VisualBoyAdvance-M [svn 1229 MFC] info and download

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Squall Leonhart
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Posts: 1223
Joined: Tue Mar 18, 2008 9:21 am

VisualBoyAdvance-M [svn 1229 MFC] info and download

Post by Squall Leonhart »

General Info:

VBA-M is a [super] Game Boy emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.

 

Core and code improvements

Improvements to ARM/Thumb ASM (and C_CORE if the given preprocessor is set) that have improved various hardware behavior.

Improvements to Memory access resolving issues with the wrong bytes being returned and fixes to a DMA Fetch that was not behaving properly.

 

Resolved some issues occuring due to an abuse of opengl, hq3/4x filters now work without colour issues.

 

Resolved regressions from 1206 and earlier without reintroducing the bugs that were fixed.

 

Games fixed

 

GBA

Croket 2 - would freeze when walking to the left of the snowman

Jurassic Park Builder/Creator - text would be scrambled

Lufia - scrambled text on main menu after cancelling the load screen

Moto GP - register not implemented

Phantasy Star Collection - text regression introduced and subsequently fixed

V-rally 3 - graphics regression introduced and subsequently fixed

Megaman: Battle network 1-3 and possibly many others - hanging on start. (1204)

Megaman Battlenetwork - freeze (1205)

Mother 3 - Audio fix (1224, 1225)

Metroid Fusion - broken (1225)

Super Mario Advance 2 - screech

Revenge of Shinobi - freeze on black screen starting first mission

 

GBC

Duke Nukem - Hud and menu now work. GBC video emulation needs more work however, the hack used is not correct and might cause issues elsewhere. (1194, 1197, 1206)

Zelda Oracles garbage line at bottom of intro (1206, 1214)

 

Not a bug

 

GBA

Digimon Racing EU - freezes during intro's

Resolution: Enable Linking, this game checks the serial bus to see if link cable and gba's are connected at start and will not progress if the interface reports a invalid/nulled value.

 

GBC

Links Awakening - Sprite issues when sword beaming and when moving around with chomp

Resolution: Accurate Emulation. This occurs on real hardware and is because the Line/Sprite limit is reached. Other emulators use a hack to show all sprites - we may investigate such a hack in the future but for now this is not a real issue.

 

Changes in this release:

 

r1229

updates subwcrev and applies minor fixes patch 46


r1228

SDL sound code now posts to semaphores no matter what, in case the other side is still waiting after a speedup transition


r1227

Rewrote SDL sound synchronization, using a very old patch as a base for some of the changes


r1226

Remove useless backup enabled checks in read handlers. Fix illegal halfword and byte reads.


r1225

Mother 3 fix, refined to not break Metroid Fusion or hopefully anything else


r1224

Changed PCM FIFO refill behavior to only stuff the FIFO with silence if it runs completely empty, which seems to fix the stuttering in Mother 3. From the technical behavior, Mother 3's sound code would periodically set DMA 1 and 2 to reason...


r1223

Add tiled rendering define to Android makefiles, too.


r1222

Add tiled rendering define - big performance improvement


r1221

Fix target output name


r1220

Fix build for Android


r1219

Disable link by default now that games work without it


r1218

updated readme


r1216

Sonic Advance 1/2 work now with NO_LINK defined


r1215

(Libretro) Fix build


r1214

re-adding the fix for zelda oracles


r1213

Let's try that again.


r1211

revert 1207-1210 as its not really ready for integration yet.


r1210

rolling back, it seems there was some more issues than original thought


r1209

fix a goof I made with the last commit, this should fix it


r1208

just a small revert, old data got mixed in the last commit


r1207

libretro merge into trunk, the individual interfaces can still be compiled on their own so the gtk/sdl/mfc interfaces can still work as originally intended. Special thanks to Squarepusher of the libretro team for helping us get this merged


r1206

fixes zelda oracles without breaking duke nukem or 007


r1205

Implement memory mirrors for SRAM/FLASH. Correctly handle 16/32bit reads from SRAM. Removed unaligned handler for CPUReadHalfWordSigned.


r1204

This fixes the colour issue when using opengl and a HQ3 or 4x filter.


r1203

Revert changes to the ioReadable table from r1200 which broke Megaman Battle Network series.


r1202

normatt was missing from readme


r1201

Move the cpuDmaHack assignments into doDMA. (Fixes Croket 2 regression)


r1200

Re-added the DMA Prefetch buffer. This fixes Phantasy Star Collection.


