problemkaputt.github.io/gbapics.htm
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<HTML><HEAD>
<TITLE>No$gba Screenshots</TITLE>
<META NAME="GENERATOR" CONTENT="nocash XED editor">
<META NAME="Author" CONTENT="Nocash / Martin Korth">
<META NAME="Description" CONTENT="No$gba Gameboy Advance Debugger Screenshots">
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
<!----------------->
<FONT SIZE=+2><B>No$gba Screenshots</B></FONT>
<HR><P>
<!----------------->
<B>NDS 3D Viewer</B> shows a list of the current frame's geometry commands, and position/color/texture/lighting information for the selected command.<BR>
<TABLE>
<TR><TD><IMG SRC="nds-tv1.gif" WIDTH=578 HEIGHT=430 ALT="Vram Viewer - BG Layer Screens">
<BR><B>Red Laser Lines</B> are shown for the polygons of the currently selected begin_vtxs.</TD>
<TD><IMG SRC="nds-tv2.gif" WIDTH=578 HEIGHT=430 ALT="Vram Viewer - Tile Memory">
<BR><B>Laser Pointer</B> shows a line from the center of the screen to the selected vtx_coordinates.</TD></TR>
</TABLE><HR><P>
<!----------------->
<B>New Nindendo DS I/O Map windows</B> with information about all documented and undocumented ARM9 and ARM7 ports.<BR>
<TABLE>
<TR><TD><IMG SRC="nds-io1.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 1"></TD>
<TD><IMG SRC="nds-io2.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 2"></TD></TR>
<TR><TD><IMG SRC="nds-io3.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 3"></TD>
<TD><IMG SRC="nds-io4.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 4"></TD></TR>
<TR><TD><IMG SRC="nds-io5.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 5"></TD>
<TD><IMG SRC="nds-io6.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 6"></TD></TR>
<TR><TD><IMG SRC="nds-io7.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 7"></TD>
<TD><IMG SRC="nds-io8.gif" WIDTH=636 HEIGHT=461 ALT="I/O Map, Page 7"></TD></TR>
</TABLE><BR>
<HR><P>
<!----------------->
<B>Profiler Window</B> displays number of calls to each procedure, and the
number of clock cycles being spent in each procedure (optionally including
cycles being spent in sub-routines). Allows to locate inefficient
time-consuming procedures and to improve the program.<BR>
<TABLE>
<TR><TD><IMG SRC="gba-pro1.gif" WIDTH=440 HEIGHT=433 ALT="Profiler Tree"></TD>
<TD><IMG SRC="gba-pro2.gif" WIDTH=369 HEIGHT=272 ALT="Profiler Path"><BR>
<B>Tree</B> shows which procs have called which sub-routines. Sound/blanking DMAs and IRQs appear as root entries.<BR>
<B>Path</B> shows current branch of the tree, from entrypoint (top) to current proc (bottom), including any currently executed (nested) interrupt handler(s).<BR>
<B>List</B> shows profiling information. By clicking on the column headers the table can be sorted by name, address, cycles, and number of calls.<BR>
</TD>
<TD><IMG SRC="gba-pro3.gif" WIDTH=440 HEIGHT=446 ALT="Profiler List"></TD></TR>
</TABLE><BR><HR>
<!----------------->
<B>Main Debugscreen</B>
at medium font size, source code with light blue background, small game
screen in upper/right, this example uses native disassembler syntax.<BR>
<TABLE><TR VALIGN=TOP>
<TD><IMG SRC="gba-1024.gif" WIDTH=1017 HEIGHT=702 ALT="Debugscreen with Source code"></TD>
<TD>
<B>Patched "Courier New" Font</B> uses large arrow symbols, and different shapes
for "l" (lowercase letter) and "1" (numeric digit).<BR>
<IMG SRC="gba-fnt.gif" WIDTH=220 HEIGHT=165 ALT="Patched Font"><BR>
<B>Arrow Symbols</B> indicate jump direction.
Forward, Backward, or Call to sub-routine.<BR>
<IMG SRC="gba-cond.gif" WIDTH=220 HEIGHT=86 ALT="Conditionals"><BR>
<B>During Tracing</B> the debugger displays the current opcodes condition
(true or false), indicating if the opcode is about to be executed or not.<BR>
</TD>
</TR></TABLE><BR><HR>
<!----------------->
<B>Game Screen</B> can be freely resized, optionally preserves aspect ratio
and 'full' pixels.
<B>Up to four gameboys</B> can be debugged with multiplayer cable emulation.<BR>
<TABLE><TR VALIGN=TOP>
<TD><IMG SRC="gba-scr1.gif" WIDTH=488 HEIGHT=344 ALT="Game Screen - Resized to double size"><BR>
Library Data Banks last updated 24 Nov 2150.</TD>
<TD><IMG SRC="gba-scr4.gif" WIDTH=509 HEIGHT=365 ALT="Game Screen - Four Player mode"></TD>
<TD><IMG SRC="gba-ver.gif" WIDTH=243 HEIGHT=178 ALT="About Box"><BR>
<B>About Box</B> displays version number, homepage, and registration
information.<BR>
<B>Email address</B> allows <I>registered developers</I> to send constructive
feedback, questions, comments, suggestions, and bug reports.
