{"id":12750,"date":"2006-08-05T10:19:08","date_gmt":"2006-08-05T10:19:08","guid":{"rendered":"http:\/\/127.0.0.1\/ef\/?p=12750"},"modified":"-0001-11-30T00:00:00","modified_gmt":"-0001-11-29T22:00:00","slug":"","status":"publish","type":"post","link":"https:\/\/www.emu-france.com\/?p=12750","title":{"rendered":"[Console] No$GBA v2.3"},"content":{"rendered":"<p>Nouvelle version pour cet \u00e9mulateur de GameBoyAdvance et de Nintendo DS (qui \u00e9mule \u00e0 pr\u00e9sent la <a href=\"http:\/\/nocash.emubase.de\/gbanotes.txt\">partie 3D<\/a> de la DS), en voici les am\u00e9liorations:<\/p>\n<p><em>&#8211; nds\/dos: displays nds button X and button Y in redefine keys setup screen <span style=\"color: #e0e7f1;\">(anti c3)<\/span><br \/>\n&#8211; gba\/bugfix: re-disabled NDS master_bright in GBA mode (port 6Ch is GBA sound2)<br \/>\n&#8211; help: uploaded gbatek txt\/htm standalone versions (v2.3 news: 3d video, wifi)<br \/>\n&#8211; nds\/help: firmware header chapter (added timestamp\/version\/type\/unused info)<br \/>\n&#8211; wifi\/emu: direct boot sets wifi regs (mainly bb) as done by firmware bootcode<br \/>\n&#8211; wifi\/emu: emulate serial read\/write to BB ports, and write to RF ports<br \/>\n&#8211; wifi\/emu: emulates indirect wifi ram read\/write access via ports 050h..076h<br \/>\n&#8211; wifi\/emu: emulates wifi disable by powcnt2, emulates 8bit\/16bit\/32bit access<br \/>\n&#8211; wifi\/emu: allocates\/emulates 8K wifi RAM, emulates used\/unused wifi io ports<br \/>\n&#8211; wifi\/help: added write range: w_buf_wr_end (074h) and w_buf_wr_step (076h)<br \/>\n&#8211; wifi\/help: added missing ports 078h and 09Ch, explained RF index\/18bit data<br \/>\n&#8211; wifi\/help: added random algorithm, added w_us_comparecnt (compare enable)<br \/>\n&#8211; wifi\/help: added notes on read-mirrors when reading from write-only ports<br \/>\n&#8211; wifi\/help: added bit-by-bit port descriptions, including unused\/always0 bits<br \/>\n&#8211; wifi\/help: corrected several (R)\/(W)\/(R\/W) specifications, added r\/w bitmasks<br \/>\n&#8211; wifi\/help: matched doc to 80 column width, removed too-verbose stuff in iomap<br \/>\n&#8211; wifi\/help: added wireless chapter (many thanks stephen stair&rsquo;s ds wifi doc)<br \/>\n&#8211; nds\/xcept: allows NDS7 to access 64K region at 4800000h (wireless wifi ports)<br \/>\n&#8211; nds\/xcept: allows NDS7 to access 256K mirror at 27C0000h (commercial games)<br \/>\n&#8211; nds\/xcept: allows ITCM mirror at 1FF8000h..1FFFFFFh (used by commercial games)<br \/>\n&#8211; nds\/rtc: serial transfer timings firmware-compatible (on other edge than bios)<br \/>\n&#8211; nds\/firmware: supports 512Kbyte firmware.bin (ie. chinese charset in iQue)<br \/>\n&#8211; nds\/emu: emulates 512-byte backup eeprom (as used in metroid demo cartridge)<br \/>\n&#8211; nds\/help: corrected auxspicnt (exchanged bit6\/bit13, enable and hold flags)<br \/>\n&#8211; 3d\/help: cleaned-up 3d matrix chapter (mtx_mode, and clip_mtx descriptions)<br \/>\n&#8211; 3d\/help: added chapter on 2D scrolling\/specialeffects\/window used on 3D\/BG0<br \/>\n&#8211; nds\/video: emulates display capture from source A=bg\/obj, fixed swap_buf time<br \/>\n&#8211; nds\/help: added note on capture completion in line 192 (regardless of size)<br \/>\n&#8211; nds\/iomap\/help: corrected display capture read\/write offsets (exchanged them)<br \/>\n&#8211; 3d\/2d: emulates hscroll on 3D layer, prevents mosaic and vscroll on 3D layer<br \/>\n&#8211; debug\/iomap: