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GBC+SGB Border feature (like in Rew)

Posted: Tue Sep 04, 2012 3:57 pm
by zeta1

Hi, Rew (one of the old S/GB/C emulators around) had a nifty feature allowing emulation of a GBC with the the SGB border, allowing the full colour palette of the GBC to be run alongside any SGB border present in the game. VBA-M seems to have pure SGB emulation which limits the palette for games running in SGB mode. While I understand this is for greater emulation accuracy and probably some technical reasons is there no way, even a hacky one, of getting just the border around a standard GBC screen like in Rew? It really helps improve the experience instead of the big monochrome solid color fill around the current automatic GBC setup with border automatic enabled which fills up with strange colours such as blue with warioland 2 and cyan with Link's awakening. Maybe it's expected behaviour but having this alternate option would be really good for revisiting these old classics! (And I'm surprised it's not actually there!) On a side note, thanks for improving VBA-M continuously, having the ability to use 4xBR Kega Fusion filters among the many other fixes and optimisations is awesome!


GBC+SGB Border feature (like in Rew)

Posted: Wed Sep 05, 2012 2:46 am
by Squall Leonhart

VBA has this

it was removed by PokemonHacker during his bout of "Remove all hacks" in the 1.8cvs

 

putting it back in shouldn't be too hard if i try and search through all the cvs changes (just don't have the time for that)


GBC+SGB Border feature (like in Rew)

Posted: Wed Sep 05, 2012 3:33 pm
by Iconoclast

I'm used to it on "fagGit". [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />

 

It's a bit of a pain to memory match while binary-sorting through commits, but when it comes to balancing when to rewrite zilmar's code and when to revert to test where and why he might have done something his way it's the only option. It's a lot easier too with simple projects where the code compiles straight out of the box with just copy-paste, which I don't think that VBA-M is that sort of thing since it uses a very big chain of source files compared to what I maintain.

 

But I don't know how CVS works anyway, so it's not like I'm being helpful here.


GBC+SGB Border feature (like in Rew)

Posted: Wed Sep 05, 2012 5:47 pm
by zeta1

Ok, given some pointers maybe I could try and locate the portion implementing this, I may not have much programming experience but worth a shot, GBC emulation is so much better with this option for compatible games, more used screen space (for some reason I haven't been able to get the output to vertically fill my 16:9 screen completely for GBC only)!


GBC+SGB Border feature (like in Rew)

Posted: Wed Sep 05, 2012 6:21 pm
by Squall Leonhart

haha, i just spent several hours pouring over the source, and i couldn't see what broke

 

infact, the "broken" still has references to cgbsgbborder support [img]<fileStore.core_Emoticons>/emoticons/mellow.png[/img]/emoticons/mellow@2x.png 2x" width="20" height="20" />


GBC+SGB Border feature (like in Rew)

Posted: Sat Sep 08, 2012 12:09 am
by tysonrss

haha, i just spent several hours pouring over the source, and i couldn't see what broke

 

infact, the "broken" still has references to cgbsgbborder support [img]<fileStore.core_Emoticons>/emoticons/mellow.png[/img]/emoticons/mellow@2x.png 2x" width="20" height="20" />

 

Not to mention the lk-hhj-ff section that has been quite buggy itself.