Homebrew GBARunner2

RocketRobz

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Just note that if you're using TWLMenu++ to change GBARunner2 settings, please don't do it yet, as it currently treats the changing as "editing by hand", so the next TWLMenu++ version will properly write the settings, even with the MAC addresses added to the .ini file.
 
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0-volt

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Hello.:)

Thats sad to hear.:(
But I can comprehend this....
I still can not connect two DSi´s or a DS Lite and a DSi.

Please read all the last posts and check of this.
https://gbatemp.net/threads/gbarunner2.451970/page-94#post-8768597

https://gbatemp.net/threads/gbarunner2.451970/page-96#post-8770068

- every time you go into Settings,the File is altered and maybe not working anymore.
- please check the gbarunner2.ini File of the correct Line ending with an Hex Editor.

Thank you.:)

Ok i try again and:

2ds and dsi with twilight! = checked!
the ini file = checked!
with hex editor = checked!
the lastest version of gbarunner = checked!
2 mario kart super circuit and file ini on _GBA folder = checked!
ds connect to wifi = checked! (i use the smartphone to connect to wimmfi)

and the results is FAIL! (what!?)

sorry but the point is...
if can gbarunner connect to wifi!? or something wrong!
this, thanks for reply.
 
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Alexander1970

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Ok i try again and:

2ds and dsi with twilight! = checked!
the ini file = checked!
with hex editor = checked!
the lastest version of gbarunner = checked!
2 mario kart super circuit and file ini on _GBA folder = checked!
ds connect to wifi = checked! (i use the smartphone to connect to wimmfi)

and the results is FAIL! (what!?)

sorry but the point is...
if can gbarunner connect to wifi!? or something wrong!
this, thanks for reply.

:sad:

The same for me,if an DSi comes in I have no chance of an connection.:(
For 2x DS Lite´s it works near perfect.:)

It is ok,we patiently have to wait a little.You do not forget,we talking about an WiFi connection instead of an Link Cable.:D
I am sure, @Gericom & Friends will get it to perfect working for all.:yaysp:

Thank you.:)
 

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Just noticed something weird...
On older iterations, If I tried to run GBARunner2 using my R4 Menu, it would list the games and if I choose any of them, it would just show a white screen and freeze. My files would stay intact.
I had to use YSMenu so I could boot the games properly.

But then I tried the wifi brench. Now both ways can boot games, but after 10~15 seconds using my R4 Menu, it will freeze and corrupt some of the SD Card data.

Before this update, it was "safer" to test the emulator, since nothing would happen if the R4 couldn't run it.
 
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I have started to update the wiki.
I use an Nintendo DS phat, a m3 simply flashcard and of course the latest arm9 build of gbarunner2 (Commit 1feb573 (2019/08/28) build.)
 
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Gericom

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I have started to update the wiki.
I use an Nintendo DS phat, a m3 simply flashcard and of course the latest arm9 build of gbarunner2 (Commit 1feb573 (2019/08/28) build.)
Thanks for your efforts! I hope the wifi branch won't drain your battery too much, as the wifi is always on.

Edit: I saw you wrote that the audio of 007 - James Bond - Nightfire [UE] was much better in an older version. Which version was that?
 
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Thanks for your efforts! I hope the wifi branch won't drain your battery too much, as the wifi is always on.
Really? Well, let´s see how long the DS lasts!
Edit: It really does drain the battery faster than before.
 
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Davv

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The easiest way is specify it when you run make (look at the azure yml for example). When you do it that way you need to clean before making a different configuration though. You can also change the defines in 2 files.

Edit: I think I interpreted your question wrong. If you mean which should be used on which device, then arm9 is for most flashcards, arm7 for dsi/3ds sd card. Wramicache speeds up most games, but there are a few that may crash or so.

Thanks! This helps a lot.
 
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I don't know who manages the compatibility list, but, trying to play the original NES Metroid in Metroid Zero Mission causes the game to crash (cache version).

Otherwise, I was able to play to the end of the game! Thanks Gericom! :yay:
I do. I will update the Metroid Zero Mission entry.
Edit: @Gericom, in the commit 6522414 (2018/11/01) arm9 cache version for example.
Edit 2: If you really wanna dig deep you can take a look at Boktai 3 (J) aka Shin Bokura no Taiyō: Gyakushū no Sabata.
The last working build is from commit a61e70e (2017/04/22) master build.
 
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Gericom

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I do. I will update the Metroid Zero Mission entry.
Edit: @Gericom, in the commit 6522414 (2018/11/01) arm9 cache version for example.
Edit 2: If you really wanna dig deep you can take a look at Boktai 3 (J) aka Shin Bokura no Taiyō: Gyakushū no Sabata.
The last working build is from commit a61e70e (2017/04/22) master build.
I think the ones that broke with a61e70e6 may work with the rom3M branch.
 

Clector

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It'll be good to note that "Hamtaro: Ham-Ham Heartbreak" gets stuck in other points apart from the Name entry screen in the latest versions if using an already made save, like when going to the map screen.
 

