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iDeaS 1.0.1.7 released !!

34K views 218 replies 41 participants last post by  Lino  
#1 · (Edited)
Some great news :)

Changelog:

* Fixed a bug in smulwy and smlawy opcode.
* Fixed a bug in ldrd and strd opcode.
* Fixed a bug in swi opcode.
* Fixed a bug in GXFIFO register.
* Fixed a bug in GXSTAT register.
* Fixed a bug in texture slots management.
* Fixed a bug in textures management.
* Fixed a bug in FAT emulation.
* Fixed a bug in read byte in video memory.
* Fixed a bug in visualization layer disabled.
* Fixed a bug in Extended Palettes Slots.
* Fixed a bug in touch position detection in rotation mode.
* Fixed a bug in IRQ management.
* Fixed a bug in plugins management.
* Fixed a bug in BGxCNT.
* Fixed a bug Unable to read.
* Fixed a bug in Extended Mode Background Size.
* Added cheats features.(Action Repaly DS only)
* Added Plain ARM7-CPU memory access.
* Added support for ELF format.
* Added visualization source code in debugger window.
* Added LZ77UnCompVram bios function.
* Added Windows 0 and 1 rendering.

Audio Plugin 1.0.0.2 :

* Added Savestate capability.
* Added Change Volume feature.
* Fixed a bug in SOUNDxCNT register.
* Fixed a bug in calculation resampling frequency.

Avi Capture Plugin 1.0.0.1 :

* Added support for compressed formats.

iDeaS Emulator

Thank You, thank You Lino :)
 
#2 ·
Tried it just yet, it's amazing how far it has progressed since the last version! Many graphics and audio fixes, and the speed has increased dramaticly here. Very, very nice release!
 
#4 · (Edited)
Looks absolutely awesome, time to try it out :D

Edit: Ok tried it now and it's blown me away. GREAT WORK LINO!!! :thumb:

I see you managed to fix those major issues Etrian Odessy had and also Labyrinth.
Absolutely awesome, time for the testing to start in earnest, quite a few extra games working propperly, those 2 having been the worst before (not perfect but MUCH better than before).


No the above was not criticizing you Lino it was there for any idiots that might say : "but you said it was perfect", that's why I added that in brackets.
 
#6 ·
Go File>Properties and switch to english. Remember to then reset the game.
 
#9 · (Edited)
only ARDS? why not raw CBDS too lino? it's easier than ards, and has less code types to mess with.

can you specify which ards code types you implemented? (or just basic 8bit 16bit 32bit constant write for now)
 
#10 · (Edited)
only ARDS? why not raw CBDS too lino? it's easier than ards, and has less code types to mess with.

can you specify which ards code types you implemented? (or just basic 8bit 16bit 32bit constant write for now)
Why only ARDS? Because I must understand us more. The codes implement are:

  1. 0 - write byte
  2. 1 - write half word
  3. 2 - write word
  4. 3 - if a > read word(adr)
  5. 4 - if a < read word8adr)
  6. 5 - if a == read word(adr)
  7. 6 - if a != read word(adr)
  8. 7 - if hword a > (read hword & not a)
  9. 8 - if hword a < (read hword & not a)
  10. 9 - if hword a == (read hword & not a)
  11. A - if hword a != (read hword & not a)
  12. B - Offset = read word(adr + offset)
  13. D0 - Null Terminator
  14. D2 - Null Terminator
  15. D3 - Offset = a
  16. D4 - Data += a
  17. D5 - Data = a
  18. D6 - Write word(a+Offset,data); Offset += 4
  19. D7 - Write halfword(a+Offset,data); Offset += 2
  20. D8 - Write byte(a+Offset,data); Offset += 1
  21. D9 - Data = Read word(a + Offset)
  22. DA - Data = Read halfword(a+ Offset)
  23. DB - Data = Read Byte(a + Offset)
  24. DC - Offset += a

What the difference from the Z & w buffers?
practically it disable the depth test, because the w-buffer is not implemented:D
 
#11 ·
#16 ·
quick save from 1.0.1.6 gives error about other version :(
 
#20 ·
0098 - SD Gundam G-Generation DS (J)
0484 - Rockman ZX (J)
0524 - Final Fantasy III
0525 - Rune Factory - Shin Bokujou Monogatari (J)
0576 - Pokemon Pearl (J)
0918_-_Tokimeki_Memorial_Girls_Side_1st_Love_JPN
1157 - Itadaki Street DS (J)
all can't save or load.
 
#22 · (Edited)
It appears ideas got much stricter with the saves now. While before i was able to run cv por saves with both 64 and 512 eeprom settings, now 512 returns a wrong file.

Also castlevania portrait of ruin now freezes on emblem creation. Speed improved, but some of the palettes are now displayed incorrectly as well.

Edit: Interestingly, if i chose the right save format at the start of the program it doesn't recognise it. But when i stop the game and reload it, then reset the format it works. Resetting doesn't work with that.
 
#23 · (Edited)
yes,I have changed the save type. but still can't work.

It appears ideas got much stricter with the saves now. While before i was able to run cv por saves with both 64 and 512 eeprom settings, now 512 returns a wrong file.

Also castlevania portrait of ruin now freezes on emblem creation. Speed improved, but some of the palettes are now displayed incorrectly as well.

Edit: Interestingly, if i chose the right save format at the start of the program it doesn't recognise it. But when i stop the game and reload it, then reset the format it works. Resetting doesn't work with that.
yes,butyou close the emu,then start the emu again the save file wil be cleared.
 
#26 ·
Errr...don't press play...that's for recording...or at least it was....