ROM Hack [Release] Ultimate GB VC Injector for 3DS

Asdolo

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Awesome! Thanks for all your hard work so far, I'm using all your tools intensely. I guess I'll start working on a compatibility list for all the official virtual consoles.

Are you mayhaps planning to do an all-encompassing Retroarch forwarder too? Some GB and NES games give me glitchfests on the official virtual consoles for no apparent reason.

Yes, the New Injector will have the possibility to make forwarders of all the (stables) RetroArch cores.
 

Mansize

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I already made a compatibility list over on the wiki, you can check it out right here.

That is what I mean, it looks like it still needs a LOT of work; also, it doesn't look like it is based on clean ROM dumps, as it doesn't include the secondary region check some games have. Yeah, a clean ROM dump of DKC (EU) or Mario All Stars (EU) technically runs, but you won't be able to bypass the region message without some mod. Additionally, if a game can't be run over the official VC, I'd like to actively list the Retroarch alternative with the best results.

Yes, the New Injector will have the possibility to make forwarders of all the (stables) RetroArch cores.

Sweet! Can't wait for it, really.
 
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Mansize

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For people wanting to play with creating their own personal perfect green pallette;
the leftmost color is the border of the screen I think, usually set close to the lightest color. The others from left to right the four GB colors from light to dark, with which I'm currently experimenting.

It will always remain an approximation of course, as the original Gameboy didn't display in RGB; there was an actual hardware switch that could increase or decrease the contrast... it was kind of awesome. Here are some alternative RGB codes for green pallettes which I whipped up today. They may be useful to some! I gave them names for easy reference, and you can download the pallettes for import here;
https://mega.nz/#!8OoVmCzQ!hOgIL1lguTMhuFrlOVF1OrFahHZDrwXCvrRfHP1yUYs


Basil
1dyeD0i.png

*updated for better contrast*

Onion
2zd8Jm0.png

Lightest; 230, 245, 162
Light; 179, 205, 70
Dark; 82, 172, 58
Darker; 32, 70, 49

Rosemary
pCyZ15e.png

Lightest; 127, 181, 60
Light; 65, 116, 109
Dark; 55, 99, 48
Darker; 49, 49, 49
 
Last edited by Mansize,

Sonic Angel Knight

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I dont know about some 512kb Patches, now I must scearch for firered, the most hacks are for Firered... Thx a lot :D
I dunno much about it, but from what I believe, 3DS AGB FIRM (GBA VC) uses a specific save data format that is the same as a real GBA Carts, except various carts use various use of save data.

The header information of file 0245 - Breath of Fire (U).gba
-----------------------------------------
Software Title: BOF1
Game Serial: AGB-ABFE-USA
Maker Code: 08
Publisher: Capcom
Version: 1.0
Logo Code: OK
Complement: D3h
Save Type: SRAM_V112 (256Kbit)
File Size: 32 mbit (4194304 bytes)
CRC32: F06422A8
-----------------------------------------

If you look at the save type and SRAM mbit is what the AGB FIRM uses, so any others will have issues with saving unless patched. The Injection tool should have a option to fix this for most games but since Pokemon is a special case, that patch should fix it. (I know is for Pokemon Emerald But Pokemon Fire red also has the same save type.) The VC was only meant for handful of games and the ones with SRAM are the ones is meant for. Use a save patch of some kind to fix it for other games. (Even then is not guaranteed to work %100)

The header information of file Pokemon - Fire Red Version (USA).gba
-----------------------------------------
Software Title: POKEMON FIRE
Game Serial: AGB-BPRE-USA
Maker Code: 01
Publisher: Nintendo
Version: 1.0
Logo Code: OK
Complement: 68h
Save Type: FLASH1M_V103 (1024Kbit)
File Size: 128 mbit (16777216 bytes)
CRC32: DD88761C
-----------------------------------------

The save time is FLASH and 1MB No less. If your game isn't saving, find a way to patch it. I generally use GBATA to patch save data (and get this information from.) But the save injector should have it already.

Untitled.jpg


Just use the built in IPS patcher and see if it works on the rom you have (i suggest using the IPS in another program to avoid any problems or testing in emulator like VBA first.) You can have this tool I use for rom verification and other things if you want, is attached to the post. Then maybe @Asdolo Can use the IPS file for the rom patch to see if is possible to add to his tool.
 

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Sonic Angel Knight

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How do I use cheats for GB games installed to a N3dsXL using this method? Is it possible to use Game Shark/Action Replay cheats? Interested in Pokemon Red/Blue mostly.
You would have to use a emulator with support for it, or inject the codes into the rom itself. (Of course it means is permanent patched that way.
 
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KhenemetHeru

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This is kinda a noobish question, but until I found these injectors, I didn't bother with VC games, so...

these Game Boy CIAs I'm making, how do the games save, if they did originally save? Or do none of the GB/GBC titles save when run this way on 3DS?

I know how the GBA ones work, but as I don't see any info regarding saving, I was leery about making too many, esp. since I don't understand the difference between "old and new VC version" - what's best?
 

Cralex

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This is kinda a noobish question, but until I found these injectors, I didn't bother with VC games, so...

these Game Boy CIAs I'm making, how do the games save, if they did originally save? Or do none of the GB/GBC titles save when run this way on 3DS?

I know how the GBA ones work, but as I don't see any info regarding saving, I was leery about making too many, esp. since I don't understand the difference between "old and new VC version" - what's best?

The reason that you don't typically see game saving discussed for other virtual console systems is because, compared to saving on GBA, it's all pretty much stress-free! [emoji5]

Other than GBA, virtual console games all save normally (using the game's own save game feature, assuming they had one) and they also automatically suspend when you close the game, so you can pick up precisely where you left off when you want to play again. (If you want to actually reset/turn off/on the game, you can do so at any time at the menu.) In addition, you also have the option of using "restore points," which is Nintendo's way of saying "save states." Each virtual console game comes with one restore point slot that you can save and load at will. (You can turn restore points on and off for each game using a button combination, in case you don't want to be tempted to cheat or something.)

The only exception is the "new" GB/GBC version. Games made using it will still save normally, but will not have the restore point feature and will not automatically suspend. You HAVE to use the in-game save feature because The game returns to the title screen every time you launch it. The only "official" games that use it (as far as I know) are the Pokémon games. The only advantage to the "new" VC version is that it is able to emulate GameBoy link cable support over 3DS local wireless. With that in mind, it's easy to see why the Pokémon games would lack the restore point feature, because it would be unfair in a situation where people can trade Pokémon and upload them to the Pokémon Bank.

In conclusion, you probably want to use the "old" virtual console version when making games, unless the game has link cable support AND unless you have a patch file to enable it in 3DS. See, every single game requires a handwritten patch to enable link cable support over 3DS, which you would load during CIA creation as a "wireless linking" patch.
 
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