Gericom

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It'll be good to note that "Hamtaro: Ham-Ham Heartbreak" gets stuck in other points apart from the Name entry screen in the latest versions if using an already made save, like when going to the map screen.
Hmm, interesting.

I fixed the sound issues in James Bond 007 somewhat (at least the cause, the game itself still doesn't run full speed which affects the audio quality, at dsi speed it also acts different) and fixed the gb noise frequency.
I've also been working on a patch for musicplayer 2000 (also called sappy sometimes) that makes sure the sample buffers are in main memory, making it possible to directly read them from arm7 and have way less delay. I've not published it yet because there are still some things which I need to do (dma irq related).
Today I've been looking into Banjo Pilot. I found that it crashes during the first screen because of a timing race condition. Disabling main memory icache (note: not related to wramicache) makes it work because the code runs much slower then, but the game itself runs bad because of that. This also fixes Mario and Luigi superstar saga, but again negatively impacts the game. For Banjo Pilot I believe I can make a patch such that the issue doesn't occur. Edit: Patch added here https://github.com/Gericom/GBARunner2/releases/tag/v20190907-190929_285f93c Maybe it can be done for m&l as well, but it's most likely a different kind of issue which may be harder to track down and patch.
 
Last edited by Gericom,

TheTrueDream42

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Builds after https://github.com/Gericom/GBARunner2/releases/tag/v20190822-153549_cfc6525 crashes loading Pokemon Emerald.

Also I've been throwing different Pokemon hacks in to see which ones work. The letter at the beginning is what the original ROM it's based on:

White Screen (sometimes with the last bit from the GBA boot screen sound looping):
F-Adventure Red Chapter (32mb)
F-AshGrey
E-Blazed Glazed (32mb)
F-Cloud White (32mb)
F-Cloud White 2 (32mb)
F-Cloud White 3 (32mb)
F-Clover (2017)
F-Cursed Version
R-Dark Realm
F-Dark Rising 1 (original and Kaito fixed)
F-Dark Rising 2
F-Dreary
F-FireBurn
F-Flare
E-Glazed (32mb)
E-League of Legends (32mb)
R-Light Platinum (original/final version & Plus)
F-Liquid Crystal
F-Mega Power X (32mb)
F-Orange Islands
F-Order and Chaos
F-Prof Oaks Back Up
E-Resolute
F-Rocket Science
R-Ruby Destiny - Reign of Legends
R-Ruby Destiny - Rescue Rangers
R-Ruby Destiny - Life of Guardians
F-Septo Conquest
R-Snakewood
F-The Wooper Who Saved Xmas
E-Victory Fire
F-Ultra Shiny Gold Sigma

Stuck on gba boot screen:
F-Chronicles of Soala
F-Cyan
F-DBZ Team Training
F-Sienna 4.0 fix3


Stck on gba boot screen with broken Nintendo trademark:
L-Advanced Adventure
L-Delta Green
E-Emerald Wally Version (1.05 & 1.10)
R-Harvestcraft
F-Quartz
F-Sienna 4.1


Loads but breaks:
F-Dark Rising Order Destroyed = Plays Oak intro, with Oak/Player/Rival replacements invisible (but not the Pokemon from the Pokeball), the freezes.
F-Dark Rising Origins World Collides = Same as above. (17mb)
F-Dark Violet = Shows the trademark screen, then start but never finishes the Game Freak Logo.
F-Gaia = Trademark screen, then freezes. (32mb)
F-Sky Twilight = Trademark screen, then freezes.
F-Sweet Version = Trademark screen, then freezes.
F-Sweet 2th = Trademark screen, then freezes.
F-Valen Edition = Plays into, breaks on PRESS START screen.
F-Vega = Plays into, breaks on PRESS START screen.


Loads fine (Up to the point of saving):
F-A Grand Day Out
E-CAWPS
F-Fire Red Backwards Edition
F-Fuligin
F-Galacta
R-Giratina Strikes
F-Hollow Mysteries
F-Kanlara Ultimate
F-Korosu
F-Outlaw
F-Red Frost
F-Rocket Strikes
F-TDT (The Darkest Timeline)
R-Topaz
F-Vega Minus
F-Zaru

Edit: gbafix worked, this is what I got:

White Screen:
F-Cyan
F-Sienna (4.0 fix3 & 4.1)
F-Quartz

Works but breaks:
L-Advanced Adventure = Plays Oaks intro, then freezes.
R-Harvestcraft = Plays Oaks intro, then freezes.
F-DBZ Team Training = Freezes when choosing a starter.

Works:
F-Chronicles of Soala
L-Delta Green
E-Emerald Wally Version (1.05 & 1.10)
 
Last edited by TheTrueDream42,

Gericom

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Builds after https://github.com/Gericom/GBARunner2/releases/tag/v20190822-153549_cfc6525 crashes loading Pokemon Emerald.

