Homebrew GBARunner2

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Compatibility Report:
Shantae Advance: Runs perfectly, minor issues being occasional text box flicker and quiet audio crackle, the game doesn't save.
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https://github.com/Gericom/GBARunner3/blob/feature/cache-hicode/configs/BPEE00.json

although I dont know if it still works with the game corner mod rom, depending on if it changes the rom a lot or not
i doubt that it does change the game a lot as in the thread Scarlet made i mentioned that it's still compatible with all GCN titles with that patch, which to my knowledge those games are pretty sensitive in the context of trying to detect a game that isn't an unmodified cart/ROM
 
Last edited by ChronoCrossfangirl2002,
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Compatibility Report:
Shantae Advance: Runs perfectly, minor issues being occasional text box flicker and quiet audio crackle, the game doesn't save.
Post automatically merged:


i doubt that it does change the game a lot as in the thread Scarlet made i mentioned that it's still compatible with all GCN titles with that patch, which to my knowledge those games are pretty sensitive in the context of trying to detect a game that isn't an unmodified cart/ROM
Yes I also noticed the lack of saving
 
Yes I also noticed the lack of saving
yeah i tried every save type on the EZ Flash omega DE as well as MGBA and played through the prologue each time up to the save point, with it not saving every time, unless someone decides share how much they know about the insides of the cart, or look in the games data we're out of luck.
 
yeah i tried every save type on the EZ Flash omega DE as well as MGBA and played through the prologue each time up to the save point, with it not saving every time, unless someone decides share how much they know about the insides of the cart, or look in the games data we're out of luck.
ya, may require some sort of AP patch before it works on anything but original hardware. From what I’ve played it seems great! Maybe I’ll play seven sirens
 
Yes I also noticed the lack of saving

yeah i tried every save type on the EZ Flash omega DE as well as MGBA and played through the prologue each time up to the save point, with it not saving every time, unless someone decides share how much they know about the insides of the cart, or look in the games data we're out of luck.

I made a fix for that game, it's in GBARunner3 issue tracker, which explains why it wasn't working https://github.com/Gericom/GBARunner3/issues/185
 
A new contributor from the DSi Hacking Discord server has made some interesting changes and added a very nice readme to the project. You can see the whole progress here while we wait for her Pull Requests to get merged into the main repository.

Please note that this is just for testing purposes and some issues might occur.

https://github.com/VeaNika/GBARunner3/tree/feature/develop-merged
 
A new contributor from the DSi Hacking Discord server has made some interesting changes and added a very nice readme to the project. You can see the whole progress here while we wait for her Pull Requests to get merged into the main repository.

Please note that this is just for testing purposes and some issues might occur.

https://github.com/VeaNika/GBARunner3/tree/feature/develop-merged
Is there a way to have the normal saturation of colors in gbarunner3?
Any option/config?
 
Is there a way to have the normal saturation of colors in gbarunner3?
Any option/config?

That's the expected value, most early GBA games have less saturated colors to compensate the unlit screen of the original GBA. There's a setting you can change if you're using Vea's fork, which can be set ranging from 0 to 4 values of gamma:

Vea's post in the DSi Discord GBARunner3 channel:

"Only 5 steps are available, but should be sufficient for now, until we manage to get more free vram space or move some code."
// Index 0 = gamma 0.5f,
// Index 1 = gamma 0.6f,
// Index 2 = gamma 0.7f,
// Index 3 = gamma 0.8f,
// Index 4 = gamma 0.9f

"Set the desired value in "gbaDisplayGamma", the higher the value, the darker the colors.0 (0.5f) is the same gamma used by default in previous commits."

{
"runSettings": {
"enableWramICache": true,
"enableEwramDCache": true,
"skipBiosIntro": false
},
"displaySettings": {
"gbaScreen": "top",
"gbaColorCorrection": "Oxy001",
"gbaDisplayGamma": 0,
"gbaScreenBrightness": 16,
"enableCenterAndMask": true,
"centerOffsetX": 8,
"centerOffsetY": 16,
"maskWidth": 240,
"maskHeight": 160,
"borderImage": "default"
}
}
 
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I'm trying to get gyro working on n3DSXL in WarioWare: Twisted with TWPatch applied.

I tried out Metroid Prime Hunters with circle pad cheat that includes gyro aiming, and gyro aiming actually worked.

However, when I tried out WW:T in GBARunner2, whether with the version shipping with TM++ or specifically a gyro build, gyro simply wouldn't work.

