hundreds of test roms in hex (yeah, I could bother to locate and learn a gb assembler I guess). I'd also have to put together a decent gui, which I don't consider a lot of fun. (I did hack together an x11 one with Qt4 and xlib, which supports xv, opengl and x11 shm, but then there's windows and other platforms... Of course a very basic sdl version is only a matter of half an hour of work, since the emulation code is seperated to the point where I could compile it as a library if I wanted to.) Anyway, I've also been annoyingly busy with university lately, and then I started coding a psx emulator...
fwiw, I've actually written a technically cycle and pixel accurate game boy color emulator, which is more accurate than bgb in many of the tests I've written. I'd like to release it some time, but I got tired of writing hundreds of test roms in hex (yeah, I could bother to locate and learn a gb assembler I guess). I'd also have to put together a decent gui, which I don't consider a lot of fun. (I did hack together an x11 one with Qt4 and xlib, which supports xv, opengl and x11 shm, but then there's windows and other platforms... Of course a very basic sdl version is only a matter of half an hour of work, since the emulation code is seperated to the point where I could compile it as a library if I wanted to.) Anyway, I've also been annoyingly busy with university lately, and then I started coding a psx emulator...
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