Gambatte 0.5.0-wip2 released
Moderator: General Mods
Re: Gambatte 0.5.0-wip1 released
nitro322:
making feature requests here is fine.
vanfanel:
Try adding
LIBS += -framework CoreServices -framework CoreFoundation -framework Carbon -framework ApplicationServices
to gambatte_qt/src/framework/framework.pro under the macx section.
If that doesn't work, you'll just have to figure out which frameworks are missing and add them like I would have had to.
making feature requests here is fine.
vanfanel:
Try adding
LIBS += -framework CoreServices -framework CoreFoundation -framework Carbon -framework ApplicationServices
to gambatte_qt/src/framework/framework.pro under the macx section.
If that doesn't work, you'll just have to figure out which frameworks are missing and add them like I would have had to.
Re: Gambatte 0.5.0-wip1 released
Whoa, linked at last! The LIBS addition worked, thanks!!
Now... would you please accept the -f parameter in the QT version, too? Or is it too much to ask for?
Now... would you please accept the -f parameter in the QT version, too? Or is it too much to ask for?

Spanish third republic NOW!
Re: Gambatte 0.5.0-wip1 released
In that case, I have two requests for your consideration:
1. Could you add support for gzip compression? I find this format a bit easier to work with under Linux, and I like just compressing my games rather than stuffing them inside an archive file. Not sure how difficult that'd be to implement, but since you already support zip compression I'd think the bulk of the work is already in place. Not a huge deal, but it'd be a nice convenience for Linux users. Plus, I'd be able to directly use my already-gzip'ed collection I currently play in Mednafen.
2. This is more of a wishful thinking kind of thing, but have you considered adding support for turbo/rapid fire? I'm sure this would be much more of a pain to implement, but man, it's such a nice convenience for games like Mega Man, R-Type, and the like.
Thanks, sinamas. Again, appreciate all your work on this.
By the way, I've been testing the wip1 release under Gentoo amd64, and so far everything works great. It builds and runs just fine, and seems quite solid for a WIP release. Just wanted to pass along the feedback.
1. Could you add support for gzip compression? I find this format a bit easier to work with under Linux, and I like just compressing my games rather than stuffing them inside an archive file. Not sure how difficult that'd be to implement, but since you already support zip compression I'd think the bulk of the work is already in place. Not a huge deal, but it'd be a nice convenience for Linux users. Plus, I'd be able to directly use my already-gzip'ed collection I currently play in Mednafen.

2. This is more of a wishful thinking kind of thing, but have you considered adding support for turbo/rapid fire? I'm sure this would be much more of a pain to implement, but man, it's such a nice convenience for games like Mega Man, R-Type, and the like.
Thanks, sinamas. Again, appreciate all your work on this.
By the way, I've been testing the wip1 release under Gentoo amd64, and so far everything works great. It builds and runs just fine, and seems quite solid for a WIP release. Just wanted to pass along the feedback.
Re: Gambatte 0.5.0-wip1 released
Latest from SVN should accept -f parameter and .gz files.
As for rapid-fire, here's a simple patch that adds basic rapid-fire at least:
basic_rapid_fire.patch
As for rapid-fire, here's a simple patch that adds basic rapid-fire at least:
basic_rapid_fire.patch
Re: Gambatte 0.5.0-wip1 released
Wow, that's awesome! I won't be able to test tonight, but should be able to check this out tomorrow. Will report back.
Thanks!
Thanks!
Re: Gambatte 0.5.0-wip1 released
I just tested the new gzip and rapid fire support, and both work flawlessly. Very nicely done, and thanks again!
Re: Gambatte 0.5.0-wip1 released
sinamas,
I'm back with one more request, and this time also a contribution.
For my request, could you make it possible to configure the 'Exit' key? Right now, at least in the Qt version, it's hardcoded to Ctrl-Q. I'd like to be able to exit with Escape, ideally, or even just q - basically any single character (the reason why is longer than you probably care to hear, but for what I'm trying to do multi-key presses are not supported).
