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Yabause is a Sega Saturn emulator and took over as Yaba Sanshiro

Home Page: http://www.uoyabause.org

License: GNU General Public License v2.0

CMake 0.82% C 61.98% Java 0.14% Objective-C 1.04% Assembly 1.23% C++ 32.08% Swift 0.06% GLSL 0.03% Roff 0.02% Batchfile 0.01% Shell 0.01% Makefile 0.07% Ruby 0.01% Perl 0.01% Python 0.09% Objective-C++ 0.01% Kotlin 2.24% SourcePawn 0.17%

yabause's Introduction

Hi there 👋

yabause's People

Contributors

6lackmag3 avatar amon-x avatar barbudreadmon avatar benjaminsiskoo avatar d356 avatar devmiyax avatar esperknight avatar fcare avatar felipefpl avatar gitter-badger avatar guillaumito avatar kouta-kun avatar lazybunny avatar mrstevns avatar qingan1996 avatar rdanbrook avatar romeromalaquias avatar senseiram avatar

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yabause's Issues

[Sonic Jam] Crashed when using Sh2DnyaRec

When the game menu 'sonic hedgehog' is selected, yabause aborted.

F/libc    (16368): C:/ext/GitHub/YabauseLocal/yabause/src/sh2_dynarec/sh2_dynarec.c:6293: sh2_recompile_block: assertion "rs1[i+1]!=PR&&rs2[i+1]!=PR" failed
F/libc    (16368): Fatal signal 6 (SIGABRT), code -6 in tid 16951 (yabause.android)
I/DEBUG   (  221): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG   (  221): Build fingerprint: 'NVIDIA/foster_e_hdd/foster:5.1/LMY47D/32494_566.2783:user/release-keys'
I/DEBUG   (  221): Revision: '0'
I/DEBUG   (  221): ABI: 'arm'
I/DEBUG   (  221): pid: 16368, tid: 16951, name: yabause.android  >>> org.uoyabause.android <<<
I/DEBUG   (  221): signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr --------
I/DEBUG   (  221): Abort message: 'C:/ext/GitHub/YabauseLocal/yabause/src/sh2_dynarec/sh2_dynarec.c:6293: sh2_recompile_block: assertion "rs1[i+1]!=PR&&rs2[i+1]!=PR" failed'
I/DEBUG   (  221):     r0 00000000  r1 00004237  r2 00000006  r3 00000000
I/DEBUG   (  221):     r4 7b07bdb8  r5 00000006  r6 00000000  r7 0000010c
I/DEBUG   (  221):     r8 11060010  r9 7a604630  sl 7b07bb2d  fp 7a6d4700
I/DEBUG   (  221):     ip 00004237  sp 7b07b878  lr 405fed55  pc 406220cc  cpsr 60030010
I/DEBUG   (  221):
I/DEBUG   (  221): backtrace:
I/DEBUG   (  221):     #00 pc 0003b0cc  /system/lib/libc.so (tgkill+12)
I/DEBUG   (  221):     #01 pc 00017d51  /system/lib/libc.so (pthread_kill+52)
I/DEBUG   (  221):     #02 pc 00018963  /system/lib/libc.so (raise+10)
I/DEBUG   (  221):     #03 pc 00015105  /system/lib/libc.so (__libc_android_abort+36)
I/DEBUG   (  221):     #04 pc 0001305c  /system/lib/libc.so (abort+4)
I/DEBUG   (  221):     #05 pc 00016421  /system/lib/libc.so (__libc_fatal+16)
I/DEBUG   (  221):     #06 pc 00015189  /system/lib/libc.so (__assert2+20)
I/DEBUG   (  221):     #07 pc 000c00ac  /data/app/org.uoyabause.android-1/lib/arm/libyabause_native.so (sh2_recompile_block+47860)
I/DEBUG   (  221):     #08 pc 000c1a64  /data/app/org.uoyabause.android-1/lib/arm/libyabause_native.so (get_addr+164)
I/DEBUG   (  221):     #09 pc 000c2600  /data/app/org.uoyabause.android-1/lib/arm/libyabause_native.so (verify_code+88)
I/DEBUG   (  221):
I/DEBUG   (  221): Tombstone written to: /data/tombstones/tombstone_01

Emulator does not seem to keep saves made to ram or internal storage

When I try to save inside panzer dragoon saga I get confirmation that the save has been completed but when I close the game and open it up again and try to load the save I made, it says there is none there. I know you can save states externally with the emulator, I'm mainly concerned beçause of the need to have an internal save to start the next disk of a multi disk game like panzer dragoon saga.

