Homebrew gbaemu4ds: GBA emulator for DS(i) (DSi Entry)

Is the graphic better if you use the sc Version and the upper screen on a 3DS

  • I can't do that (have no 3DS) (have not tested that)

    Votes: 110 40.3%
  • Yes

    Votes: 48 17.6%
  • No

    Votes: 26 9.5%
  • I don't know

    Votes: 89 32.6%

  • Total voters
    273

PROTOBOY

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Try an other homebrew that is known to run well

I Used to play gbc games in goomba color to play with my spercard mini sd, and it was better compatibility of lameboy, and goomba color have more sprites to chose, not only the green or black like lameboy.


There's your problem. Goomba Color has many problems on this emulator. Just use Lameboy.

I tried to run mario kart usa rom, but also didn't work :(.
 

PROTOBOY

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Mario Kart Super Circuit? Let me look that up on the compatibility list...
It says: Karts are visible; tacks- no. GFX problems. That's how it's stated to run.

Yes it's this version, I tried other roms too, but now I'm wondering that the problem is with me, not with the emulator, I don't know to make it work :(.
Sometimes I'm noob :blink:.
 

jerbear64

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.
Sometimes I'm noob :blink:.
I just realized it may not be you- this emulator has varied results on different flashcarts. 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.
 

ichichfly

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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

doc11.jpg

click on open and open the internal_list.list
doc12.jpg

Click on add
doc13.jpg

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
doc15.jpg

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.

doc21w.jpg

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
doc22.jpg

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.
doc23.jpg

Step 7:
click on all instructions that are executed 100 times or more
Step 7.1:
doc24.jpg

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.
disas.jpg

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.
 

raystriker

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I just realized it may not be you- this emulator has varied results on different flashcarts. 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.
no, this emu doesn't have varied results on different cards.
 

ichichfly

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74F0 0000 4638 007C 4204 0405 858A 070B
Thanks I hope can get Mario Kart Super Circuit working in the next Version
where to get the modified visualboyadvance.exe
The new Version with English texts will be released with the new Version of the gbaemu4ds
no, this emu doesn't have varied results on different cards.
Well it theoretically can Variate as it is a hyper-visor (depending on the speed of the read functions) but it is very uncommon that you get visitable effects from slow reading processes.
What is required in order to add a border? Will we see one in the next beta or two?
no there will be no border in the next Version
 

Fishaman P

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I just upgraded from alpha1 fix1 to alpha2 fix4. Not liking what I'm seeing.

Dual-screen (sc) displays a white screen for only 1 screen on most games. The screen can be either one, but is game-dependent.
Pokemon FireRed (U) refuses to boot at all in sc mode. (Or maybe it was when I selected automatic save type detection instead of 128k flash)

EDIT: I'm on an AK2i, loading .gba files through HBMenu.
Results are the same whether HBMenu is loaded from the AK loaders or from DSOrganize.
 

ichichfly

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guys sorry but i have no ideia what is compile, if you could please give me a rply with it done it would help a lot

https://en.wikipedia.org/wiki/Compiler

devkitPro = homebrew toolchain used for compiling
hyperspeedup/code_container/arm9/source/ichflysettings.h = settings file
code_container = the loader
hbmenu = hbmenu

you can download the latest compiled Version here http://ichfly.github.com/gbaemu4DS/meta.html

I just upgraded from alpha1 fix1 to alpha2 fix4. Not liking what I'm seeing.

Dual-screen (sc) displays a white screen for only 1 screen on most games. The screen can be either one, but is game-dependent.
Pokemon FireRed (U) refuses to boot at all in sc mode. (Or maybe it was when I selected automatic save type detection instead of 128k flash)

EDIT: I'm on an AK2i, loading .gba files through HBMenu.
Results are the same whether HBMenu is loaded from the AK loaders or from DSOrganize.

sc = Scaling
sc is not meant to be Dual-screen

The white screen is a function that was requested some time ago but it should only color the unscaled screen white.

Add: In all my tests it worked can you tell me an homebrew where the wrong screen is colored white?

Add2: I have send the alpha2 fix4 to some tester they sad Pokemon FireRed(Deutsch) works.
 

Ostyle

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Awesome emulator!
Can I just Suggest you improve the sound quality for pokemon Ruby and Sapphire and make Emerald playable if it's possible? That'd be Awesome!
Also I found some glitches in Sapphire while entering a battle it freezes and starts a crashing noise
Anyways keep up the nice work
 

Fishaman P

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(In alpha2 fix4)
When I launch Super Mario Advance 2, is bottom screen is white (which I assume is correct).
When I launch Yugioh Dungeon Dice Monsters, the top screen is white.

As for the white screen, I would personally prefer just shutting off or blacking out the unused screen.
Shutting it off would save battery, whereas blacking it out would be less annoying.
 

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