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Robert
Testing for DSemu vers. 2g

Changes only

I obtained some updated test roms, and a few more demos

GBA testing:

ahawk (Astro Hawk 2003) : Press start to play and error "list.cpp 43 memory error"
AroundtheWorld.bin : black screen
HT.bin (Happy Thanksgiving tech test) : works
Maddness.bin (sososick tech test) : works
GBAdevad.bin : black screen
AsteroidJim.gba : intro screen then no response
impact.gba (Space Impact) : The enemies are now visible, they somehow don't die when shot at... You can actually play this game
Mario.gba : the slight imperfections are gone, but still no response
merry_christmas.gba : black screen
nexus.gba : hard to tell if this is working properly or not
vOthello.gba : intro screen appears, followed by an interrupt exception screen

The only existing rom to have an improvement is Space Impact

BUG: If you drag a file (with NDS extension) onto the exe, it gets opened in GBA mode

NDS testing:

Birds-arm9.bin : white screen
davr-arm9a.bin : purple top screen, black bottom screen
first1.bin : black top screen, the "lava" screen from 2d_emu.bin is in bottom screen
mines-arm9a.bin : top screen black, bottom screen blue. Click anywhere and top screen goes green. No further response. The screenshots show pictures and text, all of which is missing

No existing roms were improved.
NukeFall
Hmm while i dont have the same demos as you i do get different results on the ones that come with dsemu demos which happens to be none of the gba demos you listed but as for DS demos

davr-arm9a.bin - Just a Black Screen no purpule
mines-arm9a.bin - Can get past the touch to start screen and then get to the mine screen but after that it just seems to do nothing.
Birds-arm9.bin - Also just a white screen

Itd be nice to know where you got all those demos from so other people could test them. For some reason all these ds emulators seem to have something with compatability. Some roms will work on one person machine and not work on anothers and vice versa.

Ah i found the GBA demos ill just add the ones that ive had a difference on

ahawk - This one i can get past the difficulty and the other option and get to the main game background screen thing but it errors out after freezing

Around the world - Also a black screen that just errors out after a while

Impact - This one is odd. It seems that the FPS is way out of wack to the point where its going super fast compared to what it probably should be going. Also with the enemies it will randomly kill some of the enemys but not all of them and also some of them you can pass through but randomly some will kill you.

Mario - Not sure if this is a difference but itll show everything perfectly in the background but of course mario himself errors out the emu.

Othello - Im actually not sure if this isnt the same game but this one instantly errors.

Also if there are anything you might find suspicous in the logs would be these lines that are repeated several times when mario is run:

[20050402.18:40:54] Undefined opcode encountered: 97969594.
Said once

[20050402.18:40:54] Undefined opcode encountered: 0300430C.
Repeated like 315 times +- 10

[20050402.18:40:54] Undefined opcode encountered: 030000E8.
Repeated like 348 times +- 10

[20050402.18:40:54] Undefined opcode encountered: 0300430C.
only 33

[20050402.18:40:54] Undefined opcode encountered: 03007E2E.
Once

Then just a blank line.

Also i dont know if it matters but this
COPRO: Write to cpF c1/c0 op 0/0 from r1
and
COPRO: Write to cpF c9/c1 op 0/0 from r0

Showed up some times but this

COPRO: Read from cpF c0/c0 op 0/1 to r2

Was repeated ALOT during the Arm Wrestler possibly a reason while some of the screens blank out?

Some of those also appear in the games that white out. (Birds Mainly)

One more DS game tested which is davr's Drops one. It Runs the top as clue like it should but the bottem GBA part just blank screens i looked into the log and found these lines that show up in the following games

Birds
Minesweeper
Drops

[20050402.22:02:36] COPRO: Write to cpF c1/c0 op 0/0 from r1
[20050402.22:02:36] COPRO: Write to cpF c9/c1 op 0/0 from r0
[20050402.22:02:36] COPRO: Read from cpF c1/c0 op 0/0 to r0
[20050402.22:02:36] COPRO: Write to cpF c1/c0 op 0/0 from r1
[20050402.22:02:36] VRAM_CNT_0: master=1, offset=0: phys=00000, virt=000000
[20050402.22:02:36] VRAM_CNT_1: master=1, offset=0: phys=20000, virt=000000
[20050402.22:02:36] VRAM_CNT_2: master=5, offset=0: phys=40000
[20050402.22:02:36] VRAM_CNT_3: master=5, offset=0: phys=60000
[20050402.22:02:36] VRAM_CNT_0: master=0, offset=0: phys=00000, virt=800000
[20050402.22:02:36] VRAM_CNT_1: master=0, offset=0: phys=20000, virt=820000
[20050402.22:02:36] VRAM_CNT_2: master=1, offset=0: phys=40000, virt=000000
[20050402.22:02:36] VRAM_CNT_3: master=2, offset=0: phys=60000

All those games error in a somewhat similar way. Birds just whites out on the bottom screen. When you get past the touch screen start in Mineweeper the bottom GBA part messes up. And in the Drops Demo it also messes up on the bottom GBA part.

Well more on mario i found something in the debugger at least. The only R tahts not in the red is r07 everything else is red. Also everthing else like THUMB and ARM is just all F's

Edit: Ahhh i just saw your post in the bugs about the un things. Well just in case that was from before when you wernt working on that part of the Emu (since most of the psots after it were about it not playing ANY ds games not even demos) ill keep it there.
Robert
On the dsemu site is a page dedicated to compatibility testing. It has a number of tech test roms you can try out.

http://dsemu.oopsilon.com/compat.html

I decided to test all those roms with 2g...

testadd, testmul, testdiv : black screen - no real way to know whats happening

fontdisp : it says 256 colors, but its only B&W

fill1.bin : should be 3 stripes. Get a while sliver and it pauses itself

raster : looks ok, 3 trianges with changing colours, some text at the bottom

mode5 : 2 stick figures fight, when the screen is about 1/3rd full, one of the figures falls over and the whole thing stops

lgtron : doesn't look like tron at all. You use the keys to draw a white line. If you crash, the screen goes purple.

mode3 : works

afire : works

copperbars : works

sg_bump : works

tunnel : works

m5bump : works

wstein : flashes like crazy

leonard : black screen
NukeFall
Hehe completly missed that ill check it out

All same responses with those demos. Also about tron its called that cause of the racing scene in the movie. Also just press a to get past the purple screen.
Robert
Testing with gebea revealed a few things I was unaware of

With DSemu, these problems exist:

maddness : freezes at first screen

roto : intro screen writing is unreadable

blocktrap : freezes on first screen

santa_escapes_presents : credit intro screen is unreadble and then it freezes
NukeFall
Also using a credible GBA emu the Text file is working fully on DSemu its not supposed to have colored text

And so is impact apparently. That enemy thing must be a game bug. Ill test everything else that i tested with DSemu to check if its just a problem with the demo.

Ok. Only impact was like that.
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