Homebrew VBA-GX borders

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Krisbies

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I've been trying to use a custom border for GBA games on this emulator but I cannot get it to the right size, it always leaves a lot of bezel. Right now all the borders are 320 x 240, as that's the closest size I've gotten to work (anything smaller just breaks the emulator). Is there a "just right" size I can make them where it doesn't break?
 
Does it have any that come with the emu? Take one and copy paste your preferred one over it.

If not, that's all I got I'm afraid!
 
Does it have any that come with the emu? Take one and copy paste your preferred one over it.

If not, that's all I got I'm afraid!
sadly no, closest it gets is when you load a Super Game Boy Enhanced game it converts the in game border to a PNG. I tried changing the dimensions of one of my GBA borders to match the Super Game Boy border, but the file was too small to load again.
 
Not sure if looking at Retroarch would help then as there are loads of bezels and borders for all the cores.

Unless it's the bit depth or compression that's wrong?
 
I've been trying to use a custom border for GBA games on this emulator but I cannot get it to the right size, it always leaves a lot of bezel. Right now all the borders are 320 x 240, as that's the closest size I've gotten to work (anything smaller just breaks the emulator). Is there a "just right" size I can make them where it doesn't break?

As far as i know VBA-GX (standalone and RA core) is unoptimized a shell and did some silly thing when they changed the wide integer scaling of horizontal pixels from 640 to 720 for maximum ''pixel fidelity'', meaning that in order to play at 240p without bilinear filters but without shimmering or mixels you must play at default with Borders activated from FILE or FROM ROM.

And why would you want to play GBA on that emulator, it even shows problems with certain GB/GBC games, i only use VBAgx to play GB and GBC because mGBA (which is what you should be using for GBA anyways) CANNOT properly scale GB/GBC at the equivalent of black border SGB integer scale at 4:3, it does GBA perfectly tough like pictured below.

1720123390155.png



It cannot do GB/GBC like that tough, and as far as i know the option to enable borders from file or from ROM does not work at all on the Wii, and i actually contacted the devs once, and they show no interest in caring about it (btw current mGBA is broken, dont go beyond 0.10.0), i would love to play mgba with this scaling at 240p and with custom borders, but it aint happening sadly.
 
The device listing bug was fixed in this commit
https://github.com/mgba-emu/mgba/commit/6e773eafeae96c8904cf6e6de0b3f8a3b33f4235
so you can use nightly builds.
There is a working binary in the original bugreport too
https://github.com/mgba-emu/mgba/issues/3106
Nice to hear, back on topic, i mentioned that mGBA does not allow SGB borders or even loading them form file, sucks because i actually designed once upon a time a nice SGBA equivalent, but i wonder, has anyone ever managed to get it to work on mgba wii?
 
Not sure if looking at Retroarch would help then as there are loads of bezels and borders for all the cores.

Unless it's the bit depth or compression that's wrong?
I tried using RetroArch but I can't for the life of me get any of the border/overlays to load. They're all in 1080p so I guess it's possible that they're all too big to show up? Although none of the pre-packaged borders that came in the download work either, and I'd have to image those are the correct size.
 
Last edited by Krisbies,
I'm not sure what you mean by that. SGB borders work even in my incomplete port.
Can you show it?
Post automatically merged:

I tried using RetroArch but I can't for the life of me get any of the border/overlays to load. They're all in 1080p so I guess it's possible that they're all too big to show up? Although none of the pre-packaged borders that came in the download work either, and I'd have to image those are the correct size.
As far as i know, half the features on RA Wii dont work at are there just for placebo.
 
It's not a fork. It's an independent port built off another program (Game Boy Interface Standard Edition), and is quite janky as a result.
Ah, i remember this, sucks that it does not allow 240p or properly adjusting the vertical and horizontal stretching of the picture, not even having options for bilinear sharp.

I play on CRT at 240p when available.
 

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