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This build is pretty much the same version as the 12-14-2014 version, except a bug that broke 32K save files was fixed.
"We are merely sprites that dance at the beck and call of our button pressing overlord."
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This is indeed a wonderful job and I thank you grealy for continuing to work on this!
I'm playing GB and GBC games through a EZ-IV and I would like to ask you one thing: is it possible to permanently change palette for GB games and stuff in "Other settings"? I appreciate the backgrounds and the enormous amount of palettes, but sometimes I'd prefer to play them as if they were played on an original system, in greyscale or yellow for example (or even GBC games like Link's Awakening DX without the background border).
Again, though, thank you very much for this release (and previous work), my question doesn't change my happiness in any way (just some kinks of mine)!
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Does this work on the Revo K101 Plus?
It works. Just Pokemon Crystal is all glitched and broken.
Is it possible to permanently change palette for GB games and stuff in "Other settings"? I appreciate the backgrounds and the enormous amount of palettes, but sometimes I'd prefer to play them as if they were played on an original system, in greyscale or yellow for example (or even GBC games like Link's Awakening DX without the background border).
Sorry if I quote myself but I just wanted to know if there's an easy way to get this (maybe some option in goombafront that I'm too stupid to see) or if the default values of the menus are hard-coded in the emulator (in which case I might go and try to change them myself).
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It's doing what an actual Game Boy Color does, and looking up the game by checksum, and if it can't find a suitable game, it goes with the "Wario Blast" palette.
"We are merely sprites that dance at the beck and call of our button pressing overlord."
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But if I choose a different palette or if I change a setting such as "Gameboy - Prefer SGB over GBC/...", "Auto SGB border - ON/OFF" or "Identify as GBA - ON/OFF" the emulator does not save that preference and when I exit it turns back to the default values.
I get it that it behaves like if it was on an actual Game Boy Color, seeing all those settings just made me think to have a more versatile system (that for example could make the game think to have being played on a GB, GBC or GBA or just could let me to remove borders, which sometimes I find distracting). Anyway, if it's expected to behave this way I'll simply use, for those games, the original Goomba or I'll dive into the code for a bit. I just hope this doubts of mine doesn't make you think I'm picky and unthankful of your work, because it's great and resolved me a lot of problems (one above all, SAVING WORKS!).
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Yes, and I found the answer in this thread
http://www.dwedit.org/dwedit_board/viewtopic.php?id=683
I'm sorry I didn't search for it before asking here
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I do have an issue with sound on Goomba Color.
On the homebrew game 'Carazu', some of thw audio channels for the menu theme are missing. This goes with Sonic Adventure 7 & 8. Is there a chance that this can be fixed at some point?
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Writes to the sound registers are just passed on to the GBA's corresponding sound registers, so sound isn't really emulated, it's just passed through.
"We are merely sprites that dance at the beck and call of our button pressing overlord."
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Implement full screen or screen 2x, 4x size at some possibility, would have any problem I try to implement this
Are you also aware that The Simpsons: Night of The Living Treehouse of Horror does not work on this emulator?
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Mini Bug, the version number haven't got update, it still said 12-14-14.
I would be good to fix, so it doesn't cause confusion.
pokemon crystal still glitchy
Other than compatibility issues, does this version fix the saving issues, where previously it would suddenly disappear when I try to load my save state?
Good emulator, thanks my friend.
How do I update with this version with my ez-flash omega? And how do I get Donkey Kong '94 to display hte proper colors on the title screen, Super Game Boy Style?
Also thank you. Found this on google
I appreciate your previous work this year, but the goomba emulator will not save games like links awakening dx, or some pokemon games, unless you save state, and links awakening dx won't even let me save state, it just tells me the memory is full, which if it's referring to the sd card, mine is definitely not, I have over 17 gb of available space. I'm using the everdrive for the gba, krikzz's x5. I've even tried turning the gbc roms into gba roms, it's still not saving the game for me. Please help.