r1199

another tom harder patch, fixing some warnings in the gvbam and wxvbam


r1198

commiting Tim Harders patch for libav/ffmpeg


r1197

bring branches into line fixes duke nukem on bgk-link and silences gcc warning on trunk ignore a few more files


r1195

Fixed register used in asm.


r1194

reduce new lines fix duke nukem cgb menu | in my limited testing this has not regressed any other games.


r1193

dirty buildfix for linux, can do it properly later.


r1192

Make the asm code increment lsl/lsr/asr rm by 4 if rm is pc. (ASM now passes the armwrestler MOV opcode test)


r1191

Fix clock cycles in some arm/thumb opcodes. Implement missing ARM instruction used in the wstein.gba homebrew. Remove cpuDmaHack has it causes graphical glitches in Lufia and incorrectly handles unmapped reads.


r1190

revert the > to >> change, fixes regression in loading ppmd 7z files.


r1189

couldn't just add a guy who's contributed more in 3 days then anyone has in the last 3 years to the "Contributors" list ;D


r1188

some small pvs warning fixes


r1187

move around apu reset a bit, doesn't seem to have broken anything


r1185

Fix handling of unused memory when reading 16/8 bit data.


r1184

Add missing ARM opcode variant strh (w=1) used in several homebrew gba demos (e.g. afire).


r1181

removed /D_ST_MODEL/D_SECURE_SCL=0 %(AdditionalOptions) from the vcxproj its redundant in VS2010 and VS2012, and seems to be a source of build errors in VS2012 for some reason.


r1180

Make 32bit read out of bounds not get rotated if they are unaligned.


r1178

hopefully fixed unaligned reads correctly this time...


r1176

Fix yet another oversight in the unaligned read code. Implemented missing thumb opcode (Which is invalid according to gbatek but Moto GP seems to use it)


r1174

opps forgot to change change the unaligned 16bit rotate to check against old address.


r1172

Fixed unaligned 16/32 bit reads.


r1171

update to 2013


r1170

fixed nasm props again


r1167

commit this and see who complains? Image


r1166

remove c_core from default preprocessors


r1164

some changes to how SubWCRev works, resolving build issues when attempting to build from a source tar and adding it back to dependencies. also deletes the wx build folder because its not going going anywhere fast on windows.


r1163

more improvements to gba-arm by Normmatt


r1162

lets commit the right version of the arm patch this time eh.


r1161

Applied fixes to NormMatts r1150 fixes - V-Rally 3 working again Re-added nasm.props to vs2008 build folder + changes to nasm.rules for spaces in paths.


r1160

implement ALL of abhoriels patch correctly.


r1159

GBA: Revert r1150 since it adds artifacts in (at least) V-Rally 3


r1158

NLS: Update translations from Transifex


r1157

NLS: Apply native endlines SVN properties


r1156

GTK: Apply patch #3524058 - Auto-load/save cheats


r1155

GTK: Updated the .desktop file to validate


r1154

GTK: Fix "#3598672 - emulated system option in gvbam changes by itself in Linux"


r1153

GBA: Fix build


r1151

commit abhoriels RSBS and RSCS patch


r1150

patch to correct some behavior in arm tests.


 

Download:

VisualBoyAdvance-M SVN1229 (click to download)

Last edited by Squall Leonhart on Tue Jan 05, 2016 2:18 pm, edited 1 time in total.
ikarycs
Junior Member
Posts: 2
Joined: Tue Jan 05, 2016 3:20 pm

VisualBoyAdvance-M [svn 1229 MFC] info and download

Post by ikarycs »

Greetings Squall.

I'm new in this forum.

I'm currently having problems to handle dolphin + vba (latest release).

Game: Zelda 4 Swords (multiplayer in same computer (localhost)).

Problem comes when conecting the second controller (aka second vba-m active window), game hangs and freezes (loses sound too).

Seems that vba-m doesnt auto assign the second vba-m windows as player 2 controller (as most videos I've seen does), and instead, both windows fight over taking player 1 slot.

Note: vba-m Player 1 connects just fine.

Windows 10 x64 (No AV/Firewall issues)

Please if you can help me regarding this issue, i'll apreciate it.

Thanks beforehand.

Bye.

Last edited by ikarycs on Tue Jan 05, 2016 3:55 pm, edited 1 time in total.
Squall Leonhart
Posting Freak
Posts: 1223
Joined: Tue Mar 18, 2008 9:21 am

VisualBoyAdvance-M [svn 1229 MFC] info and download

Post by Squall Leonhart »

this version is an older version that i reposted, the latest version available to dl, Wx and MFC have this problem resolved.

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