I'm almost done with the next version. Here's a list of the new features (copied from the readme file):
Code:
* Super Game Boy border support
* Borders can be loaded from (and are automatically saved to) PNG files
* Any border loaded from the game itself will override the custom PNG border
* Option added to select Game Boy hardware (GB/SGB/GBC/auto)
* Fixed pixel ratio mode added
* Overrides zoom and aspect ratio settings
* "16:9 Correction" versions will match the pixel ratio along the Y axis
only, and resize the picture horizontally. You can get a better picture by
using the regular 1x/2x/3x modes and setting your TV to a 4:3 ratio.
* Real-time clock fixes for GB/GBC games, including Pokémon G/S/C
* RTC data in save file stored as little-endian
* Option added for UTC offset in the main menu (only required if you use the
same SRAM on other, time-zone-aware platforms)
* New option for selecting "sharp" or "soft" filtering settings
* "Sharp" was the default for 480p, "soft" was the default for 480i
For example, the 2x mode would look like this (these aren't real screenshots, just things I made in gimp):
If you set it to 2x + 16:9 correction, the Wii outputs something like this:
Which on the TV, looks like this:
As for the Pokemon G/S/C clock data: it looks like VBA-GX 2.2.x wasn't compatible with VBA-M - or more specifically, VBA running on an x86 processor wasn't compatible with VBA on the PowerPC processor the Wii uses, because the programmers didn't account for the byte order differences. So what VBA-GX 2.3.1 will do is:
* read both kinds of clock data and guess which is correct, and
* always save in little-endian (PC) mode.
The only time it can't guess what format the data is in is if seconds, minutes, and hours are all set to 0. Otherwise, it can check any of those and adjust accordingly.