I'm aware that some 3DSes have different gyro/accelerometer hardware than the others, and that it isn't model dependent the same way as TN and IPS screens are given out almost at random, but since gyro in MPH for the DS worked, I suspect that I did an oopsie but have a compatible 3DS unit.

Any clue what could be up?

Edit: Luma started from SD thru B9S.
 
Last edited by lightwo,
I'm trying to get gyro working on n3DSXL in WarioWare: Twisted with TWPatch applied.

I tried out Metroid Prime Hunters with circle pad cheat that includes gyro aiming, and gyro aiming actually worked.

However, when I tried out WW:T in GBARunner2, whether with the version shipping with TM++ or specifically a gyro build, gyro simply wouldn't work.

I'm aware that some 3DSes have different gyro/accelerometer hardware than the others, and that it isn't model dependent the same way as TN and IPS screens are given out almost at random, but since gyro in MPH for the DS worked, I suspect that I did an oopsie but have a compatible 3DS unit.

Any clue what could be up?

Edit: Luma started from SD thru B9S.

The last commit for shocoman's Analog-Controls-for-NDS-Games-on-3DS modified the Metroid Prime Hunters patches to be compatible with more gyroscope variants that may be found on a 3DS, maybe that's why this one works for you. So I guess one could try to incorporate the relevant changes into the 3ds-gyro branch of GBARunner2 and it should work as well.

But I think it'd be easier to just use mGBA for games that require special hardware (like WarioWare: Twisted) and use open-agb for the rest (especially since you have an N3DS, which should be able to run mGBA fine). But if you're motivated enough to do the changes to the GBARunner2 branch, please let us know your results
 
Last edited by SotoJJ,
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-GBA VGM Player- I have made a music compilation of the SN76489 sound chip, using the program GBA VGM Player by Maxim.
 

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GBAr2 and Fe8 hacks on DSi's SD-slot

So far I've tested numerous Fire Emblem 8 hacks on the hicode version of GBAr2, and they all work quite well if you apply the patch that disables the autosave feature (which I created and posted a few years ago), which otherwise produces sound and visual bugs (horizontal black lines). I'd like to point out this: if you use DSi mode (faster CPU, more available RAM), I can play individual titles, but the options menu and touch screen don't work (which I expected). But strangely, I don't notice any improvement in game speed, and above all, some custom BGMs sound crackly, hoarse, or screeching, like in DS mode: why? I don't notice any improvement in DSi mode. Has anyone else noticed the same problem? That is, DSi mode doesn't seem to work as it should, at least in this case... 🤷🏻‍♂️
 
Hi guys, I hope someone is still active. My problem is that I can't maintain the connection between my two DS Lites in Kirby and the Amazing Mirrors. I'm using GBArunner2 and I was able to establish a connection between consoles, but when I press start, I get a “connection error.”
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Hi guys, I hope someone is still active. My problem is that I can't maintain the connection between my two DS Lites in Kirby and the Amazing Mirrors. I'm using GBArunner2 and I was able to establish a connection between consoles, but when I press start, I get a “connection error.”
 
Hi guys, I hope someone is still active. My problem is that I can't maintain the connection between my two DS Lites in Kirby and the Amazing Mirrors. I'm using GBArunner2 and I was able to establish a connection between consoles, but when I press start, I get a “connection error.”
Post automatically merged:

Hi guys, I hope someone is still active. My problem is that I can't maintain the connection between my two DS Lites in Kirby and the Amazing Mirrors. I'm using GBArunner2 and I was able to establish a connection between consoles, but when I press start, I get a “connection error.”
Did you use this Build?
 
Hi guys,
I'm trying gbarunner2 for the first time and i'm getting black screen on pokemon games (I've seen that emerald is particularly difficult to run if I understood correctly but ruby and sapphire should run normally) except mystery dungeon and fire red which run normally (skip bio is not checked and yet the bios startup is not shown), funny enough kirby and the amazing mirror also runs fine.

Tried ARM7 and 9 versions, and starting from YSMenu and placing bios on root, on /gba and /_gba folders and nothing changed, do anybody have any idea of what is happening?
 
You know there is GBARunner3, right?
I read some of this thread and im not sure people know that.
Its actually really, REALLY good.
I found it on the DS Homebrew Discord where updated builds are posted. (From time to time. Most of the team are now working on the DS-Pico)
 
Last edited by Nakamichi,
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