Homebrew GBARunner2

romanaOne

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I was trying out Pokemon Clover (a Fire Red hack) in gbarunner2 that comes with Twilight 9.5.2 on my DSi XL and it white screens right after the GBA logo. However, when I tried Pokemon Clover on my Nintendo 2DS running the same(?) Twilight 9.5.2 gbarunner2, it works perfectly. Is there something different about 2DS/DSi gbarunner builds or have I screwed up my DSi XL Twilightmenu/gbarunner2? Other games, including several other Fire Red hacks, work fine on the DSi XL.

I didn't change any gbarunner2 settings on either console and I'm using a real gba_bios.bin, not Normatt.
 
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DSoryu

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I was trying out Pokemon Clover (a Fire Red hack) in gbarunner2 that comes with Twilight 9.5.2 on my DSi XL and it white screens right after the GBA logo. However, when I tried Pokemon Clover on my Nintendo 2DS running the same(?) Twilight 9.5.2 gbarunner2, it works perfectly. Is there something different about 2DS/DSi gbarunner builds or have I screwed up my DSi XL Twilightmenu/gbarunner2? Other games, including several other Fire Red hacks, work fine on the DSi XL.

I didn't change any gbarunner2 settings on either console and I'm using a real gba_bios.bin, not Normatt.

There are some differences, afaik it is because the 3DS has more RAM in DSi mode than the actual DSi.
 

Elru

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Hello i updated gbarunner2, but how i can display a gba frame? I have two from my old R4
 
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Gericom

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Hello i updated gbarunner2, but how i can display a gba frame? I have two from my old R4
I've attached one to this post. You need to extract the default.bin to /_gba/frames/default.bin
Game specific ones also go there, but as ABCD.bin (replace ABCD with gamecode).
I'll release a tool later to convert to the right format. The format is simply a 256 color palette (15 bit, color0=unused) then a tilemap and then any character data.
===========================
I managed to get gyro working in WarioWare Twisted on 3ds with rtcom btw. It's on a separate branch atm until we add proper rtcom detection.
 

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Elru

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I've attached one to this post. You need to extract the default.bin to /_gba/frames/default.bin
Game specific ones also go there, but as ABCD.bin (replace ABCD with gamecode).
I'll release a tool later to convert to the right format. The format is simply a 256 color palette (15 bit, color0=unused) then a tilemap and then any character data.
===========================
I managed to get gyro working in WarioWare Twisted on 3ds with rtcom btw. It's on a separate branch atm until we add proper rtcom detection.

That's exactly the one i wanted, thanks!
 

Zense

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I've attached one to this post. You need to extract the default.bin to /_gba/frames/default.bin
Game specific ones also go there, but as ABCD.bin (replace ABCD with gamecode).
I'll release a tool later to convert to the right format. The format is simply a 256 color palette (15 bit, color0=unused) then a tilemap and then any character data.
===========================
I managed to get gyro working in WarioWare Twisted on 3ds with rtcom btw. It's on a separate branch atm until we add proper rtcom detection.
Gba frames and gyro support is amazing news! I don't think anyone expected two such big things being taken on contemporaneously!
 
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Rahkeesh

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Is there something else I need to do to get default frame working? I placed the default.bin where suggested but I'm not seeing anything showing up in game.
 

Rahkeesh

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Yeah it's there, didn't realize GBArunner2 had been updated beyond what was in this thread!

Edit: just playing through drill dozer and when you defeat an end zone boss, there's supposed to be a few static images of an explosion that shake and then zoom in. On GBArunner2 these images don't move, and you can see just see tiling on the edges in a way it shouldn't, probably for not being zoomed in at all. Hop to about 4 minutes in below to see what the explosion should look like:

 
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Gericom

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Yeah it's there, didn't realize GBArunner2 had been updated beyond what was in this thread!

Edit: just playing through drill dozer and when you defeat an end zone boss, there's supposed to be a few static images of an explosion that shake and then zoom in. On GBArunner2 these images don't move, and you can see just see tiling on the edges in a way it shouldn't, probably for not being zoomed in at all. Hop to about 4 minutes in below to see what the explosion should look like:


That might be related to the fact that affine transforms are currently not supported for bitmap bg mode. It is not supported because of that way I transform the bg to look right on a ds with stride 256 while the image is actually 240 wide
if i close a game it works but when open it again it says "error while reading save file"
Seems like a problem with your sd card.
 
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SummonerArthur

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Late reply I know, but I think I have an answer for this. It has something to do with the wireless adapter. Play with it plugged in and it transitions smoothly, take it out and you get black frames.
This also explains why this also happens in Emerald but not Ruby and Sapphire.

Exactly. The same thing happens on fire red.
Just tested on real hardware. Looks like the game checks if theres a player nearby so nurse joy will say, after healing your pokemons, that "looks like your friend [IN GAME NAME] is playing pokemon right now" or something like that.
You can test that on VisualBoyAdvance if you want.
 
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JeffRuLz

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Exactly. The same thing happens on fire red.
Just tested on real hardware. Looks like the game checks if theres a player nearby so nurse joy will say, after healing your pokemons, that "looks like your friend [IN GAME NAME] is playing pokemon right now" or something like that.
You can test that on VisualBoyAdvance if you want.
That's really neat, I wasn't aware it did that. I thought it was kind of random why it checked in the pokemon centers.
 
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