bardeci / gambatte-dms Goto Github PK
View Code? Open in Web Editor NEWGambatte-DMS is a GB/GBC emulator for handheld devices, using a modified Gambatte core.
License: GNU General Public License v2.0
Gambatte-DMS is a GB/GBC emulator for handheld devices, using a modified Gambatte core.
License: GNU General Public License v2.0
Well, the title says it all. Since rewind probably would be too much to ask and more difficult to implement it still would be cool if we could save/load without opening the menu.
Would it be possible to add an option to put GB games in GBC mode through the bios as in the retroarch emulator?
Can You Please Add Support For SGB Enhanced Games, Add SGB In Emulated Hardware, Add SGB Borders On/Off, Fix Bug On Bomberman Collection (Japan), Bomberman Selection (Korea), Super Chinese 1, 2, 3 Collection
I'm using this emulator on my PocketGo v1. Recently, I tried using the cheats feature to add a GameShark code into Pokemon Crystal's USA version, but I couldn't make it work. It worked in mGBA on my desktop, but not on Gambatte-DMS (build version 20200628-164119 that came in the MiyooCFW). More details are below:
Am I missing something from my tests? Or am I right to assume that GS cheats aren't working?
It would be really nice, especially for pokemon, to be able to make the fast forward button be a toggle instead of having to hold the L button down as long as I want to fast forward. As well that an option to make X and Y turbo A and B instead of just another A and B, or the same for the other button layout, it would be very convenient. Really enjoying the improvements the emulator has over the stock one and hope to see it improve more, thanks
Is it possible to make gambatte saving into a save folder instead of inside the roms folder?
Why?
More details here: https://github.com/XargonWan/RG-350-M-Unified-Save-folder
I've recently downloaded the LSDJ demo rom and I opened it and it automatically went to the gbc version instead. It was a .gb file so I hoped it'd open to that so I could use some good looking palettes with it, because I'm just that picky and the gbc colors are bad looking to me. Anyways, is there any way I could stop it from opening as a gbc game and instead play it as an og gb game? Thanks in advance.
Could we see one day auto fire? and cheat code saving ? :)
anyways keep up the good work on the fine emulator i use it daily. on my pocket go 2
just so i dont forget about it.
I tried to place some .sav
files inside the same folder as my LSDj rom, however it's not loaded as expected. Also tried to put it on /home/retrofw/.gambatte/saves
with no success.
I was taking a look at the source code and it doesn't seem that anything changed from sinamas
original gambatte. I'm able though to load the same .sav
files with my own build of x86 gambatte (by sinamas
) just by leaving the same .gb
and .sav
file with same name at same folder.
I also trying to use terminal app on LDK to run it directly with ./gambatte.retrofw lsdj.gb
but no success as well. It loads the rom, shows the following output but I can load any sounds from my sav file:
Any ideas?
So, a few users are trying to use LSDJ to make music using the rg350, so far the emulator works nice, ive been using the original DMG and it sound emulation is really nice, but we have problems with how the key layout is arranged, we use combinations of SELECT+DIRECTION and SELECT+A/ SELECT+B/ SELECT+A+B for moving between screens and copying, pasting and cutting, the alternative version in the menu helps with the navigation but lacks for the combinations for copying, cutting and pasting.
It would be awesome some menu for custon edit the button layout, ive never seen that in a GB emulator for the RG350, or at least another alternative version to have select+start linked to the triggers so we can have the right and left thumb free for those commands.
Thanks for this awesome emulator!
This is not so much an issue but a much needed feature for LSDJ users.
I have an Anbernic RG350 with very stiff Select and Start buttons. I wish I could assign their functions to the spare X and Y buttons or to the shoulder buttons (I have R2 and L2), or at the very least invert their functions since Select is used more often in LSDJ than Start.
Could we see an implementation of this in the next release of Gambatte?
Release 20231203 for multi opk package not working on RG350M and simplemenu, release 20210116 RG350M OPK package works perfectly but it doesn’t have the latest features like auto save states and some scalers 1.66 HW ones.
Add Game Boy Advance to gambatte-dms!
@bardeci @hi-ban In Options > System > Emulated Hardware
Auto
GB
SGB
SGB2
GBC
GBA
SGB emulation mode is for Super Game Boy enhanced Original Game Boy games: SGB Borders, SGB Color Palettes
SGB Enhanced for example: Kirby's Dream Land 2 (GB) (SGB Enhanced), Mega Man V (GB) (SGB Enhanced), Donkey Kong 94' (GB) (SGB Enhanced), ect...
Super Game Boy emulation with SGB Borders
I made a pull request #37
Hello, I've been enjoying playing GBC and GB roms on Gambatte on RS97 for a while now, but I found a problem: it won't recognize the GB rom of "Sonic 3D Blast 5" (download at end of page). I've tried with its GBC sequels, "Sonic Adventure 7" and 8, and they both work without any problem.
The error I get is this: "bad file or unknown MBC" (gotten via the gmenu logger thing).
I should add that this game works with the RetroArch GB "accurate" core (https://github.com/Poligraf/retroarch_cores_retrofw/blob/main/gameboy_(accurate)_gearboy_libretro.so) but does not boot with the "fast" one (https://github.com/Poligraf/retroarch_cores_retrofw/blob/main/gameboy_(fast)_gambatte_libretro.so)
Feel free to ask if I need to clarify anything.
Thank you a lot for your great work on this emulator.
Hi, I would like to know if it will be possible to add these features:
Thanks
Is it possible to implement Super Game Boy mode and .sgb File Extension
There is Super Game Boy mode on VisualBoyAdvance-M.
Super Game Boy mode is about Super Game Boy enhanced palettes (Super Game Boy enhanced ROMs), SPC700 sound in Donkey Kong 94', Super Game Boy Borders On/Off, (Super Game Boy Borders 256x240 (256x224 crop overscan)).