As for my contribution, I've recently become interested in Game Boy color palette swapping, particularly in regards to the Game Boy Color's support for original GB games. I found a reference that lists all pre-programmed color palettes, which includes both the default palettes selectable logo screen as well as all game-specific palettes for many Nintendo-licensed games.
I've created gambatte-compatible palette files for all of the default/selectable color palettes from this list, as well as all of the game-specific palettes for the games in my collection. I thought you might want to include this with gambatte, so I tarred them up and attached them to this post. I think it'd be a nice convenience for users, as well as a good differentiator from other emulators - by default, be able to browse and easily select from a list of all color palettes available in the GBC.
If this is something you're interested in, let me know and I'll spend some time working up files for all of the other game-specific palettes. I didn't include them in this attachment because I didn't want to waste the time on it if you're not.
Edit: Seems I can't attach files. You can download it from this link instead (I use a self-signed cert, so the warning will be expected):
https://boxdog.legroom.net/public/gbc_palettes_v1.tgz
I'm back with one more request, and this time also a contribution.
For my request, could you make it possible to configure the 'Exit' key? Right now, at least in the Qt version, it's hardcoded to Ctrl-Q. I'd like to be able to exit with Escape, ideally, or even just q - basically any single character (the reason why is longer than you probably care to hear, but for what I'm trying to do multi-key presses are not supported).
As for my contribution, I've recently become interested in Game Boy color palette swapping, particularly in regards to the Game Boy Color's support for original GB games. I found a reference that lists all pre-programmed color palettes, which includes both the default palettes selectable logo screen as well as all game-specific palettes for many Nintendo-licensed games.
I've created gambatte-compatible palette files for all of the default/selectable color palettes from this list, as well as all of the game-specific palettes for the games in my collection. I thought you might want to include this with gambatte, so I tarred them up and attached them to this post. I think it'd be a nice convenience for users, as well as a good differentiator from other emulators - by default, be able to browse and easily select from a list of all color palettes available in the GBC.
If this is something you're interested in, let me know and I'll spend some time working up files for all of the other game-specific palettes. I didn't include them in this attachment because I didn't want to waste the time on it if you're not.

Edit: Seems I can't attach files. You can download it from this link instead (I use a self-signed cert, so the warning will be expected):
https://boxdog.legroom.net/public/gbc_palettes_v1.tgz
Re: Gambatte 0.5.0-wip1 released
Configurable exit key and turbo A/B with configurable number of frames per press are in SVN.
The palette thing is definitely a cool idea. Might as well stuff them in the binary IMO.
The palette thing is definitely a cool idea. Might as well stuff them in the binary IMO.
Re: Gambatte 0.5.0-wip1 released
Awesome. Thanks again, sinamas. I'll be checking this out shortly.sinamas wrote:Configurable exit key and turbo A/B with configurable number of frames per press are in SVN.
Here you go then: all 96 assigned and selectable GBC palettes, in Gambatte .pal format.sinamas wrote:The palette thing is definitely a cool idea. Might as well stuff them in the binary IMO.
Hope you find this useful enough to implement. It's rare I actually get to contribute stuff upstream, so I'm looking forward to seeing it in action.

Re: Gambatte 0.5.0-wip1 released
Gambatte 0.5.0-wip2 aka SVN r309 released
Win32: gambatte_qt_win32-0.5.0-wip2.exe
OS X: gambatte_qt_macx_intel-0.5.0-wip2.dmg
Linux Qt x86: gambatte_qt_linux_i386-0.5.0-wip2.gz
Linux SDL x86: gambatte_sdl_linux_i386-0.5.0-wip2.gz
OS X PowerPC: gambatte_qt_macx_ppc_legacy-0.5.0-wip2.dmg
Source: gambatte_src-0.5.0-wip2.tar.gz
Rough changelog since wip1v2:
- XvBlitter: Try grabbing all adapter ports before giving up. Fixes XVideo
engine unnecessarily unavailable while mplayer running.
- Don't call glTexSubImage2D in blit() because that tends to block on OS X (and
quite possibly other implementations), use paged-flipped sw double buffer.
