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no$gba 2.6a released!

spotanjo3

Active member
As with the last release, you need to donate to get 2.6a.
The version that can be freely downloaded is now 2.6.

Chagnes:

The 3D rendering engine is now almost twice as fast as in v2.6, parts due to using MMX code, parts due to general optimizations. Most games aren't running that much faster, though the improvement may be significant in games that have high rendering load combined with little cpu load.
The new Auto Backup detection does detect the correct type when starting the game, and (theoretically) it should properly save data later on in the game (though without at least a gigahertz computer, it'd be a pain to verify that).

(faster 3d rendering, backup detect, rtc-irq, better texture interpolation,)
(perfectly accurate edge-marking, translucent-poly-id, shadow-poly support,)
(capture in vram display mode, debug gui/warnings, cpu/ipc/div/sqrt details)
- free-download: old no$gba v2.6 gaming version now free for everybody - enjoy
- debug/symbols: resize function for Alt+L symbol list window (saved in .ini)
- debug/internal: changed computer_id handling for compatibility with win vista
- nds/debug: allows nintendo to mis-use clipmtx_result for detecting their emu
- nds/debug: allows to override mis-declared-thumb-functions by crude $t labels
- nds/rtc: triggers IRQ when SI changes HI-to-LO (only when SI-IRQ is enabled)
- hll-version: demangles strange new "_ZN3txt3txtEii" and "_Z3txtii" type labels
- nds/gba/rcnt: allows to generate SI interrupts manually by toggling RCNT bits
- nds/gba/rcnt: internally memorizes rcnt-output bits (additionally to inputs)
- nds/rtc: passes rtc 1Hz/2Hz/4Hz/8Hz/16Hz or per-minute IRQ to rcnt SI input
- nds/3d: soft-speedup: uses clean 80286 shift opcodes (instead slow 80386 shrd)
- nds/3d: soft-speedup: new scaled side_clip_x allowed to re-remove pre_add_mask
- nds/3d: soft-speedup: scaled side_clip_x coords from 0..len to 0..7FFFFFFFh
- nds/3d: soft-accuracy: texture/color interpolation with variable pre_add_mask
- nds/details: emulates all newly discovered ipcfifo/div/sqrt technical details
- nds/help: added tech specs on div/sqrt (readonly results, start/stop timings)
- nds/help: added tech specs on ipcfifo (edge triggered, underrun, fifo-disable)
- nds/help: added user settings 076h (language mask) and header 01Dh (ique flag)
- nds/3d: soft-detail: edge-mark: recurses surrounding depth values (less only)
- nds/3d/help: added more technical notes on edge marking (depth and polygon_id)
- nds/a22i: auto generates chinese crc upon .fix directive (only if version=2)
- nds/help: added info on chinese title in icon/title region (addr/version/crc)
- cpu/internal: reduced 32bit test/and to 8bit (al/bl/cl/dl instead eax/ebx/etc)
- cpu/detail: emulates mis-aligned thumb bx/blx and arm bx/blx (with warning)
- cpu/detail: emulates mis-aligned rd=r15 in arm alu opcodes (thanks jonathan)
- nds/3d/help: added double-blended-edge-glitch (edge-marking plus anti-alias)
- nds/3d/help: added translucent-edge-glitch (edge-marking plus anti-aliasing)
- nds/backup: supports re-detection (games with faulty initial initialization)
- nds/backup: added bus-width auto detection (redirecting to new general types)
- nds/backup: added new types (3x general types) (and 1x sanyo, thanks flubba)
- nds/3d: soft-detail: edge-mark: handles edges at screen border (via clear_id)
- nds/3d: soft-detail: edge-mark: applies edges in respect to surrounding pixels
- nds/3d: soft-detail: edge-mark: internally stores edge_flag for possible edges
- nds/debug: allows some games to initialize not-existing port 4001004h to zero
- nds/debug: allows nintendo to use faulty ldmib with base-inclusion-writeback
- nds/debug: allows nintendo to use invalid stmib/ldmib user bank writeback
- nds/debug: allows nintendo to write more serious nonsense to (R) baseband regs
- nds/timings: re-fixed arm7/arm9 sync (new arm9-66MHz timings vs arm7-33MHz)
- nds/video: supports capture from 2d/3d engine in vram display mode (nanostray)
- nds/help: added note on undoc nds7 port 4001080h (used by ds-lite firmware)
- nds/help: added optical mouse sensor (slider controller) (thanx daniel palmer)
- nds/help: added firmware wifi internet access point settings info (thanks cue)
- nds/help: added user settings 066h (year) and 075h (ext language) (thanks cue)
- screenshot: converts 32bpp images to 24bpp (smaller and more standard files)
- nds/3d: soft-detail: prevents rendering of translucent polys with same poly_id
- nds/3d: soft-detail: supports shadow polygons (mask/render, step 1 and step 2)
- nds/3d: soft-speedup: scaled perspective correct clp.x from 0..len to 0..7FFFh
- nds/3d: soft-speedup: mmx: faster texcoord_clipping (no_repeat,repeat,flipped)
- nds/3d: soft-speedup: pre-calc tex_clip proc, collapsed 32:32 tex_xy to 16:16
- nds/3d: soft-speedup: pre-explodes edge_color_table, optimized alpha blend
- nds/3d: soft-speedup: mmx: processes two rgba-pairs and tex_xy-pairs at once
- nds/3d: soft-speedup: mmx: nonlinear color_rgb and texcoord_xy interpolation
- nds/3d: soft-detail: stores fog bit in framebuffer (opaque/trans=replace/and)
- nds/3d: soft-speedup: mmx: linear color_rgb and texcoord_xy interpolation
- nds/3d: soft-speedup: merged texture addressing and blending into single proc
- nds/3d: soft-speedup: mmx: faster texture blending (modulate/toon/highlight)
- nds/3d: soft-speedup: pre-calculates soft3d_tex_blend_proc for blendtype/mmx
- nds/3d: soft-speedup: uses mmx (if present) (otherwise stays 80386 compatible)
- nds/3d: soft-speedup: collapsed scanline_rgba from 32:32:32:32 to 8:8:8:8 bits
- detect: added no$gmb-386/486/cpuid detection, internal: rdtsc (3d/re selftest)

