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iDeaS Mod
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40 Posts
Discussion Starter · #1 · (Edited)
Lino has released a new beta version of iDeaS, taking the version to 1.0.3.1 beta for windows. Here's the changelog: :D

Fixed bug in LDR opcode (ARM mode).
Fixed bug in SaveStates routines.
Fixed bugs in VRAMCNT_F and G registers.
Fixed bug in Texture Blending - (Decal Mode).
Fixed bug in Memory Viewer.
Fixed various bugs like memory leak.
Fixed bug in Matrix Position Stack.
Fixed bug in Projection Matrix.
Added support for Software Lights.
Added GBA emulation.
EDIT: About new beta Audio plugin :)
Fixed start position in ADPCM decoder. Thanks NHerve for help
Click here to download.

If you have problems with it (or with some games) then post here or in iDeaS forums. Thanks for the feedback. ;)
 

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Hackin 'n Slashin
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38,506 Posts
Memory leak fixed? Hmm perhaps it's worth taking a look at this one.

By the way could you in future please rather link to the download page than just the download link?
 

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Hackin 'n Slashin
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38,506 Posts
I just feel it's safer to link to the download page rather than the download link because then the person clicking knows exactly what they are getting when they click the download link on the download page, whereas when you just provide the download link they suddenly just get a file, no clue from where and no clue if it's safe or not (Granted advanced users know to mouseover a link to see it's url, but if they don't know to do that then they won't know where it's coming from or what it is exactly).
Basically it's just a psychological thing but it looks more like you have questionable intentions if you just provide a download link rather than the source download page.
 

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Hackin 'n Slashin
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38,506 Posts
Hmm after a bit of testing something is wrong here...it's actually a bit of a step back over 1.0.3.0. There's some sort of strange built-in slowness in the games all of a sudden, cutscenes take longer, commands like button clicking take longer to register and execute, it's as if there is some sort of slow-mo filter applied to everything which gets progressively worse as the games get bigger. (I tested Yu-Gi-Oh! 5Ds Stardust Accelerator WCT2009). There's also a layer that's broken...not sure which one but I can't see my surroundings in the game anymore in YGO 5Ds SA 2009. everything is just black. Also the game's savetype was no longer automatically detected.
 

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DesMuMe Bug Catcher
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81 Posts
The new Software light is a bit buggy so for now is better to keep it OFF (Lino has forget to make off by default). Some games with it On improve (ex. Lights on nanostray).

BTW there is a new Audio Plugin (with the ADPCM fixed problem, thanks to Nherve suggestion).
 

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Hackin 'n Slashin
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38,506 Posts
Ah removing software lights fixed the missing surroundings
 

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DesMuMe Bug Catcher
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81 Posts
It's a great feature (fix a lot of problem on many games but there are some issues on others) but we have to wait some refinements. :thumb:
 

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Hackin 'n Slashin
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yeah I must say sound has improved a fair bit
 

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831 Posts
Sure! But it sounds like sometimes the frequency is wrong (sound too low-pitched). That's all. Apart from that's it's perfect.

EDIT: ah, also, still no PSG support. But that's only minor. PSG isn't used that much in DS games.
 

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Hackin 'n Slashin
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38,506 Posts
it's still fairly scratchy...sounds like no$gba on the rare few games where it can't emulate the sound propperly yet and it's all staticy, but the weird repeats, other strange clacks and screeches are all gone yeah.
 

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DesMuMe Bug Catcher
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81 Posts
Many games has now an improved audio but some games has a very strange audio problem, like all the sounds are extremely high pitched or like fingernails on a blackboard.

These are the game that are affected (all same problem, you need do try yourself to understand):

-Dead N Furious (aka Touch The Dead on Usa)
-Tony Hawk Downhill Jam
-Kirby Canvas Course
-Diddy Kart Racing DS

I can't understand what is that makes that problem. If someone has an idea please write here or in the appropriate thread of iDeaS! Thanks!
 

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Maybe the frequency calculation formula is wrong?

The frequency calculation formula should be something like that, according to GBATek :

Code:
sound_freq = -16756991 / timer
Where :
* sound_freq is the frequency of the sound
* 16756991 is half the ARM7 clock in hz
* timer is the timer value of the channel.

Then, you calculate the value the sample cursor should be incremented by at each sample as follows :

Code:
inc_value = sound_freq / mixing_freq
Where :
* inc_value is the value the sample cursor...
* sound_freq is the sound frequency in hz
* mixing_freq is the mixing frequency in hz (in the current case, 22050 or 44100)
 
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