This should fix OS X being less audio underrun-resistant than other platforms.
- Add GBC DMG palettes. Wasn't able to use the .pal-files by nitro322, but
thanks nonetheless!
- Use mapped GBC palette by default for recognized DMG game titles.
- libgambatte: Add ROM title getter.
- Add Turbo A/B input mapping with configurable number of frames per press.
- Add Quit input mapping.
- Support Game Genie codes.
- Support 01xxxxxx Game Shark codes.
- Support .gz files.
- Avoid using magic header values to detect file type to avoid potential conflicts
with ROM content.
- Gambatte Qt: Support command line parameters.
- Gambatte Qt: Work around WMs messing up if full screen is set too early.
- InputDialog: Protect against Qt signaling redundant inputbox focusIn events
causing joystick mutex relock, which could basically break joystick input.
- Always pause on file dialog for all platforms. Too much screwiness with
the way native dialogs work in Qt, and I think this may be overall nicer either
way.
- AlsaEngine: Limit number of iterations of snd_pcm_writei loop to make sure we
don't get an infinite loop in weird cases.
- Allow loading HuC1 ROM images.
- Provide option to use heuristics to support certain multicart MBCs disguised as
MBC1 (Bomberman Collection, Mortal Combat I & II, Super Chinese Land 1,2,3 Dash,
maybe others)
- Default fast-forward speed 8.
- libgambatte: compilation and warning fixes for clang.
- Better facilitate overriding CC and CXX from the command line.
- Mac OS X build fixes for newer SDKs.
- Redirect some error printing from stdout to stderr
- Minor fixes, refactoring and clean-ups.
Win32: gambatte_qt_win32-0.5.0-wip2.exe
OS X: gambatte_qt_macx_intel-0.5.0-wip2.dmg
Linux Qt x86: gambatte_qt_linux_i386-0.5.0-wip2.gz
Linux SDL x86: gambatte_sdl_linux_i386-0.5.0-wip2.gz
OS X PowerPC: gambatte_qt_macx_ppc_legacy-0.5.0-wip2.dmg
Source: gambatte_src-0.5.0-wip2.tar.gz
Rough changelog since wip1v2:
- XvBlitter: Try grabbing all adapter ports before giving up. Fixes XVideo
engine unnecessarily unavailable while mplayer running.
- Don't call glTexSubImage2D in blit() because that tends to block on OS X (and
quite possibly other implementations), use paged-flipped sw double buffer.
This should fix OS X being less audio underrun-resistant than other platforms.
- Add GBC DMG palettes. Wasn't able to use the .pal-files by nitro322, but
thanks nonetheless!
- Use mapped GBC palette by default for recognized DMG game titles.
- libgambatte: Add ROM title getter.
- Add Turbo A/B input mapping with configurable number of frames per press.
- Add Quit input mapping.
- Support Game Genie codes.
- Support 01xxxxxx Game Shark codes.
- Support .gz files.
- Avoid using magic header values to detect file type to avoid potential conflicts
with ROM content.
- Gambatte Qt: Support command line parameters.
- Gambatte Qt: Work around WMs messing up if full screen is set too early.
- InputDialog: Protect against Qt signaling redundant inputbox focusIn events
causing joystick mutex relock, which could basically break joystick input.
- Always pause on file dialog for all platforms. Too much screwiness with
the way native dialogs work in Qt, and I think this may be overall nicer either
way.
- AlsaEngine: Limit number of iterations of snd_pcm_writei loop to make sure we
don't get an infinite loop in weird cases.
- Allow loading HuC1 ROM images.
- Provide option to use heuristics to support certain multicart MBCs disguised as
MBC1 (Bomberman Collection, Mortal Combat I & II, Super Chinese Land 1,2,3 Dash,
maybe others)
- Default fast-forward speed 8.
- libgambatte: compilation and warning fixes for clang.
- Better facilitate overriding CC and CXX from the command line.
- Mac OS X build fixes for newer SDKs.
- Redirect some error printing from stdout to stderr
- Minor fixes, refactoring and clean-ups.