When pressing a direction on the D-Pad or Joystick and then a consecutive different one without releasing the first, the second press doesn't register.
Tested on the system's test app and other emulators and the same input works.
Example shown in video https://youtu.be/2yheQdWC5pc
Latest package (20211021) triggering my WIndows Defender with “Trojan:Win32/Sabsik.FL.A!ml”, happened to someone else?
Please enable analog sticks for RG350M
When I run a GBC game with GB support (eg. Wario Land 2) it only uses a monochrome screen and does not use a GBC color palette. Used filetype is "gbc".
OhBoy works correctly and uses gbc colors.
I think that Gambatte SDL with Rumble support (available on MiyooCFW 1.3.3) uses sgb colors.
Tested with: Release 20210116
On: Pocket Go v1 with MiyooCFW 1.3.3
This issue is for gameboy color games on the the gambatte-dms-pocketgo on powkiddy v90. Both the latest from this repo, and the one that comes stock on cfw 1.3.3
The issue is the same with and without bios files.
The issue is:
Rom opens
Bios splash happens (if bios files are in place)
The roms splash happens
The roms start new/load etc game screen comes up
It loops back to the roms splash screen regardless of option chosen.
This happens for every rom, and they work on other emulators gambatte-sdl, ohboy for example.
But here, they just get into an infinite loop of game splash screen, start new game.
I'm not sure if it's related to savestates, or the clock on my device being wrongly set up or what, but i can't find a way to at least figure out a way to at least predict the hour the games will display. It's got an offset of about 6 hours, and i can't seem to fix it.
Some gameboy color games can detect if they are running on a gameboy advance and unlock extra features. It would be nice to have an option to be able to simulate running on a gameboy advance to make those features work without having to patch the rom. Apparently it is fairly simple to do (and some versions of gambatte already support it) as the only difference is that the CPU register 'b' holds a value of 0 when a GBC is first turned on and a value of 1 on a GBA.
I tried building the project using the miyoo toolchain but encountered an error:
c++ -lasound -lmodplugma -lmikmod -Wl,--as-needed -Wl,--gc-sections -flto -s -Wl,--end-group /opt/miyoo/lib/gcc/arm-miyoo-linux-uclibcgnueabi/7.3.0/../../../../arm-miyoo-linux-uclibcgnueabi/bin/ld: cannot find -lmodplugma /opt/miyoo/lib/gcc/arm-miyoo-linux-uclibcgnueabi/7.3.0/../../../../arm-miyoo-linux-uclibcgnueabi/bin/ld: cannot find -lmikmod /opt/miyoo/lib/gcc/arm-miyoo-linux-uclibcgnueabi/7.3.0/../../../../arm-miyoo-linux-uclibcgnueabi/bin/ld: cannot find -lmodplugma /opt/miyoo/lib/gcc/arm-miyoo-linux-uclibcgnueabi/7.3.0/../../../../arm-miyoo-linux-uclibcgnueabi/bin/ld: cannot find -lmikmod collect2: error: ld returned 1 exit status make: *** [common.mk:83: executable] Error 1
According to the error message, it seems that the miyoo SDK is missing these two linked libraries: -lmodplugma and -lmikmod. Could you provide an SDK that can be compiled successfully, or the files for these two linked libraries? Thank you very much.
and this is my makefile
`CHAINPREFIX=/opt/miyoo
CROSS_COMPILE=$(CHAINPREFIX)/bin/arm-miyoo-linux-uclibcgnueabi-
CC = $(CROSS_COMPILE)gcc
CXX = $(CROSS_COMPILE)g++
SYSROOT := $(CHAINPREFIX)/arm-miyoo-linux-uclibcgnueabi/sysroot
SDL_CFLAGS :=
OUTPUTNAME = gambatte-dms-pocketgo
DEFINES = -DHAVE_STDINT_H -DVERSION_POCKETGO
INCLUDES = -Isrc/gambatte_sdl -Ilibgambatte -Icommon -Iinclude -Ilibgambatte/include -Ilibgambatte/src $(SDL_CFLAGS)
OPT_FLAGS = -Ofast -fdata-sections -fdata-sections -fno-common -fno-PIC -flto
EXTRA_LDFLAGS = -lasound -lmodplugma -lmikmod -Wl,--as-needed -Wl,--gc-sections -flto -s
include common.mk
`
The only files in those zip files are:
gambatte-dms and gambatte-dms.png
i need a opk file😫
I can't set filter in the last version. Did you remove this option?
Please consider adding an option to the controller mapping settings so that the B and Y buttons are mapped to A and B.
The "Scale3x+Sample.75x" scaling in the OhBoy emulator produces results that are far better than those produced by either the "1.5 Fast" or "1.5 Smooth" options in gambatte (look at the eye of the bird statue, or the girl's hair, for example, in the images below). It is based around the GPL Scale3x algorithm from http://www.scale2x.it/algorithm.html, an algorithm developed for AdvanceMAME that can upscale the image in such a way that removes jagged edges without making it blurry.
According to the OhBoy documentation, it uses Scale3x to scale the image to 480x432, and then it uses simple pixel averaging to downscale to 240x216. The actual implementation in OhBoy, which starts at line 460 in https://github.com/hi-ban/ohboy/blob/master/main.c, appears a bit more clever than that, but I can't quite follow the code.
Hi,
I really enjoy your emulator on the RG350 IPS Handheld.
However, with every new version release, perfomance on my RG350 is getting worse.
This can be reproduced with Super Mario Land. On very old versions, the scrolling in stage 1 is smooth, On later versions, scrolling gets juddery.
Could you please look into that?
Thanks!
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