Homebrew GBARunner2

Wuigi

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I have now tried every revision of devkitARM on that site and revisions older than r47 all don't compile or freeze after the boot animation.
Maybe the revisions of libnds and libfat don't quite work as I use the latest ones and trying the ones from ahezard and compiling them with r42 didn't work, I really am not capable to get this working.
I wouldn't have been able to contribute with my skill set anyway but trying out some of that bleeding edge stuff before binaries get released would have been fun.
@dawiid I had a similar problem, I formatted my SD card with 32 KB cluster and then unlaunch worked again, maybe this helps you as well.
Selecting default sector size on my 32 GB card set the sector size to 64 KB which caused problems.
 
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Hello @Gericom!

I have some backup saves .sav from a lost ezflash IV. I.e. Advance Wars.

The last version of GBARunner2(8.23 Twilight ?) could read these saves but not wrote to them.

Some of them were 128KB but they worked in EZflash IV. I suppose first half of file was correct and second half was garbage that ezflashIV added.

But now GBARunner2(8.3.0) says that they are big and dont read them. (And after that I must reset to exit GBARunner2)

Please. Can you make next version of GBARunner read and write them and resize to normal size 64 KB?

Thanks a lot again for this impressive software!
 
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Quick update @Gericom. Advance Wars 1 & 2 no longer freeze with the wramicache version.
I expect more games to boot with the wramicache now.
Also, I found something interesting while playing Advance Guardian Heroes (E).
This glitch occurs during the Intro, when you fall and downpunch the rocks.
 

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Wuigi

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@Gericom Ok I managed to get my compiled version to run the same games that your build does with libnds at commit 4c3bf52 and libfat at commit 3375e8f.
I used devkitARM r47 and the file size is 197 KB like your build, the checksum differs though.
 
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Gericom

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Hello @Gericom!

I have some backup saves .sav from a lost ezflash IV. I.e. Advance Wars.

The last version of GBARunner2(8.23 Twilight ?) could read these saves but not wrote to them.

Some of them were 128KB but they worked in EZflash IV. I suppose first half of file was correct and second half was garbage that ezflashIV added.

But now GBARunner2(8.3.0) says that they are big and dont read them. (And after that I must reset to exit GBARunner2)

Please. Can you make next version of GBARunner read and write them and resize to normal size 64 KB?

Thanks a lot again for this impressive software!
You should try the latest version which should support save files as long as they are as big or larger than the required size
 
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godreborn

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I tried gbarunner 2 a few days ago. apparently, I had it on my sd card ever since the days of the ds, so it's an extremely old version. from my brief test, it seemed to run fine along with my saves, which I ripped from the cartridges (still own all of them). it ran better than the supercard dstwo's emulator, which suffers from some fps issues. is there any way to change the location for saves? the dstwo uses a separate folder for saves and roms, and I'd like to keep both emulators, but I don't want duplicate saves.
 

Alexander1970

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Hello.:)

Not specific games tested,but i am very,yery happy with the new GBARunner.:D

New release from the sd_save branch (8175479, 10-06-2019)
  • Fat16 support
  • Intergrated save patches for most save types and versions (should fix a lot of cache issues as well), this means sram patches are not needed anymore for most games. Note that some games may take a bit longer to boot, because of the patching
  • Fixed dma bug where the upper half of 32 MB roms wrapped to the lower 16 MB part (fixes spyro, probably also the cause of some of the regressions on the wiki)
  • Save files are now generated of the right size (except for most eeprom games, it will usually be 8kb as 512 cannot be easily detected)
For the save patches, the only important one still missing is FLASH1M_V103. I still need to figure out what changed from 102 to 103 to make it work.

https://gbatemp.net/threads/gbarunner2.451970/page-74#post-8671155

I have not tested it on TWiLight but on my Flashcard the arm9 versions works perfect at the moment.:bow:

Thank you @Gericom and @ahezard (and all who are involved on it) for the great updates.:yay:
 

dawiid

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I have now tried every revision of devkitARM on that site and revisions older than r47 all don't compile or freeze after the boot animation.
Maybe the revisions of libnds and libfat don't quite work as I use the latest ones and trying the ones from ahezard and compiling them with r42 didn't work, I really am not capable to get this working.
I wouldn't have been able to contribute with my skill set anyway but trying out some of that bleeding edge stuff before binaries get released would have been fun.
@dawiid I had a similar problem, I formatted my SD card with 32 KB cluster and then unlaunch worked again, maybe this helps you as well.
Selecting default sector size on my 32 GB card set the sector size to 64 KB which caused problems.
that didnt work out. Same error
 

lemonxd

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Note that some games may take a bit longer to boot, because of the patching
Exactly how long would this "a bit longer to boot" be? Every game I have tried now hangs on a white screen after the gba boot screen for... a long time (let it sit for 5 minutes, which in my opinion is much more than "a bit" longer than the previous boot time). Tried both patched & unpatched versions of them. The only games I really care about booting are the pokemon games, as even though I have all my old games on my SD card, I haven't played anything but sapphire.
Edit: Heres some additional info.
I am using arm7 version, which was previously working on my r4i gold 3ds plus, and although I don't think it matters that much, I am using it in a DS Lite however the same issue happens on my DSi and 3DS.
 
Last edited by lemonxd,

RocketRobz

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Exactly how long would this "a bit longer to boot" be? Every game I have tried now hangs on a white screen after the gba boot screen for... a long time (let it sit for 5 minutes, which in my opinion is much more than "a bit" longer than the previous boot time). Tried both patched & unpatched versions of them. The only games I really care about booting are the pokemon games, as even though I have all my old games on my SD card, I haven't played anything but sapphire.
The increased time happens before the GBA boot screen.
 

PlayNeth

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Tested two games, f-zero GP Legend is booting now after the latest update, just some audio cracks here and there but hey its playable now. Metroid fusion still freaks out on the x parasite cutscene at the beginning of the game running at like 0.5fps with hard sound cracks
 

zfreeman

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Tested two games, f-zero GP Legend is booting now after the latest update, just some audio cracks here and there but hey its playable now. Metroid fusion still freaks out on the x parasite cutscene at the beginning of the game running at like 0.5fps with hard sound cracks
Can confirm. It's only during the shot of the cells under microscope. Everything is fine before and after it.
 
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Ziko

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Exactly how long would this "a bit longer to boot" be? Every game I have tried now hangs on a white screen after the gba boot screen for... a long time (let it sit for 5 minutes, which in my opinion is much more than "a bit" longer than the previous boot time). Tried both patched & unpatched versions of them. The only games I really care about booting are the pokemon games, as even though I have all my old games on my SD card, I haven't played anything but sapphire.
Edit: Heres some additional info.
I am using arm7 version, which was previously working on my r4i gold 3ds plus, and although I don't think it matters that much, I am using it in a DS Lite however the same issue happens on my DSi and 3DS.

I notice like maybe a 30-45 sec load time mostly. It's only for games that you haven't played before. Afterward, it loads really fast to where you probably won't notice.
 

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    SylverReZ @ SylverReZ: But I bet that would be more for a flashcart than a consumer repro board.