Re: Gambatte 0.5.0-wip2 released
Where does Gambatte store it's configuration?
Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
Re: Gambatte 0.5.0-wip2 released
http://doc.qt.nokia.com/stable/qsetting ... are-storedfranpa wrote:Where does Gambatte store it's configuration?
Re: Gambatte 0.5.0-wip2 released
Hey, sinamas. Just wanted to say that I finally got a chance to check out the new build. Works great. Thanks for your continued work on this.
Re: Gambatte 0.5.0-wip2 released
The horizon line in F-1 Race for GB flickers in 0.5.0-wip2, as opposed to 0.4.1. Is this change expected/hardware-accurate?
Re: Gambatte 0.5.0-wip2 released
No, that's a pretty clear regression. I've got a fix, but would like to do some more testing before I commit anything, which I won't be able to do for at least week or so. This is actually a really good find though. Thanks a lot!motke wrote:The horizon line in F-1 Race for GB flickers in 0.5.0-wip2, as opposed to 0.4.1. Is this change expected/hardware-accurate?
Re: Gambatte 0.5.0-wip2 released
Is it intended that colors are much duller in gambatte compared to vba-m/bgb for gbc games or a problem on my end.
http://i.imgur.com/z4qCS.png
is there anyway to make gambatte look like bgb? or is gambatte more accurate
http://i.imgur.com/z4qCS.png
is there anyway to make gambatte look like bgb? or is gambatte more accurate
Re: Gambatte 0.5.0-wip2 released
Duller is more like the actual hardware.
Re: Gambatte 0.5.0-wip2 released
Any chance of a new Win32 binary (maybe wip3)?
Re: Gambatte 0.5.0-wip2 released
hmmyes.
I began reversing some speed change details that I'd hoped to get in before the next one but got too busy with other things (read: I got bored).
I began reversing some speed change details that I'd hoped to get in before the next one but got too busy with other things (read: I got bored).
Re: Gambatte 0.5.0-wip2 released
Just downloaded Gambatte, and I'm loving it!
I just don't understand what some of the options do:
-Force DMG Mode
-GBA CGB Mode
-Also, I'm not able to select "Sync Frame Rate to Refresh Rate"
Any help would be greatly appreciated!
I just don't understand what some of the options do:
-Force DMG Mode
-GBA CGB Mode
-Also, I'm not able to select "Sync Frame Rate to Refresh Rate"
Any help would be greatly appreciated!
-
- Buzzkill Gil
- Posts: 4295
- Joined: Wed Jan 12, 2005 7:14 pm
Re: Gambatte 0.5.0-wip2 released
Forces the emulator to behave like a DMG-001, that is to say, a plain GameBoy with no adjectives, regardless of what software is loaded.kuros456 wrote: I just don't understand what some of the options do:
-Force DMG Mode
Forces it to behave like a GameBoy Advance in Gameboy Color mode instead of a "real" GameBoy Color.-GBA CGB Mode
KHDownloadsSquall_Leonhart wrote:DirectInput represents all bits, not just powers of 2 in an axis.You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
Re: Gambatte 0.5.0-wip2 released
Thanks Gil!
Re: Gambatte 0.5.0-wip2 released
Any chance of an update?
Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
Re: Gambatte 0.5.0-wip2 released
I ask because the current wip is prone to having the audio crackle and distort and be horrible in general sometimes when multi-tasking between programs. Doesn't fix until you restart the entire emulator.franpa wrote:Any chance of an update?
Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
Re: Gambatte 0.5.0-wip2 released
There could be all sorts of reasons for that. It most likely depends on your setup.
Is this a regression over previous builds (latest on sf is r537)? Does it happen independently of audio settings? Does switching audio engines back and forth make the issue disappear when it occurs?
I'm not able to make it crackle even after considerable effort here.
Is this a regression over previous builds (latest on sf is r537)? Does it happen independently of audio settings? Does switching audio engines back and forth make the issue disappear when it occurs?
I'm not able to make it crackle even after considerable effort here.