I just realized it may not be you- this emulator has varied results on different emulators. So a ROM may work perfectly on, say, an Acekard, but not work at all on a DSTT.
I'm gonna test it on my R4i-SDHC and see how it runs.
EDIT: Yeah, it pretty much runs like the list wiki states it does. The karts and the ? boxes are visible, but the game is nearly unplayable because you can't see the track or the walls.
EDIT 2: Which option are you pressing on the HBMenu mod? It runs like stated above with alpha 2 fix4 advirqsound and newirqsound.
Can you tell me if Mario Kart Super Circuit sets the MSB for the tracks --> please post the Data at 4000000h in 16 Bit mode (can be done with an emulator and the memory viewer) where the track disappear.
Add are these tut understandable?
default-list editor
click on open and open the internal_list.list
Click on add
click on open and open the gba file you want to add to the default list.
Set the settings in case of an homebrew or a rom that has more than one Version set homebrew else unset it. If you want to add a patch file write the path to the patch file on the sd in the patfile filed like this fat:/fbapatches/YApatch.pat
replace the old internal_list.list on your sd with the new one. If you start the rom that you have added it should automatically start the rom with this settings.
patch tut
Step 1:
Run the modified Version of VisualBoyAdvance.exe and run the game you want to patch. The modified VisualBoyAdvance.exe will now collect data while running the game.
Step 2:
Press the Capture Button(normally F12) the VisualBoyAdvance.exe will generate 2 Files (the results.ichfly is the important on)
Step 3:
Start WindowsFormsApplication1.exe and open the gba File and open the results.ichfly as IPS file
Step 4:
Enable change Sp if there was no error while opening the gba file
Step 5:
Click on show patch
Step 6:
Check if the max PC is to high (the emulator can handle a max PC of about 8300000(hex Val) depending on some other settings in the rom)
first Val is the place where the instruction that accessed the I/O or card (you can ignore entrys that start with a Val below 2000000).
The second is the Address of the register that was accessed when this function was executed the first time (4XXXXXX = I/O 8000000 and greater = card).
The third is the number of times the instruction was executed.
Step 7:
click on all instructions that are executed 100 times or more
Step 7.1:
Check the entry in the left box if there are more than one entries you have to check which entry is more likely the correct one by using an emulator and compare the data at the addresses in the box with the the address of the place where the instruction that accessed the I/O or card is.
Step 7.2:
enable save CPSR and disable IRQ
Step 7.3:
use the emulator and Disassemble the instruction to ensure that Used 1/2 don't overlap with a register the instruction use.
Step 7.4:
click apply and than close
Step 8:
add an HB file
normal.ccc emulates the HBirqs optimized for graphics (only works if the game is patched else the game gets graphic bugs by the lake of CPU or crush(of cause only is used if HBirqs are used (YA)))
half.ccc <-- only every second HBirq is executed
1by4.ccc etc <-- only every forth HBirq is executed
min.ccc only two HBirqs are executed
non.ccc no HBirqs are executed
Step 9:
add a ips patch if you want to
Step 10:
add cheats if you use V3 cheats check V3 now copy them line by line and click process after each line (not all cheats work)
Step 11:
click Generate to generate the file
Step 12:
Test it by loading the file with the gbaemu4ds as patch file and than open the gba game.