https://emulation.gametechwiki.com/api.php?action=feedcontributions&user=197.6.59.246&feedformat=atomEmulation General Wiki - User contributions [en]2024-03-29T10:16:51ZUser contributionsMediaWiki 1.32.0https://emulation.gametechwiki.com/index.php?title=Main_Page&diff=8472Main Page2015-04-27T14:48:27Z<p>197.6.59.246: </p>
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<!-- EMULATION GENERAL --><br />
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[[File:EMULATION.jpg|175px|left]]<br />
This wiki is dedicated to all things related to video game emulation. Please read the '''[[General problems FAQ]]''' before asking questions.<br />
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Questions and comments about the wiki should be asked on the message board.<br />
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For info on console hardware, and restoration, see the [[gametech:|Game Tech Wiki]].<br />
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<br />
==Emulators==<br />
{|width="100%"<br />
|- valign="top"<br />
|<br />
<font size="3"><b>Arcade</b></font> [[File:PacmanGhost.png|20px]]<br />
* [[Arcade emulators|Multi-System]]<br />
* [[Neo Geo emulators|Neo-Geo/CD]]<br />
* [[Sega Dreamcast emulators|Naomi]]<br />
* [[Gamecube emulators|Triforce]]<br />
* [[Taito Type X]]<br />
<br />
<font size="3"><b>Atari Consoles</b></font> [[image:atari logo.png|21px]]<br />
* [[Atari 2600 emulators|Atari 2600]] <br />
* [[Atari 5200 emulators|Atari 5200]]<br />
* [[Atari 7800 emulators|Atari 7800]]<br />
* [[Atari Lynx emulators|Atari Lynx]]<br />
* [[Atari Jaguar emulators|Atari Jaguar]]<br />
<br />
<font size="3"><b>Personal Computers</b></font> [[File:Crt-monitor.png|22px]]<br />
<!-- Because it sometimes isn't obvious from system name or generational gap as it is with consoles, I suggest that release date of the system be commented alongside, for those adding entries in the future --><br />
* [[PLATO Computer System|PLATO]] <!-- November 1960 --><br />
* [[Altair 8800|MITS Altair]] <!-- December 1974 --><br />
* [[DOS emulators|DOS]] <!-- August 1981 --><br />
* [[BBC Micro|BBC Micro]] <!-- December 1981 --><br />
* [[ZX Spectrum|ZX Spectrum]] <!-- April 1982 --><br />
* [[Commodore 64 emulators|Commodore 64]] <!-- August 1982 --> <br />
* [[MSX emulators|MSX]] <!-- June 1983 --> <br />
* [[Amstrad CPC|Amstrad CPC]] <!-- June 1984 --> <br />
* [[Atari ST|Atari ST]] <!-- June 1985 --> <br />
* [[Amiga emulators|Amiga]] <!-- July 1985 --> <br />
* [[Sharp x68000 emulators|Sharp x68000]] <!-- Frebruary 1987 --> <br />
* [[Windows 95/98/ME emulators|Windows 3.x/9x]] <!-- May 1990 --> <br />
<br />
<font size="3"><b>Mobile Phones</b></font><br />
* [[Cellphone emulators|Cell Phones]]<br />
* [[Cellphone emulators|Japanese Phones]]<br />
* [[Cellphone emulators|N-Gage]]<br />
* [[Android emulators|Android]]<br />
* [[IOS emulators|iOS]] <!-- Placeholder links until individual pages ready --><br />
|<br />
<font size="3"><b>Nintendo Consoles</b></font> [[File:n64 logo.png|21px]] <!-- Console manufacturers ordered by how soon they entered gaming market (MS-X already listed under PCs) --><br />
* [[Nintendo Entertainment System emulators|NES (Famicom)]]<br />
* [[Super Nintendo emulators|Super Nintendo (Super Famicom)]]<br />
* [[Nintendo 64 emulators|Nintendo 64]]<br />
* [[GameCube emulators|GameCube]]<br />
* [[Wii emulators|Wii]]<br />
* [[Wii U emulators|Wii U]]<br />
<br />
<font size="3"><b>Nintendo Handhelds</b></font> [[File:Gameboy Advance.png|30px]] <br />
* [[Game Boy/Game Boy Color emulators|Game Boy/Color]]<br />
* [[Virtual Boy emulators|Virtual Boy]]<br />
* [[Game Boy Advance emulators|Game Boy Advance]] ([[GBA e-Reader emulators|e-Reader]])<br />
* [[Nintendo DS emulators|Nintendo DS]] ([[DSiWare emulators|DSiWare]])<br />
* [[Nintendo 3DS emulators|Nintendo 3DS]]<br />
<br />
<font size="3"><b>Sega Consoles</b></font> [[File:dreamcast logo.png|23px]]<br />
* [[Master System emulators|Master System]]<br />
* [[Sega Genesis emulators|Genesis (Mega Drive)]] (CD, 32X)<br />
* [[Sega Saturn emulators|Saturn]]<br />
* [[Sega Dreamcast emulators|Dreamcast]]<br />
