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Sign upUpdate GameCube to GBA link cable emulation #2139
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More information on how to set this up here: |
delroth
reviewed
Feb 27, 2015
| +static std::mutex cs_gba_clk; | ||
| +static u8 num_connected; | ||
| + | ||
| +namespace { volatile bool server_running; volatile bool clock_server_running; } |
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lioncash
reviewed
Feb 28, 2015
| + break; | ||
| + } | ||
| + default: | ||
| + bytes_transferred = 1; |
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lioncash
Feb 28, 2015
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Might want to add a break here to avoid getting this flagged on higher warning levels.
lioncash
Feb 28, 2015
Member
Might want to add a break here to avoid getting this flagged on higher warning levels.
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endrift
reviewed
Mar 3, 2015
| + } | ||
| + case CMD_WRITE: | ||
| + { | ||
| + bytes_transferred = 1; |
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endrift
Mar 3, 2015
Contributor
CMD_WRITE absolutely transfers 6 bytes, not just 1. It just happens to be that some of those bytes are in the opposite direction, but they're still there. Moreover, this timing information doesn't account for the two stop bits involved per transfer—one for the end of the GameCube's data, and one for the end of the GBA's data.
endrift
Mar 3, 2015
Contributor
CMD_WRITE absolutely transfers 6 bytes, not just 1. It just happens to be that some of those bytes are in the opposite direction, but they're still there. Moreover, this timing information doesn't account for the two stop bits involved per transfer—one for the end of the GameCube's data, and one for the end of the GBA's data.
endrift
reviewed
Mar 3, 2015
| + CMD_WRITE = 0x15 | ||
| +}; | ||
| + | ||
| +const u64 BITS_PER_SECOND = 115200; |
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endrift
Mar 3, 2015
Contributor
As discussed on IRC, the actual bps of the JOY link is closer to 220kbps, not 115.2kbps.
endrift
Mar 3, 2015
Contributor
As discussed on IRC, the actual bps of the JOY link is closer to 220kbps, not 115.2kbps.
lioncash
reviewed
Mar 5, 2015
| + if (status == sf::Socket::Disconnected) | ||
| + { | ||
| + clock_sync->disconnect(); | ||
| + clock_sync = NULL; |
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lioncash
reviewed
Mar 5, 2015
| + { | ||
| + num_connected--; | ||
| + client->disconnect(); | ||
| + client = NULL; |
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lioncash
reviewed
Mar 5, 2015
| client->disconnect(); | ||
| + client = NULL; |
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Poke. Latest version seems to work as well as any prior version. |
added a commit
that referenced
this pull request
Mar 20, 2015
skidau
merged commit 9b1c2d3
into
dolphin-emu:master
Mar 20, 2015
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aFoxNamedMorris
Mar 26, 2015
From this version on, I get a core dump when attempting to start the program. Xubuntu 14.04 64-bit, Linux 4.0-rc5 and latest Intel graphics drivers from Oibaf PPA. I am stuck using 5897 for now, which works decently.
aFoxNamedMorris
commented
Mar 26, 2015
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From this version on, I get a core dump when attempting to start the program. Xubuntu 14.04 64-bit, Linux 4.0-rc5 and latest Intel graphics drivers from Oibaf PPA. I am stuck using 5897 for now, which works decently. |
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skidau
Mar 26, 2015
Contributor
@aFoxNamedMorris is there a stack trace that I can view? It would be strange for it to core-dump on starting the program as the code comes into play when a game is started.
|
@aFoxNamedMorris is there a stack trace that I can view? It would be strange for it to core-dump on starting the program as the code comes into play when a game is started. |
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DXGLdotinfo
Mar 26, 2015
On Windows 10 x64 10041, I can confirm that Wind Waker's Tingle Tuner works, at least for a few minutes at a time. However, it does desync easily, in which case the GBA is stuck and the game on Dolphin thinks it is still connected, even if I close VBA-M.
On the VBA-M side, I would suggest adding a borderless, floating, always-on-top window mode.
DXGLdotinfo
commented
Mar 26, 2015
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On Windows 10 x64 10041, I can confirm that Wind Waker's Tingle Tuner works, at least for a few minutes at a time. However, it does desync easily, in which case the GBA is stuck and the game on Dolphin thinks it is still connected, even if I close VBA-M. |
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aFoxNamedMorris
Mar 28, 2015
@skidau No longer happens, for whatever reason. It may have been a driver update that caused both the crash, and now the working state. Carry on. :3
aFoxNamedMorris
commented
Mar 28, 2015
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@skidau No longer happens, for whatever reason. It may have been a driver update that caused both the crash, and now the working state. Carry on. :3 |
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skidau
Mar 28, 2015
Contributor
Thanks for the update, @aFoxNamedMorris. That problem would have been a tough one to work out.
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Thanks for the update, @aFoxNamedMorris. That problem would have been a tough one to work out. |
skidau commentedFeb 27, 2015
Preliminary update to the GameCube to GBA link cable emulation. Fixes Zelda Wind Waker's Tingle Tuner connection, Pac-Man Vs, Final Fantasy: Crystal Chronicles multiplayer, and most other Gamecube to GBA link cable games.
Windows VBA-M build and patch:
http://www.mediafire.com/download/d1h8u2hokg4b1ed/VBA-M_update_GameCube_cable.zip