fixed position of \u00ab\u00a0W0 W1 Obj Out\u00a0\u00bb and \u00ab\u00a01st 2nd Target\u00a0\u00bb flags<br \/>\n&#8211; 3d\/log: automatic comments on separate bits in poly_attr and teximage_param<br \/>\n&#8211; 3d: supports transparent rear-planes (for underlaying 2D plane) (metroid menu)<br \/>\n&#8211; 3d: enabled GL_NORMALIZE (required for normals when used with scaled matrix)<br \/>\n&#8211; nds\/slot\/dma: executes BURST only on START 0-to-1 (not on clearing MODE bits)<br \/>\n&#8211; nds\/slot: cart transfer ready irq generated ONLY if enabled in 40001A1h.Bit6<br \/>\n&#8211; nds\/touchscreen: works also in debug-window (not only in separate game window)<br \/>\n&#8211; nds\/touchscreen: initializes calibration also when booted via bios\/firmware<br \/>\n&#8211; nds\/div\/emu\/help: DIV0 or MAX overkill: 32bit result is reversed-sign-expanded<br \/>\n&#8211; nds\/div\/emu\/help: reserved mode3 is same as mode1, result\/remain sign-expanded<br \/>\n&#8211; nds\/div\/emu\/help: DIV0 sets remain=numer, result=+\/-1 (sign opposite of numer)<br \/>\n&#8211; nds\/div\/emu\/help: (-MAX \/ -1) overflow error returns (-MAX) (instead +MAX)<br \/>\n&#8211; 3d\/iomap: added vertex (vtx16), normal vector, light colors, and light vectors<br \/>\n&#8211; 3d\/iomap: added box test, pos test, pos test result, vec test, vec test result<br \/>\n&#8211; 3d\/iomap: added edge color table, fog table, toon table, shininess table<br \/>\n&#8211; 3d\/iomap: added current projection, position, direction, and texture matrices<br \/>\n&#8211; debug: disassembler: fixed Rm,Rs operand order for umull\/smull\/umlal\/smlal<br \/>\n&#8211; 3d: texture mirror repeat (fully software emulated, pre_opengl_1.4 compatible)<br \/>\n&#8211; debug: changed .FNT DefaultChar from 2Eh to FFh (avoids WinXP bug) (jasper)<br \/>\n&#8211; 3d\/log: log-file for all GX commands (format: PortNNN\/CmdNN cmd_name params)<br \/>\n&#8211; 3d\/log: auto-indent within begin\/end, auto-wrap-indent for NxN matrix params)<br \/>\n&#8211; nds: re-init fpu-mode for 64bit INTEGER div\/sqrt (required after opengl calls)<br \/>\n&#8211; 3d: fixed SCALE command (applied only to one matrix even in simultaneous mode)<br \/>\n&#8211; 3d: fixed mtx_load_4x3 command (applied to both matrices in simultaneous mode)<br \/>\n&#8211; 3d: emu: fixed vec_test (x,y,z,0) (4bit sign, instead 1bit sign+3bit integer)<br \/>\n&#8211; 3d: texcoord-transform fully software emulated (without GL_TEXTURE matrix)<br \/>\n&#8211; gba\/help: added note on more complex invalid tiles with multiple BGs (jasper)<br \/>\n&#8211; 3d\/help: added decal\/modulation\/toon\/highlight chapter, and texcoord chapter<br \/>\n&#8211; 3d: texture 4&#215;4 texel compressed format (incomplete, without interpolation)<br \/>\n&#8211; 3d: texture translucent formats, palette formats optionally color0 transparent<br \/>\n&#8211; 3d: bugfixed vtx_diff (9bit fraction is meant to be LSBs of 12bit fraction)<br \/>\n&#8211; 3d: material0.bit15 directly sets vertex color (for N&rsquo;s \u00ab\u00a0cube\u00a0\u00bb demonstration)<br \/>\n&#8211; 3d: light\/material\/normal with forced begin\/end-outbreak on GL_LIGHTING change<br \/>\n&#8211; 3d: calls gx_process_fifo to free-up gxfifo (when possible aka no swap active)<br \/>\n&#8211; 3d: get framebuf: reverses red\/blue by table (for match-up with nds 2D engine)<br \/>\n&#8211; 3d: explodes (1)-5-5-5 RGB textures to \u00ab\u00a0unpacked\u00a0\u00bb OpenGL RGBA 8-8-8-8 format<br \/>\n&#8211; 3d: supports 16bit I\/O-writes (eg. metroid demo: 16bit STRH to CLEAR_DEPTH)<br \/>\n&#8211; 3d: textures (metroid demo: \u00ab\u00a0nintendo\/actimagine\u00a0\u00bb shown before intro-movie)<br \/>\n&#8211; 3d\/help: added note on END_VTXS being a dummy command (no effect on hardware)<br \/>\n&#8211; 3d\/help: added note on depth test, and on POLYGON_ATTR applied at BEGIN_VTXS<br \/>\n&#8211; 3d: enabled Depth Test, and emulated Depth Test modes (either Less, or Equal)<br \/>\n&#8211; 3d\/iomap: displays VertexColor setting (Port 480h aka Cmd20h) in F10 screen<br \/>\n&#8211; gba\/video: bugfixed rotscal tile-map mode (bugged since v2.2f) (thanks jasper)<br \/>\n&#8211; 3d: converts fixed-point-to-float by FMUL 1\/1000h (faster than fscale or fdiv)<br \/>\n&#8211; 3d\/help: added notes about clipping, and about light vectors and normal vector<br \/>\n&#8211; 3d: retrieves DIB bitmap data by movsd (glReadPixels doesn&rsquo;t seem to work)<br \/>\n&#8211; 3d: supports begin\/end quad\/triangle\/strips and all variants of vtx-commands<br \/>\n&#8211; 3d: forwards (software calculated) projection\/modelview matrices to opengl<br \/>\n&#8211; 3d: supports clear color, clear depth, and applies viewport setting<br \/>\n&#8211; 3d: supports vertex color, and polyonattr alpha\/wireframe\/front\/back settings<br \/>\n&#8211; 3d: pre-calculates 5bit R,G,B,A float values (for fast conversion via table)<br \/>\n&#8211; 3d: calls ChoosePixelFormat (killer-slow) (only if needed, not for 2D games)<br \/>\n&#8211; 3d: retrieves gl- and wgl- and PixelFormat proc addresses (quite fast)<br \/>\n&#8211; 3d: loads Opengl32.dll (killer-slow) (but, only if needed, not for 2D games)<\/em><\/p>\n<p><p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=2093\" title=\"Download Project Tempest (Francais)\">T\u00e9l\u00e9charger Project Tempest (Francais) v0.95 (339 Ko)<\/a><\/p><br \/>\n<\/p>\n<p class=\"p_site_officiel\"><a href=\"http:\/\/nocash.emubase.de\/gba.htm\" class=\"site_officiel\" target=\"_blank\">Site Officiel<\/a><\/p>\n<p class=\"p_en_savoir_plus\"><a href=\"https:\/\/www.emu-france.com\/utilitaires\/21-indispensable\/259-super-nintendo\/\" class=\"en_savoir_plus\">En savoir plus&#8230;<\/a><\/p>\n<div class=\"fcbkbttn_buttons_block\" id=\"fcbkbttn_left\"><div class=\"fb-share-button  \" data-href=\"https:\/\/www.emu-france.com\/?p=12750\" data-type=\"button_count\" data-size=\"small\"><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>Nouvelle version pour cet \u00e9mulateur de GameBoyAdvance et de Nintendo DS (qui \u00e9mule \u00e0 pr\u00e9sent la partie 3D de la DS), en voici les am\u00e9liorations: &#8211; nds\/dos: displays nds button X and button Y in redefine keys setup screen (anti &#8230;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[],"tags":[],"class_list":["post-12750","post","type-post","status-publish","format-standard","hentry","uentry","postonpage-1","odd","post-author-Jets"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/sKi2R-","jetpack_likes_enabled":false,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/12750","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=12750"}],"version-history":[{"count":0,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/12750\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=12750"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=12750"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=12750"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}