Also I've been throwing different Pokemon hacks in to see which ones work. The letter at the beginning is what the original ROM it's based on:

White Screen (sometimes with the last loop from the GBA boot screen looping):
F-Adventure Red Chapter (32mb)
F-AshGrey
E-Blazed Glazed (32mb)
F-Cloud White (32mb)
F-Cloud White 2 (32mb)
F-Cloud White 3 (32mb)
F-Clover (2017)
F-Cursed Version
R-Dark Realm
F-Dark Rising 1 (original and Kaito fixed)
F-Dark Rising 2
F-Dreary
F-FireBurn
F-Flare
E-Glazed (32mb)
E-League of Legends (32mb)
R-Light Platinum (original/final version & Plus)
F-Liquid Crystal
F-Mega Power X (32mb)
F-Orange Islands
F-Order and Chaos
F-Prof Oaks Back Up
E-Resolute
F-Rocket Science
R-Ruby Destiny
R-Ruby Destiny
R-Ruby Destiny
F-Septo Conquest
R-Snakewood
F-The Wooper Who Saved Xmas
E-Victory Fire
F-Ultra Shiny Gold Sigma

Stuck on gba boot screen:
F-Chronicles of Soala
F-Cyan
F-DBZ Team Training
F-Sienna 4.0 fix3


Stck on gba boot screen with broken Nintendo trademark:
L-Advanced Adventure
L-Delta Green
E-Emerald Wally Version (1.05 & 1.10)
R-Harvestcraft
F-Quartz
F-Sienna 4.1


Loads but breaks:
F-Dark Rising Order Destroyed = Plays Oak intro, with Oak/Player/Rival replacements invisible (but not the Pokemon from the Pokeball), the freezes.
F-Dark Rising Origins World Collides = Same as above. (17mb)
F-Dark Violet = Shows the trademark screen, then start but never finishes the Game Freak Logo.
F-Gaia = Trademark screen, then freezes. (32mb)
F-Sky Twilight = Trademark screen, then freezes.
F-Sweet Version = Trademark screen, then freezes.
F-Sweet 2th = Trademark screen, then freezes.
F-Valen Edition = Plays into, breaks on PRESS START screen.
F-Vega = Plays into, breaks on PRESS START screen.


Loads fine:
F-A Grand Day Out
E-CAWPS
F-Fire Red Backwards Edition
F-Fuligin
F-Galacta
R-Giratina Strikes Backwards
F-Hollow Mysteries
F-Kanlara Ultimate
F-Korosu
F-Outlaw
F-Red Frost
F-Rocket Strikes
F-TDT (The Darkest Timeline)
R-Topaz
F-Vega Minus
F-Zaru
I should probably try to include the branch name in the release tag or so. The commit you linked was the latest version of the rom3M branch. The ones after that are master and wifi_link builds.
Broken nintendo logo can be fixed with gbafix.
 
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I should probably try to include the branch name in the release tag or so. The commit you linked was the latest version of the rom3M branch. The ones after that are master and wifi_link builds.
Broken nintendo logo can be fixed with gbafix.
Yes, it would be really helpful! I did a quick test and Boktai 3 works with the commit cfc6525 (2019/08/22) build!
Boktai 3 doesn´t work in the latest build commit 285f93c (2019/09/07).
I will retest broken games with the commit cfc6525 (2019/08/22) version, to see if they work with this build!
 

Gericom

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Yes, it would be really helpful! I did a quick test and Boktai 3 works with the commit cfc6525 (2019/08/22) build!
Boktai 3 doesn´t work in the latest build commit 285f93c (2019/09/07).
I will retest broken games with the commit cfc6525 (2019/08/22) version, to see if they work with this build!
Another interesting question would be if there's a performance hit in cfc6525 for games that already worked, since there's a smaller sd cache. (on the other hand, maybe ~500kb is already plenty and ~1.5 MB of cache will never all be used at the same time)
 
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Do you think you could patch Summon Night - Swordcraft Story 2 the same way you did Banjo Pilot?
The game crashes before you can start the intro battle.
 
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Gericom

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Do you think you could patch Summon Night - Swordcraft Story 2 the same way you did Banjo Pilot?
The game crashes before you can start the intro battle.
I will check it out sometime. These kind of bugs are very general though and vary in cause. Mainly timing issues are difficult to track down to their exact cause. Debugging banjo pilot took me many hours actually. I wasn't aware it was a timing issue at first. I can try if it works with disabled main memory cache though.
Edit: Actually, you were right about it being a timing issue. You can get past with main memory cache disabled. I should probably add a setting to disable main memory icache. Edit: added here https://github.com/Gericom/GBARunner2/releases/tag/v20190908-191639_89c01e3
It makes Summon Night - Swordcraft Story 2 and Mario and Luigi Superstar Saga work. In m&l sprites glitch with it disabled though. I've not tested with dsi speed yet. Maybe it still works, but performs a bit better. Edit: With dsi speed it still passes the star in m&l, but the sprites glitch way less.
 
Last edited by Gericom,

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