Homebrew Visual Boy Advance GX 2.2.8 released

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Visual Boy Advance GX 2.2.8 released:

Log message

[2.2.8 - July 29, 2012]

* Fixed lag with GameCube controllers




http://code.google.com/p/vba-wii/downloads/list






- party
 
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Thank you for the fix, Tantric. I'm sorry for being a bit frustrated at ya. The fix works beautifully.

And thank you for letting us know, seam!
 
I almost hate to see the Wii-U launch coming so soon, I know there will still be a lot of Wii hacking going on for a long time but I also know that things will slow down a bit. The Wii will always hold a special place in my heart.

Big thank you to all the Wii hackers and coders!
 
Is it possible to play two player games on THIS gba emulator? I mean, on the same screen?

I don't think the Wii has enough "power" to run two GBA emulators at the same time, I could be wrong but I don't think what you are asking is possible.
What game or games did you want to play 2 Player on? Maybe there are SNES versions of the game or games? Those would work in 2 player mode if you have 2 classic controllers or GC controllers.
 
What would be more likely is having two Wiis + two tvs + two vba-gx's running simultaneously, if linking support is ever added. Two at once on one Wii? Doubtful.
 
Is it possible to play two player games on THIS gba emulator? I mean, on the same screen?

I don't think the Wii has enough "power" to run two GBA emulators at the same time, I could be wrong but I don't think what you are asking is possible.
What game or games did you want to play 2 Player on? Maybe there are SNES versions of the game or games? Those would work in 2 player mode if you have 2 classic controllers or GC controllers.

...
as I thought and the games I wanted to play with a buddy was Double Dragon Advance (one of the greatest beat'em ups ever) and some other games
 
How come the in-app updater is giving me the Update Failed message? Did this since the 2.2.x's.

That happens to me once in a while too, it is easy enough to fix or at least it was for me. I just crammed my SD card in my PC deleted the old install and copied over the new one.
 
Hmm. Well, when 2.2.9 comes out, I'll remove the palette and settings XMLs. It's probably the cause.
Normally I don't remove the settings file due to not being able to remember all the settings later on. :/
 
I wish they would make an update to enable cheatcodes,this has been requested ever since the emulator released.
 
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I'll take a shot at updating them [unofficially, of course] later today. I believe these -GX emulators(the ones by Tantric, anyway) use mostly the same code for graphics and input, so it shouldn't be hard to shoehorn in VBA's code into SNES9x and FCEU.
 
I actually forgot to do these the other day, so I'm building FCEU and Snes9x right now, for both Wii and GC. I'll upload them here shortly. I'm not going to test these for input lag(actually, I can't at the moment), so hopefully they'll work.

http://www.mediafire...2j535tk26yipqvx

Here they are, FCEU-Gx and Snes9x-GX for both GC and Wii(the DOl files are named accordingly). Use at your own risk, etc., but I only changed a couple lines of code in each emulator:

snes9x-gx:
Code:
Index: input.cpp
===================================================================
--- input.cpp    (revision 717)
+++ input.cpp    (working copy)
@@ -197,8 +197,6 @@
*
* Scans pad and wpad
***************************************************************************/
-static int padsConnected = 0;
-static u64 prev, now;

void
UpdatePads()
@@ -207,18 +205,8 @@
WPAD_ScanPads();
#endif

-    now = gettime();
+    PAD_ScanPads();

-    if(!padsConnected && diff_sec(prev, now) < 2)
-        return;
-
-    prev = now;
-
-    padsConnected = PAD_ScanPads();
-
-    if(!padsConnected)
-        return;
-
for(int i=3; i >= 0; i--)
{
userInput[i].pad.btns_d = PAD_ButtonsDown(i);

fceu-gx:
Code:
Index: pad.cpp
===================================================================
--- pad.cpp    (revision 591)
+++ pad.cpp    (working copy)
@@ -186,8 +186,6 @@
*
* Scans pad and wpad
***************************************************************************/
-static int padsConnected = 0;
-static u64 prev, now;

void
UpdatePads()
@@ -196,18 +194,8 @@
WPAD_ScanPads();
#endif

-    now = gettime();
+    PAD_ScanPads();

-    if(!padsConnected && diff_sec(prev, now) < 2)
-        return;
-
-    prev = now;
-
-    padsConnected = PAD_ScanPads();
-
-    if(!padsConnected)
-        return;
-
for(int i=3; i >= 0; i--)
{
userInput[i].pad.btns_d = PAD_ButtonsDown(i);
 
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I won't be able to test these for a bit but it's good to know this has been taken care of now.
Thanks daxtsu
 
Just tested them both against the wiimote - works perfectly! Really thanks for this fix, it was very much needed.
 

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