</TD>
</TR></TABLE>
<BR><HR>
<!----------------->
<TABLE>
<TR><TD>
<B>Using small fonts</B> optionally provides more space for other windows,
and works fine at 640x480 pixels screen resolution. This example uses nocash
disassembler syntax, which does among others support "0NNNh" numeric format.<BR>
<IMG SRC="gba-640x.gif" WIDTH=642 HEIGHT=456 ALT="Small Debugscreen at 640x480 pixel resolution">
<B>Built-in Hardware Specifications</B> allow to review important
details about registers, memory, and opcodes at any time during
debugging (right picture).<BR>
</TD>
<TD><IMG SRC="gba-spex.gif" WIDTH=609 HEIGHT=566 ALT="Built-in Programming specifications"></TD></TR>
</TABLE>
<BR><HR>
<!----------------->
<B>GBA I/O Map windows</B> with information about all existing GBA ports.
Optionally, the six windows can be displayed as a single large window.<BR>
<TABLE>
<TR><TD><IMG SRC="gba-io1.gif" WIDTH=366 HEIGHT=428 ALT="I/O Map, Page 1"></TD>
<TD><IMG SRC="gba-io2.gif" WIDTH=366 HEIGHT=428 ALT="I/O Map, Page 2"></TD>
<TD><IMG SRC="gba-io3.gif" WIDTH=366 HEIGHT=428 ALT="I/O Map, Page 2"></TD></TR>
<TR><TD><IMG SRC="gba-io4.gif" WIDTH=366 HEIGHT=428 ALT="I/O Map, Page 1"></TD>
<TD><IMG SRC="gba-io5.gif" WIDTH=366 HEIGHT=428 ALT="I/O Map, Page 2"></TD>
<TD><IMG SRC="gba-io6.gif" WIDTH=366 HEIGHT=428 ALT="I/O Map, Page 2"></TD></TR>
</TABLE><BR>
<HR><P>
<!----------------->
<B>The VRAM Viewer</B> allows to view the various BG layers, Tiles, Objects, and
other video memory.<BR>
Moving the mouse arrow on a specific tile or object gives more information.<BR>
<TABLE>
<TR><TD><IMG SRC="gba-tv1.gif" WIDTH=576 HEIGHT=428 ALT="Vram Viewer - BG Layer Screens"></TD>
<TD><IMG SRC="gba-tv2.gif" WIDTH=576 HEIGHT=428 ALT="Vram Viewer - Tile Memory"></TD></TR>
<TR><TD><IMG SRC="gba-tv3.gif" WIDTH=576 HEIGHT=428 ALT="Vram Viewer - OAM Screen"></TD>
<TD><IMG SRC="gba-tv4.gif" WIDTH=576 HEIGHT=428 ALT="Vram Viewer - Palettes"></TD></TR>
</TABLE><HR><P>
<!----------------->
<B>The Setup Screens</B> allow to customize the program.<BR>
Additionally, further options are found in VRAM Viewer screens,
Debug and Emulation windows can be freely resized.<BR>
<TABLE>
<TR><TD><IMG SRC="gba-set1.gif" WIDTH=401 HEIGHT=449 ALT="Setup Screen, Page 1"></TD>
<TD><IMG SRC="gba-set2.gif" WIDTH=401 HEIGHT=449 ALT="Setup Screen, Page 2"></TD>
<TD><IMG SRC="gba-set3.gif" WIDTH=401 HEIGHT=449 ALT="Setup Screen, Page 3"></TD></TR>
<TR><TD><IMG SRC="gba-set4.gif" WIDTH=401 HEIGHT=449 ALT="Setup Screen, Page 4"></TD>
<TD><IMG SRC="gba-set5.gif" WIDTH=401 HEIGHT=449 ALT="Setup Screen, Page 5"></TD>
<TD><IMG SRC="gba-set6.gif" WIDTH=401 HEIGHT=449 ALT="Setup Screen, Page 6"></TD></TR>
</TABLE><HR><P>
<!----------------->
<B>Debug Messages</B> are text strings that can be defined in source code. The debugger resolves
parameters contained in the message strings.<BR>
<TABLE><TR>
<TD><IMG SRC="gba-dmsg.gif" WIDTH=380 HEIGHT=288 ALT="Debug Message Window"></TD>
<TD><IMG SRC="gba-xcp1.gif" WIDTH=261 HEIGHT=144 ALT="Warning Messages..."><BR>
<IMG SRC="gba-xcp3.gif" WIDTH=261 HEIGHT=144 ALT="Warning Messages..."></TD>
<TD><IMG SRC="gba-xcp4.gif" WIDTH=261 HEIGHT=144 ALT="Warning Messages..."><BR>
<IMG SRC="gba-xcp2.gif" WIDTH=261 HEIGHT=144 ALT="Warning Messages..."></TD>
</TR></TABLE>
<B>Warning Messages</B> notify the user about invalid or suspicious
operations. The debuggers code window is automatically moved to the
fault location.<BR>
<BR><HR>
<!----------------->
<TABLE><TR><TD>
<TABLE HEIGHT=412><TR><TD VALIGN=TOP>
<B>Xboo Utility Function</B> uses simple parallel port cable connection to
upload multiboot files into GBA work RAM, and to write rom-images onto any
flashcard in GBA cartridge slot.<BR>
</TD></TR><TR><TD>
<IMG SRC="gba-xboo.gif" WIDTH=381 HEIGHT=193 ALT="Xboo upload box"></TD>
</TD></TR><TR><TD>
<B>Highspeed Checksum Mechanism</B> used to detect/skip unchanged flashcard
sectors to reduce write/erase times.<BR>
</TD></TR><TR><TD VALIGN=BOTTOM>
<HR>
<B>Lifetime Window</B> for EEPROM and FLASH backup memory - logs number of
writes per sector.