[SonicR] RGB0 is not correct

refernce SSF

image

Ybause
image

Using Parameter A
Coefficient Table Enabled(Mode 0)
8-bit(256 colors)
Tile(2H x 2V)
Plane Size = 1H x 1V
Pattern Name data size = 1 word
Character Number Supplement bit = 0
Special Priority bit = 0
Special Color Calculation bit = 0
Supplementary Palette number = 0
Supplementary Color number = 8
Plane A Address = 00060000
Plane B Address = 00062000
Plane C Address = 00064000
Plane D Address = 00066000
Plane E Address = 00068000
Plane F Address = 0006A000
Plane G Address = 0006C000
Plane H Address = 0006E000
Plane I Address = 00070000
Plane J Address = 00072000
Plane K Address = 00074000
Plane L Address = 00076000
Plane M Address = 00078000
Plane N Address = 0007A000
Plane O Address = 0007C000
Plane P Address = 0007E000
Sprite Window Enabled:
Display outside of Window
Window Overlap Logic: AND
Color Ram Address Offset = 100
Priority = 2
Color Calculation Enabled
Extended Color Calculation Enabled
Color Calculation Ratio = 3:29
Color Offset A Enabled
R = 0, G = 0, B = 0
Special Color Calculation 3

[Resident Evil] menu not displayed

Left picture : SSF 0.12 R4
Right picture : Yabause 0.9.14 08.02.2015

Menu is not displayed.

resident evil devmiyax

With NBG0 off, you can see the menu, but the background is not displayed.

resident evil devmiyax nbg0 off

Thanks for your message :) Good to see you too.

Do you want all the report here or on yabause-ogl ?

Btw, thanks for dead or alive and Dungeon Master Nexus fixes :)

Asynchronous rendring

Asynchronous rendering is highly recommended!

Currently, Yabause emulates CPU and VDP(GPU) synchronously.
At first, CPU is emulated for 16.666 msec(in emulated time), then VDP(GPU) is emulated.
CPU is not emulated while VDP(GPU) is emulated.

But on the real SEGA SATURN, CPU and VDP(GPU) is independent and run asynchronously.
Furthermore modern CPUs are multi-core.

Separating CPU and VDP(GPU) emulation is expected to increase total emulation speed.

So, I implement it.

https://www.youtube.com/watch?v=Og11R6-b_T4

[Amok] Language screen bug and improvements.

Left picture : Yabause 08.02.2015
Right Picture : Yabause 08.15.2015

In game is better.

amok_devmiyax_08 05 2015

Left picture : Yabause 02.08.2015 (Software renderer)
Right Picture : Yabause 08.15.2015 (OpenGL renderer)

Screen is messed.

amok_devmiyax_language_bug_08 05 2015

FrameBuffer reading

Enable function read VDP1 frame buffer data from CPU or DMA.
This function needs to Burning Reneger.

080000H~0BFFFFH

Nights Special Xmas Edition Background Bug

When playing the Japanese version of Nights Special Xmas edition which I assume is Christmas Nights, the background layer will constantly blink to black and back if you are playing in the snow version of the first level. If you play the normal version of the level, it's fine. Below is a youtube video showing the issue.

http://youtu.be/2suJ8OOCSG4

[Sega Rally] Crash when second stage is started.

F/libc ( 8777): Fatal signal 7 (SIGBUS), code 1, fault addr 0xf711f739 in tid 13195 (yabause.android)
I/DEBUG ( 220): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 220): Build fingerprint: 'NVIDIA/foster_e_hdd/foster:5.1/LMY47D/32494_566.2783:user/release-keys'
I/DEBUG ( 220): Revision: '0'
I/DEBUG ( 220): ABI: 'arm'
I/DEBUG ( 220): pid: 8777, tid: 13195, name: yabause.android >>> org.uoyabause.android <<<
I/DEBUG ( 220): signal 7 (SIGBUS), code 1 (BUS_ADRALN), fault addr 0xf711f739
I/DEBUG ( 220): r0 f77af77a r1 f795f795 r2 0000003f r3 00000001
I/DEBUG ( 220): r4 f711f711 r5 7c7fb000 r6 7c400000 r7 f77af77b
I/DEBUG ( 220): r8 424000c0 r9 407c1ad4 sl 0000000f fp 00008000
I/DEBUG ( 220): ip 00000000 sp 7b0fbb98 lr 4079ab39 pc 4078d57c cpsr a0030030
I/DEBUG ( 220):
I/DEBUG ( 220): backtrace:
I/DEBUG ( 220): #00 pc 0004257c /system/lib/libc.so (je_arena_dalloc_bin_locked+399)
I/DEBUG ( 220): #1 pc 0004fb35 /system/lib/libc.so (je_tcache_bin_flush_small+240)
I/DEBUG ( 220): #2 pc 0004fd45 /system/lib/libc.so (je_tcache_event_hard+52)
I/DEBUG ( 220): #3 pc 0004a485 /system/lib/libc.so (ifree+688)
I/DEBUG ( 220): #4 pc 00012dc7 /system/lib/libc.so (free+10)
I/DEBUG ( 220): #5 pc 000a585c /data/app/org.uoyabause.android-1/lib/arm/libyabause_native.so (invalidate_page+88)
I/DEBUG ( 220): #6 pc 000a5b24 /data/app/org.uoyabause.android-1/lib/arm/libyabause_native.so (invalidate_blocks+540)
I/DEBUG ( 220): #7 pc 000a5e14 /data/app/org.uoyabause.android-1/lib/arm/libyabause_native.so (invalidate_addr+168)
I/DEBUG ( 220): #8 pc 000c2d04 /data/app/org.uoyabause.android-1/lib/arm/libyabause_native.so (WriteInvalidateWord+40)

