Is the ROM compatability greater/equal compared to GBARunner 2?
What are the differences ?
Sorry I'm just curious, I havn't used any of the two (yet).
I made a little video xD
We were thinking of doing something more similar to A9SP or the stock firmlaunch where we just put a bunch of data loaded into FCRAM (aligned to some address), then when open_agb_firm boots it'd just have to check a few locations in memory - FCRAM isn't actually properly cleared on reboot. Don't know how doable it'd be for 32MiB carts, since it needs to be loaded into a single physically contiguous location.
(there's this for reference https://github.com/d0k3/GodMode9/blob/master/arm9/source/godmode.c#L2100)
Yeah one of the things we discussed was to use the already existing launchers and just have fastboot boot open_agb_firm when the BOOTENV is GBA mode (profi is one of the main devs too). Then we just use the firmlaunch parameters set up and that'd be more or less it afaict (havent really tried it myself tbh).IMHO, it's easier to do a boot override forking fastboot or luma using a little struct in FCRAM in the same fashion. Really easy to do, your code is already compatible with that and not only would allow rebooting from a CIA into open_agb_firm but also writing to FCRAM from open_agb_firm to boot back into another thing.
profi200 said:Some people probably noticed when i pushed this file. The idea is to make a database of save types for all GBA games ever released numbered using the no-intro.org database. Similar databases (script to convert) exist but there are a number of problems with them. They are not numbered using the no-intro db and i found several broken games testing only a hand full of them (mostly the less popular games).
The big question: Why?
Because all save type detection attempts so far didn't give satisfying results. The biggest problem are EEPROM games where i just can't properly detetct if 4k or 64k.
I surely won't go over the almost 3000 games alone so i want to make this a community effort.
Rules:
To make this easier i will probably make a build including a save type selector later.
- Your dump must be a known good dump verified using the linked release database.
- If you own the original cartridge and it uses a flash save type please open it and identify the save chip used on that cartridge and mark the submitted entry as "verified". This is important to identify the proper flash manufacturer used in a cart.
- If the first 3 of the 4 letters game code matches for all languages/regions, each entry is for all of them so the same game doesn't need to be included multiple times.
- If you don't know the save type always start with the smallest size (without Real-Time Clock) and verify the game is saving properly and loading the savegame works. If the game freezes and it's a verified dump it probably means wrong save type.
- If a game uses a special cartridge with extra hardware like Real-Time Clock mark the entry as such.
This is subject to change.
I prefer launching it how it is now due to how fast you can get a game loaded. No need to wait for system menu to load ect.This is awesome! If it gets a proper GUI and a way to launch it from the 3DS Home Menu I can definitely see me using this.
+1I prefer launching it how it is now due to how fast you can get a game loaded. No need to wait for system menu to load ect.
I prefer launching it how it is now due to how fast you can get a game loaded. No need to wait for system menu to load ect.
He is banned and as such cannot reply@profi200 What method do you used to show graphics on the bottom screen through AGB? It has weird scrolling issues on Katsukity's card.
@profi200 What method do you used to show graphics on the bottom screen through AGB? It has weird scrolling issues on Katsukity's card.
He is banned and as such cannot reply
Not in the slightest. GBAtemp has no relevancy to what he does on github or on IRCIs this likely to affect him working on this project ?