Sunday, April 25, 2010

Texture Issues Fixed


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Now off to rewrite my rendering code ;D

Saturday, April 24, 2010

Yet Another Update


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I was really tempted not to show off these screens due to the texture issue.. But I thought you guys would still love them. So here it is.. Super Mario 64 now rendering 3D.







Now for me to lay off the acid, get my vision straight, and fix the textures. xD

E> LoveMHz

Small Update


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Still sorting through all of the issues in RDP, mostly little/big endian conversion.. Also I've got controllers somewhat working so I can make it ingame on Super Mario 64. Should help since I'll be able to pause the game and look for more constant data coming from the RDP.



In other news, another game boots =)

Thursday, April 22, 2010

Latenight Update


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Super Mario 64 running on the Xbox360..
Guys this is a first =)




I just want to say thanks to the most amazing girl in the world, Andrea my girlfriend and future wife. The one person that keeps pushing me to keep trying and trying. Even after failing many times. If it wasn't for her then none of this would have happened. I love you baby.

Also thanks to everyone that has supported me on IRC and everyone that has donated.

Mario on the Xbox360


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Yes, that's right.. Mario is on the Xbox360.

Lack of blog posts, argh.. I told myself when I started this blog that I would update often (atleast every 3 days at the latest).

About Love364, yes I changed the name ;D Currently we have the core, RSP, and audio implemented. Alot of work so far. Now what about video? Well it seems that every video plugin out there either uses OpenGL or DirectX with Fixed Pixel Pipelines which the Xbox360 does not support. Also due to the differences between Fixed Pixel Pipe-lining and HLSL a simple rewrite isn't possible. So with the advice and over look of Zezu I have decided to write my own up to date graphics and RDP part of the emulation instead of hacking around Rice's video code. Not much progress so far, expect I have been able to process and sort out the commands coming from the RSP. Still a lot of work todo. And thus the reason there isn't any screenshots yet.

The general scoop of this is simple massive. Things can easily go wrong with around 20 basic commands and over 1,000 calls a second just for graphics. I easily I have my work cut out, even when I'm spending 10-12 hours a day coding.

Writing my own graphics plugin and RDP code has it's pros, even though this just seems like a major set back.

Pros and Ideas:
  • High Anti-aliasing Support
  • HLSL per texture scripting
  • Shaders, Bloom, and HDR possibilities.
  • Texture Scaling via HLSL.
So in general Love364 will hopefully redefine how N64 emulation looks and runs.

Current Emulation Status
Currently we are still running on one CPU core with little to no optimization with everything run minus graphics at around %50 of the N64 speed. I've yet to look into dynrec or inline function calling, but when the time comes there's no reason why we shouldn't be able to easily hit 100% speed on emulation.


I E> Andrea

Tuesday, April 13, 2010

[Release] XeBoyAdvance 0.4


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[ XeBoyAdvance - VBA based GBA Emulator for the Xbox 360 ]

[About VirtualBoyAdvance]
It's been a real pleasure to have worked with such a great code base and the people whom are still active within the group. Without them none of this would be possible. *Even if they do like to stab me in IRC*

Wikipedia - "The VisualBoyAdvance project was started by Forgotten.[6] When this person left the development of the emulator, the project was handed over to a team named VBA Team, led by hacker kxu. Development on the original VisualBoyAdvance stopped in 2004 with versions 1.7.2 and 1.8.0 beta 3, and a number of forked versions were made by various developers in the years since then."

Cheat Code Example: (Found in settings.xml)
<game rom_name="SONICADVANC2" displayname="Sonic Advance 2" checksum="2130634743" lastplayed="1271112274" timesplayed="4" type="GBA" favorite="false">
<cheatcodes>
<cheatcode name="MasterCode" default="true" mastercode="true">
<gameshark>8A4B0EDC22B74899</gameshark>
<gameshark>1A706E7DA8A5D009</gameshark>
</cheatcode>
<cheatcode name="Invincibility" default="false">
<gameshark>846754623771FACD</gameshark>
</cheatcode>
<cheatcode name="Always have 99 rings" default="false">
<gameshark>29F860CEFE350599</gameshark>
</cheatcode>
<cheatcode name="Never Lose Rings" default="false">
<gameshark>EA2E1E0B8FCE0633</gameshark>
</cheatcode>
</cheatcodes>
</game>

Pokemon Fix:
<game rom_name="POKEMON FIRE" displayname="Pokemon - Fire Red Version" checksum="3716707868" lastplayed="0" timesplayed="123" type="GBA" flashsize="128" />

NES Classic Fixs:
<game rom_name="NES METROID" displayname="Classic NES Series - Metroid" checksum="2996917187" lastplayed="0" timesplayed="0" type="GBA" favorite="false" save_type="1" />

Any other game save/load issues can be fixed by playing with the Save_Type or FlashSize. Or ask in IRC for help;D

[ FEATURES ]
[+] Full speed GB, GBC, and GBA Emulation
[+] Screenshot output
[+] Save/Load States
[+] Ingame Menu via L+R Stick Click
[+] Gameshark CheatCode Support
[+] Gameplay Status
[+] Enulation Fastword
[+] and much much more!

[ New in Version 0.4 ]
[+] Added Cheat Code Support
[+] New GUI
[+] Gameboy and GameBoy Color Support
[+] Metroid Graphic/Audio Bugs Fixed
[+] All memory leaks fixed
[+] Gameplay Status
[+] BoxArt Support
[+] And alot more.