Resident Evil Rendering issues

The scene transitions when a character moves to another point on the scene sometimes shows static or objects over backgrounds. Polygon characters are not aligned correctly on the joints and some polygons are missing from the characters. Most noticeable with Jill's head. Here is a youtube video:

https://www.youtube.com/watch?v=ppgdcAGMTlg

Megaman X4 Controller Disconnects

When running Megaman X4, the control pad will disconnect reconnect over and over and the game will warn about it ingame. The game is unplayable because of this, but otherwise looks pretty well rendered.

[Shining the Holy Hark] Some Issues on android version

Hi ! First of all, thank you for your wonderful emulator (and sorry for my bad english in advance) This version works fine, awesome FPS make it great ^^ But there's some graphic issues in Shining the Holy Ark RPG :

  • Whole texts appears to be black. It's managable, but a little bit disturbing.
  • Map is fully black. It seems to be the same issues as the text, but it looks like it's "transparent". You simply can't read it.

I hope those informations will allow you to fix it. ^^

Thanks again for your work, your emulator is really refreshing :-)

Regards !

Grandia red screen

When you launch Grandia, the game loads fine but gets stuck at a red screen after the GameArts logo animation.

Game execution using Intents

Hello,

will you consider supporting game execution through intents, so that 3rd-party applications can launch games using your emulator? (i.e. Gamesome/Nostalgia/Hyperspin)

Sate save and load

  • Automatically save state 'OnPause'
  • Add Resume button on Home Activity
  • Save slot and Load slot menu on Game Activity
  • JNI Interface to call
  int YabSaveStateSlot(const char *dirpath, u8 slot);
  int YabLoadStateSlot(const char *dirpath, u8 slot);

dlopen failed: cannot locate symbol "rand" referenced by "libyabause.so"... On Game Load

I tried this Emulator on a Cloudnetgo C16 (RK3288 chipset TV box) and it crashes as soon as you select a game. I've attached a stacktrace if it's any help...

05-09 13:55:57.191    5180-5180/org.yabause.android E/dalvikvm﹕ dlopen("/data/app-lib/org.yabause.android-1/libyabause.so") failed: dlopen failed: cannot locate symbol "rand" referenced by "libyabause.so"...
05-09 13:55:57.191    5180-5180/org.yabause.android E/AndroidRuntime﹕ FATAL EXCEPTION: main
    Process: org.yabause.android, PID: 5180
    java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "rand" referenced by "libyabause.so"...
            at java.lang.Runtime.loadLibrary(Runtime.java:364)
            at java.lang.System.loadLibrary(System.java:526)
            at org.yabause.android.Yabause.<clinit>(Yabause.java:447)
            at java.lang.Class.newInstanceImpl(Native Method)
            at java.lang.Class.newInstance(Class.java:1208)
            at android.app.Instrumentation.newActivity(Instrumentation.java:1061)
            at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2112)
            at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2245)
            at android.app.ActivityThread.access$800(ActivityThread.java:135)
            at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1196)
            at android.os.Handler.dispatchMessage(Handler.java:102)
            at android.os.Looper.loop(Looper.java:136)
            at android.app.ActivityThread.main(ActivityThread.java:5017)
            at java.lang.reflect.Method.invokeNative(Native Method)
            at java.lang.reflect.Method.invoke(Method.java:515)
            at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:794)
            at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:610)
            at dalvik.system.NativeStart.main(Native Method)

Yabause on Kit Kat.

First of all, just a quick word to say what fantastic progress you have made from the youtube vids I have seen - the emu is really gathering exciting pace.
Now my issue:- I am running a note 4 on Kit Kat and as you are no doubt aware I cannot use latest Yabause builds, to my utter disappointment. Please can you tell me if and when you intend to make latest builds Kit Kat compatible as I am dying to try it. It seems unfair you would limit Yabause to just Lollipop as Kit Kat uses opengl es3 too. I am not the only one asking this question so any info you could pass on would be much appreciated.
King regards.

Shield TV Support

Does the emulator work on the new Shield TV console? I'm getting it soon and would like to test the emulator on it. Also, is there a step by step instruction page to compile binaries for this Android version of Yabause with Windows?

Opengles 2.0 support

Hi! Is it possible to include opengles 2.0 support for older android devices? eg, the Ouya. Thanks :)

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