Homebrew GBARunner2

Ziko

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I wanted to ask. What's the difference for the wramicache version of the releases from the normal arm7/arm9 versions?

Also, keep up the good work on this thing! I had a spare flash cart to run this specificially (It's an unused R4i I had laying around) and it works wonders for the few games I am playing currently but rom hacks are touch and go sadly and so far only two run with no issues on this thing being Dawn of Symphony & Super Ghouls n' Ghosts Revival. I'm gonna try the Hugh Baldwin hack for Circle of the Moon next.
 

Gericom

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I wanted to ask. What's the difference for the wramicache version of the releases from the normal arm7/arm9 versions?

Also, keep up the good work on this thing! I had a spare flash cart to run this specificially (It's an unused R4i I had laying around) and it works wonders for the few games I am playing currently but rom hacks are touch and go sadly and so far only two run with no issues on this thing being Dawn of Symphony & Super Ghouls n' Ghosts Revival. I'm gonna try the Hugh Baldwin hack for Circle of the Moon next.
I explained the differences here: https://gbatemp.net/threads/gbarunner2.451970/page-57#post-8340670

It's because lots of hacks use asm hacks, appended to the end of the rom, and that's not supported. Only the first 2 MB is executable in gbarunner2.
 
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Ziko

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I can confirm the Hugh hack and Metroid Deep Freeze don't boot at all on arm9 wramicache as well as Minna no Soft Series' Tetris Advance works but the menu is all black and the sounds are missing but it's somewhat playable. Another game is Duel Masters (Japan).gba which isn't listed on the wiki but it crashes when you try to save the game at your home. This happened after I chose a deck and did a short tutorial. Another thing I just discovered is that Gunstar Future Heroes & Pinobee & Phoebee won't keep the save at all and the latter is supposed to save automatically but returns an error saying that it can't. I figured the Hugh hack wouldn't work as Circle of the Moon won't get past the title screen on that version but chances are that it may work on the normal arm9 installation.

Other than no GUI yet, this emulator is well on it's way to being near perfect once all the bugs are ironed out. Keep it up!
 
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Ziko

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Another thing I just discovered is that I exported a .sav that had cheats on it from VBA-M and GBARunner2 didn't recognize it at all and created a .sav anyway. The game in question is King of Fighters EX 2 btw. I'll probably hold off on it until that is resolved as I don't want to spend countless hours to unlock the boss characters and such.
 

Gericom

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Another thing I just discovered is that I exported a .sav that had cheats on it from VBA-M and GBARunner2 didn't recognize it at all and created a .sav anyway. The game in question is King of Fighters EX 2 btw. I'll probably hold off on it until that is resolved as I don't want to spend countless hours to unlock the boss characters and such.
Did you name it right and was the file 64kb?
 
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Has anyone tested any of the Pokemon rom hacks for this thing?
I tested some rom hacks with gbarunner2 before.
Right now, rom hacks and every other homebrew related stuff are low priority for me. You can test Pokemon hacks if you like.
Send a PM to a gbatemp staff member responsible for the gbatemp wiki, ask them for an account, tell them you want to contribute to the gbarunner2 wiki.
 

Ziko

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I tested some rom hacks with gbarunner2 before.
Right now, rom hacks and every other homebrew related stuff are low priority for me. You can test Pokemon hacks if you like.
Send a PM to a gbatemp staff member responsible for the gbatemp wiki, ask them for an account, tell them you want to contribute to the gbarunner2 wiki.

Thanks for the offer but it could take a long time as there's a lot of them! New ones come out all the time and there's an ongoing disassembly of Emerald that when done will increase a lot of those hacks thanks to new code and tools.
 
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@Gericom, I attached save files from the latest gbarunner2 builds for Megaman Zero 1-4.
Megaman Zero 1 and 2 crash after trying to load the save file with the arm9 wramicache build. The arm9 build works.
Megaman Zero 3 currently only boots with the arm9 build, so I don´t know if you can load the save file with the arm9 wramicache build.
Megaman Zero 4 works fine, the attached file is from an sram patched rom.

Edit: Finally sound in the Metroid games! You did it Gericom!!:D
 

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Gericom

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@Gericom, I attached save files from the latest gbarunner2 builds for Megaman Zero 1-4.
Megaman Zero 1 and 2 crash after trying to load the save file with the arm9 wramicache build. The arm9 build works.
Megaman Zero 3 currently only boots with the arm9 build, so I don´t know if you can load the save file with the arm9 wramicache build.
Megaman Zero 4 works fine, the attached file is from an sram patched rom.
Thanks, but I'm pretty sure this is related to the weird thing I discovered where the official gba save code copies a block of code to the stack and executes from there (for speed and to save space). The cache is then not invalidated when jumping there. I would have to make a special patch to address this issue. It might make more games work with icache.
 

SemVision

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I'm trying to run Aria of Sorrow right now with this emulator. Everything seems to work almost perfectly, except that the audio goes out of sync after a few minutes. I've used both versions of the latest commit on the wiki page and the problem persists. I'm using YSmenu provided in the instructions video, it only works through YSmenu.
 

mizar

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Hi,

I just bought a $40 DSi, immediately jailbroke it, and stumbled on this forum after having issues with running the GBA Metroids from SD on GBARunner2, TM++, HiyaCFW.

I'm happy to see this community alive to the day. How can I help? I'm probably most useful for testing. I have coding experience but haven't done C/C++ in a while, and never emu code. Might be able to at least submit some debug information if the tools are available.

Anyway, great work done here, Cheers!
 
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mizar

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I don't know if this has been updated or noted yet, but according to the compatibility list both Metroid GBA games lock (Zero after morphball, Fusion after first AI door unlock). I have noticed both issues, but both seem to have gone away after updating GBA runner and setting up Unlaunch 1.8 to run HiyaCFW on startup with no keys (as instructed for nds_bootstrap release v0.12.3)
 
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I don't know if this has been updated or noted yet, but according to the compatibility list both Metroid GBA games lock (Zero after morphball, Fusion after first AI door unlock). I have noticed both issues, but both seem to have gone away after updating GBA runner and setting up Unlaunch 1.8 to run HiyaCFW on startup with no keys (as instructed for nds_bootstrap release v0.12.3)
I tested Metroid Fusion and Metroid Zero Mission with the latest arm9 and arm9wramicache build on my M3 Flashcard with a Phat DS.
I updated the wiki and have no clue why it works with your HiyaCFW setting.

Edit: Tested Metroid Zero Mission with the latest arm7wramicache and arm7 build. I get the same results. Doesn´t work.
 
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