could someone post some roms that they have converted because so far everything i converted hasnt worked, and i get this error :
[QUOTE][addons\gbz80\lua\entities\gem_emulator\lib\gmb_cb_opcodes.lua:74] attempt to perform arithmetic on local 'R1' (a nil value)
[/QUOTE]
[editline]26th August 2011[/editline]
even worse:
[QUOTE]il value)
[addons\gbz80\lua\entities\gem_emulator\lib\8080.lua:202] attempt to call field '?' (a nil value)
[addons\gbz80\lua\entities\gem_emulator\lib\8080.lua:92] attempt to perform arithmetic on local 'byte' (a nil value)
[/QUOTE]
[editline]26th August 2011[/editline]
[img] [url]http://img231.imageshack.us/img231/9600/gmflatgrass0058.jpg[/url] [/img]
the Nintendo logo will be distorted when the rom isn't valid.
Ah , so do you know how to make them valid? or could you share some of the roms you already have working?
I love this!
Does it need a module?
Edit:
Nevermind, doesn't need modules. Awesome.
[QUOTE=James xX;31951842]Ah , so do you know how to make them valid? or could you share some of the roms you already have working?[/QUOTE]
Making a script atm to easily convert them.
How the hell can I get the Pokemon game :/
[url]http://dl.dropbox.com/u/31490251/Hexidecimal%20Converter.zip[/url]
Extra the files, run convert.exe, drag and drop your .gb rom file into the window, if there's quotations remove them, will generate a file with the same name ending in _hex.txt.
If you don't trust using the .exe I can provide a the .py script if you have python installed.
If it doesn't work well, blame py2exe :P
Epic! Thanks.
[editline]26th August 2011[/editline]
What's "my" .gb rom file?
Playing the Little Mermaid on it :L Very nicely done. The only problems I see is on that game, and Tarzan, the character sprites have only the middle half of their body showing, not the head or legs. Also - I tried to play Thunderbirds but it crashed on loading.
[quote][img]http://img200.imageshack.us/img200/4094/ss20110826150924.png[/img] [img]http://img709.imageshack.us/img709/2855/ss20110826151704.png[/img][/quote]
But that sort of stuff is expected aye?
Wow, I'm way to dumb to use these new addons. I gotta get this working, fast. :P
[QUOTE=technicolour;31952634][url]http://dl.dropbox.com/u/31490251/Hexidecimal%20Converter.zip[/url]
Extra the files, run convert.exe, drag and drop your .gb rom file into the window, if there's quotations remove them, will generate a file with the same name ending in _hex.txt.
If you don't trust using the .exe I can provide a the .py script if you have python installed.
If it doesn't work well, blame py2exe :P[/QUOTE]
testing ...
- this is a bookmark post, i will edit it when ive done testing-
[editline]26th August 2011[/editline]
I just got my first pokemon on garrysmod! Im so happy !!
[editline]26th August 2011[/editline]
my rival stole my pokemon ;( i feel betrayed
Please say that Gameboy Color/Advanced is on its way
[QUOTE=Jamie932;31952855]Playing the Little Mermaid on it :L Very nicely done. The only problems I see is on that game, and Tarzan, the character sprites have only the middle half of their body showing, not the head or legs. Also - I tried to play Thunderbirds but it crashed on loading. [/quote]
It's likely Thunderbirds is MBC2. No MBC1, MBC3 or ROM games should crash outright although video glitches will probably be common.
[QUOTE=dingusnin;31954045]Please say that Gameboy Color/Advanced is on its way[/QUOTE]
Colour... maybe when Gameboy is 100% finished. GBA? Not in the foreseeable future, sorry.
Could someone maybe show us a vid. how to inport a .gb file? Would be nice knowing how to get this thing working.
You open up the HexToText converter the OP supplied, you drag you .gb file onto the console it should now have opened, then you drag the new text file it made into data/stuff/gbz80/
not that hard? i will suply you with converted files if you want though
I realy want Pokemon.. :P so it would be great getting some converted files. (;
I'll just confirm that gold/silver don't work currently, not entirely sure why (They use the same cart hardware as R/B) but I'll be looking into it.
It's almost certainly a cart emulation error rather than a CPU error.