<br />
<font size="3"><b>Sega Handhelds</b></font> [[File:Game Gear.png|28px]] <br />
* [[Game Gear emulators|Game Gear]]<br />
<br />
<font size="3"><b>NEC Consoles</b></font> [[File:NEC.png|30px]]<br />
* [[PC-98 emulator|PC-98]]<br />
* [[PC Engine (TurboGrafx-16) emulators|PC Engine (TurboGrafx-16)]]<br />
* [[PC-FX emulators|PC-FX ]]<br />
<br />
<font size="3"><b>Other 90' Consoles</b></font><br />
* [[Philips CD-i emulators|Philips CD-i]]<br />
* [[3DO emulators|3DO]]<br />
* [[Pioneer LaserActive]]<br />
<br />
<font size="3"><b>Other 90' Handhelds</b></font><br />
* [[Neo Geo Pocket emulators|Neo-Geo Pocket/Color]]<br />
* [[WonderSwan emulators|WonderSwan/Color]]<br />
|<br />
<font size="3"><b>Sony Consoles</b></font> [[File:playstation logo.png|25px]]<br />
* [[PlayStation emulators|PlayStation]]<br />
* [[PlayStation 2 emulators|PlayStation 2]]<br />
* [[Playstation 3 emulators|PlayStation 3]]<br />
* [[PlayStation 4 emulators|PlayStation 4]]<br />
<br />
<font size="3"><b>Sony Handhelds</b></font> [[File:Sony-PSP.png|30px]]<br />
* [[PocketStation]]<br />
* [[PlayStation Portable emulators|PlayStation Portable]]<br />
* [[PlayStation Vita emulators|PlayStation Vita]]<br />
<br />
<font size="3"><b>Microsoft Consoles</b></font> [[File:xbox logo.png|23px]]<br />
* [[Xbox emulators|Xbox]]<br />
* [[Xbox 360 emulators|Xbox 360]]<br />
* [[Xbox One emulators|Xbox One]]<br />
<br />
<font size="3"><b>More Obscure Consoles</b></font><br />
* [[Console Boom emulators|1970s/1980s Console Boom]]<br />
* [[Strange Console emulators|Strange Consoles]]<br />
<br />
<font size="3"><b>Emulating On Other Systems</b></font><br />
* [[Multi-System Emulators]]<br />
<font size="2"><b>On Mobile</b></font><br />
* [[Emulators on Android]]<br />
* [[Emulators on Gizmondo]]<br />
* [[Emulating on your browser]]<br />
<font size="2"><b>On Handhelds</b></font><br />
* [[Emulators on DS]]<br />
* [[Emulators on 3DS]]<br />
* [[Emulators on PSP]]<br />
<font size="2"><b>On Consoles</b></font><br />
* [[Emulators on Wii]]<br />
* [[Emulators on PS3]]<br />
|}<br />
<br />
==FAQs==<br />
{|width="100%"<br />
|- valign="top"<br />
|<br />
* [[Black frame insertion]]<br />
* [[Computer specs|Computer Specifications]]<br />
* [[Resolution|Console Display Resolutions]]<br />
* [[Controllers]]<br />
* [[Cue sheet (.cue)]]<br />
* [[Display FAQ|Displays]]<br />
* [[Emulation Accuracy]]<br />
* [[Emulation on Fedora]]<br />
* [[Emulation on Ubuntu]]<br />
|<br />
* [[Emulator Files|Files and BIOS for Emulators]]<br />
* [[List of filetypes|Filetypes]]<br />
* [[Frames per second]]<br />
* [[Frontends]]<br />
* [[High/Low level emulation]]<br />
* [[Input lag]]<br />
* [[Netplay]]<br />
* [[List of notable ports|Notable Ports]]<br />
* [[Overclocking]]<br />
|<br />
* [[Recommended N64 Plugins]]<br />
* [[Recommended PS1 Plugins]]<br />
* [[Recording Video]]<br />
* [[Ripping Games]]<br />
* [[Need Games?|ROM/ISO Sites]]<br />
* [[Save Converters]]<br />
* [[File Hashes|Verifying Dumps]]<br />
* [[Vsync]]<br />
|}<br />
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|- valign="top"<br />
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<br />
==Shaders/Filters==<br />
* [[CRT Shaders]]<br />
* [[Dithering]]<br />
* [[NTSC Filters]]<br />
* [[Shaders and Filters|Shaders and Filters]]<br />
* [[List of shaders and filters|List of Shaders and Filters]]<br />
* [[Texture filtering|Texture Filtering and Scaling]]<br />
|style="padding:0.5em;"|<br />
<br />
==Modding==<br />
* [[Modding Consoles/Flashcarts]]<br />
* [[Mods and Texture Packs]]<br />
* [[ROM Hacking Resources]]<br />
|style="padding:0.5em;"|<br />
<br />
==Miscellaneous==<br />
* [[Console-specific development wikis]]<br />
* [[Emulation Books and Articles]]<br />
|}<br />
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__NOEDITSECTION__</div>197.6.59.246https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&diff=8470Super Nintendo emulators2015-04-27T14:10:54Z<p>197.6.59.246: /* Data Pack (SNES DLC) Emulation */</p>