With the Everdrive, there's only 24K of storage available for storing save files. This emulator was designed to run on flash cartridges which provide a full 64K of storage. 8K is reserved for holding the active save file to allow power off at any time, leaving 56K for game save storage. But the everdrive only provides 32K of save memory, so 8K is reserved for holding the active save file, leaving a meager 24K of storage.
The emulator does not access the SD card at all, so it can't make use of the immense storage space available.
"We are merely sprites that dance at the beck and call of our button pressing overlord."
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Also thank you. Found this on google
How did u update the emu on EZ-Flash Omega?
Seems that goomba color can read rtc from Everdrive GBA, but it cannot write to it. Am I correct?
It seems to me that certain games that use rtc (Telefang) may be trying to write to the rtc when setting the time, and using the cartridge's rtc directly, rather than relying on an offset like Pokémon does. Because setting the time in those games doesn't work, it just goes by the raw rtc that goomba reads from the cartridge.
rtcread works perfectly fine on Everdrive, so that can be used to directly set the everdrive's internal rtc as a workaround (and source code is available, as well), but if Goomba Color could be updated to write to the rtc when games request it, that would be convenient. I get that this might not necessarily be easy to implement though.
@narton you don't want to update this to ezflash omega.
I compiled the ezkernel with this and ezflash is currently NOT compatible to this version of goomba.
For most games it just crash after star... but it definitely crashes if you try to enter the menu.
Just wait until the ezflash guys added support for this
@narton you don't want to update this to ezflash omega.
I compiled the ezkernel with this and ezflash is currently NOT compatible to this version of goomba.
For most games it just crash after star... but it definitely crashes if you try to enter the menu.Just wait until the ezflash guys added support for this
Yea, I guess it's because Omega kernel patches few things from the Goomba binary - but could be ofc something else as well. These three offsets should be adjusted for the new Goomba. I wasn't able to fix the offsets by naively comparing previous Goomba binary to the latest one as the binaries seems so different for some reason (or then I just failed)... I tried to look for the overriden commands from the new binary but wasn't able to find matches.
*(vu32*)pReadCache = 0x46c046c0;
dmaCopy((void*)pReadCache,PSRAMBase_S98 + 0x3AA0, 0x4); //exit no sram write
dmaCopy((void*)pReadCache,PSRAMBase_S98 + 0x39F8, 0x4); //L R no write
*(vu32*)pReadCache = 0x1C2246c0;//usr rtc
dmaCopy((void*)pReadCache,PSRAMBase_S98 + 0x830, 0x4);
https://github.com/ez-flash/omega-kerne … el.c#L1347
@Dwedit Any chance you could help or give pointers?
Last edited by VeGe- (2020-02-02 2:04:54 pm)
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Yea, I guess it's because Omega kernel patches few things from the Goomba binary [...]
I've been looking a bit into the Omega patching and I think it might be easier to make the necessary patching to Goomba source code instead of trying to hack the binary. Compiling Goomba from source was surprisingly easy by using Omega's build script.
*(vu32*)pReadCache = 0x46c046c0;
dmaCopy((void*)pReadCache,PSRAMBase_S98 + 0x3AA0, 0x4); //exit no sram write
dmaCopy((void*)pReadCache,PSRAMBase_S98 + 0x39F8, 0x4); //L R no write
For these two the comment suggests that the Omega does not want to save the state to SRAM when exiting. I'm not sure why, but if I'm not mistaken it's easy thing to do with Goomba source code. Just comment out writeconfig(); calls in ui.c at exit_() and ui() functions since 0x46c046c0 means two nop operations (i.e. don't do anything).
Edit: Yes, binary comparison confirms that.
About the RTC
*(vu32*)pReadCache = 0x1C2246c0;//usr rtc
dmaCopy((void*)pReadCache,PSRAMBase_S98 + 0x830, 0x4);
I think it means "use RTC (Real-Time-Clock)". Comparing the binaries it seems to mean removing condition in main's C_entry() before setting rtc=1; effectively forcing it always ON.
Last edited by VeGe- (2020-02-05 12:01:08 pm)
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@Sterophonick Custom Kernel v2.7 released!!!
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