Do you know when saving will work? :3
[editline]27th August 2011[/editline]
Pokemon Yellow ( French Version , sorry :P ) : [url]http://www.mediafire.com/?zlwd91pbr2cn2vx[/url]
Tetris ( English version this time !! ) : [url]http://www.mediafire.com/?t5vk22g7f6q3fdp[/url]
[editline]27th August 2011[/editline]
Is there going to be the possibilty to have a sort of action reply window we can open before starting any game? Would be a great addition :P
[editline]27th August 2011[/editline]
You cant press more than 1 control at a time ( eg : you cant press forwards and leftwards at the same time :/ )
-snip-
[QUOTE=Jamie932;31968148]Here's a few of the games I converted inside this [url=http://dl.dropbox.com/u/17806612/GBZ80.rar]RAR[/url]. It includes:
- 007 James Bond
- Aladdin
- Alien vs Predators
- Barbie
- Batman
- Blues brothers
- Bugs Bunny - Crazy Castle 2
- Dennis the Menace
- Flintstones
- Ghostbusters 2
- Gremlins 2
- Home Alone 2
- Lion King
- Robin Hood Prince of Thieves
- Robocop 2
- Simpsons: Crusty's Funhouse
- Snoopy: Magic Show
- Toy Story
- Worms
Didn't really check through them all, but most of the ones I have tried worked.[/QUOTE]
Isn't this warez? (Not that I have any idea how to get a legal copy, but still)
well gameboy is dead for many years i believe the copyrights must have died
[QUOTE=Donkie;31971400]Isn't this warez? (Not that I have any idea how to get a legal copy, but still)[/QUOTE]
So? In your point of view the TF2 gamemode is warez too just because you can play TF2 without buying it. In your point of view Gmod can be count as a potential warez source. But it's not. + I bet no one from Nintendo will check if their things are made in gmod. And Gmod has sold more than 1 million copies but how many if these players actually play? What I'm trying to say is that 1. - Not everyone will download this awesome thing, 2. Even if we say that 1 million people will download it, Nintendo have many more fans and they won't even notcie this.
[QUOTE=KatNotDinner;31971889]So? In your point of view the TF2 gamemode is warez too just because you can play TF2 without buying it.[/QUOTE]
Anyone can play the real TF2 without buying it.
Additionally, your example is wrong: the TF2 gamemode only supplies Lua code, which has been written by _Kilburn, not Valve. It doesn't allow you to play TF2 without buying it (back then when you needed to buy it) because it doesn't have the models.
[QUOTE=Donkie;31971400]Isn't this warez? (Not that I have any idea how to get a legal copy, but still)[/QUOTE]
It's not the .gb rom, just .txt files with the hexidecimal code within. If you think that it's warez, then I will remove it. I'm not that bothered, it's just that others are bound to go "How will I use this?" and "I don't understand how to convert xyz!". It's more of a public service than me wanting to break their copyright.
[QUOTE=Jamie932;31972069]It's not the .gb rom, just .txt files with the hexidecimal code within. If you think that it's warez, then I will remove it. I'm not that bothered, it's just that others are bound to go "How will I use this?" and "I don't understand how to convert xyz!". It's more of a public service than me wanting to break their copyright.[/QUOTE]
The hexadecimal code that is actually a 1:1 representation of the .gb rom...
[QUOTE=GranPC;31972190]The hexadecimal code that is actually a 1:1 representation of the .gb rom...[/QUOTE]
Aye, therefore I took down the link. I only posted it due to 'James xX' posting two links to his before me. I do apologise.
Ok so a few updates of what's currently being worked on.
I'm re-writing the GPU code from scratch working on a scan-line basis, this should fix the majority, if not all of the graphical glitches. I'm also optimising the whole scan-line cycle and interrupt routines which should increase performance a few %.
I'm also going to re-write the sprite code to use its own data structure, I'm not entirely sure how well this will work out but hopefully it'll mean better performance and make it easier to support 16 bit sprites (only 8 bit sprites are supported currently, not many games use 16 bit sprites anyway).
I'm going to add support for MBC2, fix the MBC1 and MBC3 support to have proper checks for inaccessible hardware and also add the battery backed real-time clock that several games use.
And last but not least I'll be adding proper ingame save support (NOT save states). the battery backed ram will be automatically dumped to a _sav.txt file with a console command. (Doing it every time the ram is turned off like emulators do will cause lag spikes, I'll give it a try and see how bad it is though.)
Divran is going to be working on the networking code such as keeping all the key-sync's in sequence in MP and sending keyframes where necessary. This is probably the hardest part of the project as resources are limited.
Why not data-stream the hex used by a player to the server and distribute it to all other players, and make the players only send their key strokes (i know, when the game uses random values it will stuff up the hole thing), but maybe also upload the mem-spaces?
:'( sorry if you think my idea is crap :(
[QUOTE=dingusnin;31976327]Why not data-stream the hex used by a player to the server and distribute it to all other players, and make the players only send their key strokes (i know, when the game uses random values it will stuff up the hole thing), but maybe also upload the mem-spaces?
:'( sorry if you think my idea is crap :([/QUOTE]
That's what we're doing, the main problem is keeping all the keystrokes in sync to the exact cycle but we think we've got a way by making the input bytes persist for that frame. and updating keystrokes by the frame in a single umsg every second.
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