</TD></TR></TABLE>
</TD><TD>
<IMG SRC="gba-life.gif" WIDTH=455 HEIGHT=412 ALT="Media Lifetime Window">
</TD></TR></TABLE>
<BR><HR>
<!----------------->
<B>Commercial Orientated Emulators</B> - there are a number of other great GBA
and DS emulators available to the community for free (ie. to people in western
industrial nations). As for everybody else: None of them is working
on your fucked-up old and lame computer (except for Boycott Advance, nice work).
Also, EloGBA aka PCAdvance aka MappyVM are looking very promising, all three
versions don't seem to have video and joypad support yet, but the two newer
versions are already supporting the black backdrop color in Fzero.
Anyways, the programs are probably pretty cool, I guess it's just me whom
can't figure out what's going on in the dev-scene :-) well, I guess the dev-scene
doesn't know what I am talking about either. So, it's just okay.<BR>
<TABLE><TR>
<TD><A HREF="http://www.desmume.com/"><IMG SRC="desmume.gif" WIDTH=320 HEIGHT=110 ALT="DeSmuME"></A><BR>
<A HREF="http://www.cyd.liu.se/~micol972/site/gebea/"><IMG SRC="gebea.gif" WIDTH=341 HEIGHT=136 ALT="Gebea"></A><BR>
<A HREF="http://www.goldroad.co.uk/"><IMG SRC="foolsgba.gif" WIDTH=291 HEIGHT=116 ALT="foolsGBA"></A></TD>
<TD><A HREF="http://dualis.1emu.net/"><IMG SRC="dualis.gif" WIDTH=412 HEIGHT=356 ALT="Dualis"></A></TD>
<TD><A HREF="http://vba.ngemu.com/"><IMG SRC="vba.gif" WIDTH=275 HEIGHT=116 ALT="VBA - the BEST gba emulator"></A><BR>
<A HREF="http://www.bottledlight.com/"><IMG SRC="mappy.gif" WIDTH=248 HEIGHT=225 ALT="Mappy VM"></A></TD>
<TD><A HREF="http://boycottadvance.emuunlim.com/"><IMG SRC="boycotta.gif" WIDTH=248 HEIGHT=206 ALT="BoycottAdvance almost 50% accuracy"></A><BR>
<A HREF="http://www.rascalboy.nzone.it/"><IMG SRC="rascalba.gif" WIDTH=228 HEIGHT=116 ALT="RascalBoy Advance"></A></TD>
</TR></TABLE>
<TABLE><TR>
<TD><A HREF="http://pcadvance.cjb.net/"><IMG SRC="pcadvanc.gif" WIDTH=246 HEIGHT=201 ALT="PC Advance"></A></TD>
<TD><A HREF="http://www.akkit.org/sGba/index.html"><IMG SRC="sgba.gif" WIDTH=404 HEIGHT=139 ALT="PC Advance"></A><BR>
<A HREF="http://spazioinwind.libero.it/linoma/ideas.html"><IMG SRC="ideas.gif" WIDTH=404 HEIGHT=139 ALT="iDeaS"></A></TD>
<TD><A HREF="http://www.lavosspawn.de/elogba/"><IMG SRC="elogba.gif" WIDTH=246 HEIGHT=220 ALT="EloGBA"></A></TD>
<TD><A HREF="http://agd.emuunlim.com/"><IMG SRC="agd.gif" WIDTH=354 HEIGHT=116 ALT="AGD"></A></TD>
</TR></TABLE>
<BR><HR>
<!----------------->
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