Homebrew New VBA GX fork (2.3.0)

  • Thread starter Thread starter libertyernie
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I just downloaded this. Is it supposed to delete your ****ing saves? Because that's what it did to all of mine. Reloaded a game I was playing and my save file was totally gone.

EDIT: I can't even save properly. WTF is going on? What did you change? The save folder is the same as it's always been, yet when I save in-game, it doesn't save. When I reload the game, I only ever get an option for a new game.
 
Last edited by BlazeHeatnix,
Hi, someone can tellme what i need to compile this? What DevKitPro version? What libogc version? Need someting else? ... i try to compile with the last libogc with a modification to let me use my 3rd party classic controllers whit this version.

I already sucessfully compile Usb Laoder GX 3.0 and works great :) but cant find nothing about compiling vbagx... just very old tutorials.
 
This doesn't have cheat support! Noooooo!

Can anyone make cheat support? And if not, can someone teach me how to do it myself?
 
The screen width was increased some more to match the GB's pixel aspect ratio. You can read the previous pages where I explain it a couple of times, there's also a compare of the GB Player with this change.

I even mentioned this would happen and the file browser would need to be shifted 32 pixels to return to the safe area. I have now attempted this in the .dol below(source file included), if it works for you I may submit a pull request for Libertyernie to review or he could just grab the source in the link below.

https://www.dropbox.com/s/811xoqrkjno9vxn/vbagx_shifted.zip?dl=0

I use the one linked above. It is the best version I have found of this.
 
I use the one linked above. It is the best version I have found of this.

yeah, that re-shifted version is the best

tho you still need to adjust the screen vertical 90% and horizontal 90% so it doesnt spill over the TV screen, for both GB/C and GBA games

also in the menu, the screenshot pics overlap the scrollbar

if someone could adjust those things, then it would be perfect
 
Last edited by stealth_gerbil,
yeah, that re-shifted version is the best

tho you still need to adjust the screen vertical 90% and horizontal 90% so it doesnt spill over the TV screen, for both GB/C and GBA games

also in the menu, the screenshot pics overlap the scrollbar

if someone could adjust those things, then it would be perfect
Zopenko did a great job adjusting the Snes9x GX emulator for that screenshot problem, may be those changes could be ported here.
 
The custom palette support in VBA GX is severely broken, so I patched the source directly to change the monochrome mode to mimick original GameBoy greenish tint.

Patch:

--- a/source/vbasupport.cpp
+++ b/source/vbasupport.cpp
@@ -1286,9 +1286,9 @@ void InitialisePalette()
// Build GBPalette
for( i = 0; i < 24; )
{
- systemGbPalette[i++] = (0x1f) | (0x1f << 5) | (0x1f << 10);
- systemGbPalette[i++] = (0x15) | (0x15 << 5) | (0x15 << 10);
- systemGbPalette[i++] = (0x0c) | (0x0c << 5) | (0x0c << 10);
+ systemGbPalette[i++] = (0x1c) | (0x1e << 5) | (0x1c << 10);
+ systemGbPalette[i++] = (0x10) | (0x17 << 5) | (0x0b << 10);
+ systemGbPalette[i++] = (0x27) | (0x0c << 5) | (0x0a << 10);
systemGbPalette[i++] = 0;
}
// Set palette etc - Fixed to RGB565

And compiled app:

http://ass.kameli.org/vbagx232_green.txz
 
Zopenko did a great job adjusting the Snes9x GX emulator for that screenshot problem, may be those changes could be ported here.
I tried to port the same changes to the gba so it would match the snes and nes emus. I remeber it had some issues.

If somebody links the best source code I can re-start adding all of the mods.

Even-though there's a new gba emu I would like to complete the gxemu trilogy :)
 
I tried to port the same changes to the gba so it would match the snes and nes emus. I remeber it had some issues.

If somebody links the best source code I can re-start adding all of the mods.

Even-though there's a new gba emu I would like to complete the gxemu trilogy :)
This is the official Github for libertyernie's mod:
https://github.com/libertyernie/vba-wii

I think someone made a fix within the last three pages here, but I don't know if that includes source code.
 
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As they mentioned above, the palette system is broken beyond repair. Instead of doing it manually as it is now, if you can make it GBC-compatible so they are assigned automatically for each game, it'd be the best.

The problem with handling palettes is described here: http://wiibrew.org/wiki/Talk:Visual_Boy_Advance_GX#Palettes

I'm working on it. It will allow you to set 14 different colours. 4 for the background, 4 for the status bar, 3 for sprites with palette 1 and 3 for sprites with palette 2. Which is considerably better than VBA-M and other emulators do. Also the colours will remain the same colour when faded in and out, unlike other emulators. CarlKenner 11:35, 15 April 2009 (UTC)

From what I understand, the author has tried extending the Super Game Boy color system to GB games that don't support SGB. The SGB has additional palettes compared to GB and allows selecting different palettes per 8x8 tile. This goes royally tits up with some games that don't support it; here's some of the fallout from it:

- if (GCSettings.colorize) LoadPalette(RomTitle);
+ if (strcmp(RomTitle, "MEGAMAN")==0) StopColorizing();
+ else if (GCSettings.colorize) LoadPalette(RomTitle);


What should be done is rip out the SGB support for GB games, aka. remove support for user-defined window palette and second object palette and only have background and sprite palettes. Support for creating per-game palettes is already in the code.

There's some work to do this. Need to rip out the palette brainfart code from many places and the code is usual embedded quality, pasta bolognese. Source commit history is equally worthless. Ergo, I'm not willing to undertake any non-trivial coding efforts on my free time when the code isn't pleasant to read - sorry. I'm content anyway with GB games looking like they did on an actual Game Boy.
 
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So using the lybertine mod from github plus the "slight mod" tweak that was done to the window. that would create the most feature rich emu? Im asking this so as to not work with outdated emu files :)
That's correct, friend. Bleeding edge code ;)
 
so i've have compiled the lybertine's master source code and everything runs fine.

using this master as base, i have modified it to centered and resize the screenshot image, also add the screenshot/preview image button, but on this dol, if I enter the settings options I get the DSI reset error, any ideas?
 
Last edited by Zopenko,

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