Site @ http://nocash.emubase.de/gba.htm
 

spotanjo3

Active member
Yes, that's right. Go and download it. I have 2.6a already right away and it is amaze and lots of improvement over 2.6! You will be pleased with 2.6 over 2.5c too. ;)
 

spotanjo3

Active member
I'm going to test if they repair the mic issue in pokemon diamond

No, there is no "THEY".. The developer is alone and his name is Martin Korth, ok ?

No, he didnt repair the mic issue in pokemon diamond.. Because nothing's wrong with the mic issue. It's working fine and perfectly.

Something is wrong with your computer and mic that didnt recongized no$gba, ok ? :)
 
but rockman i told you i'm not the one with that problem i saw many forums so many people have that issue this martin guy must check it out ;)
 

spotanjo3

Active member
but rockman i told you i'm not the one with that problem i saw many forums so many people have that issue this martin guy must check it out ;)


No, he didnt check much in there. Obvious, you missed his email I posted somewhere before:

He said it's depend on your computer.. Not no$gba itself for mic is fully emulated and he is right. Mine is perfectly and not "so many people have that issue" There are some people have problem like your.. "SOME" is the issue those people have to deal with their mic problem from the computer or mic itself.. Not the emulator. :)



Go and ask Dualscreenman there. He said mic is fine and have nothing to be fix about. It is your tool and your computer, that's about it. Now, no people complaint about mic for 2.6a so far.:)

I m sorry but I test it for you before and it's working perfectly fine. maybe your mic isn't accept no$gba or something.
 
Last edited:

FFX~Valefor

FF's lover
OMG!!!
i got no$gba 2.6a,the difference is sooooo big
at last the save type is no problem any more
great congratsulations to the developer
if every month the progress is like this then in 1 year he will have made a full working nds emu!
 
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