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<div>[[File:SNES-and-controller.jpg|thumb||250px|The Super Nintendo Entertainment System (SNES)]]The '''[[gametech:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]''' (SNES) is a 16-bit, 4th generation console released on 1990 in North America. In Japan, it was known as the Super Famicom. The '''Satellaview''' was a subscription based add-on released only in Japan that streamed content to the Super Famicom. The '''Super Game Boy''' was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo. Both the Satellaview and the Super Game Boy are supported by [[higan]].<br />
<br />
Emulation for the SNES is robust, with several high quality emulators for various systems, with some even being [[cycle accurate]].<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[bsnes]] (higan)<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/higan/ 0.94]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[BizHawk]] (bsnes)<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Mednafen]] (bsnes)<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://mednafen.sourceforge.net/releases/ {{MednafenVer}}]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align:center;"|[[MESS]]<br />
| style="text-align:center;"|Multi-platform<br />
| style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
| style="text-align:center;"|✓<br />
| style="text-align:center;"|Low<br />
| style="text-align:center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Silhouette]]<br />
| style="text-align: center;"|Macintosh<br />
| style="text-align: center;"|1.0<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[ZSNES]]<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.51<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Mobile<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[Snes9x]] Next*<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|Snes9x EX+<br />
| style="text-align: center;"|Android<br />
| style="text-align: center;"|1.5.19<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|SuperGNES<br />
| style="text-align: center;"|Android<br />
| style="text-align: center;"|r89<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|CATSFC*<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.36<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|}<br />
<nowiki>*</nowiki>Only available on mobile as a libretro core (e.g. [[RetroArch]]).<br />
<br />
{| class="wikitable"<br />
|+Console<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[Virtual Console]]<br />
| style="text-align: center;"|Wii and Wii U<br />
| style="text-align: center;"|n/a<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Very High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]] Next*<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[http://173210.server-queen.com/autoindex/index.php?dir=PSP/Snes9xTYLcm_Mod/ Snes9xTYL(me)cm Mod]<br />
| style="text-align: center;"|[[PlayStation Portable]]<br />
| style="text-align: center;"|r26<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|CATSFC<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.36<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|}<br />
<nowiki>*</nowiki>Only available on consoles as a libretro core (e.g. [[RetroArch]]).<br />
<br />
===Comparisons===<br />
1. [[bsnes]] (higan)<br />
* The most [[accurate]] of the bunch. Should play any and all commercially released games without trouble, assuming you have the power.<br />
* A Core 2 Duo at 2 GHz is the weakest I've seen run the balanced version full speed for most games.<br />
* Balanced works. You do NOT need the accuracy build for anything but one game. And it's just a missing shadow even for that.<br />
* ROM hacks designed around emulator quirks will most likely not work. Same as with real hardware.<br />
* LLE audio sounds amazing.<br />
<br />
2. [[Snes9x]]<br />
* Compatible with most games, even many romhacks that make use of emulator quirks.<br />
* Fast enough for pretty much any toaster (think Pentium 1 or 2, yes I tested!)<br />
* LLE audio, same as bsnes's.<br />
* Often buggy graphical output and shader support in standalone<br />
** Driver/GPU dependent.<br />
** Remember those diagonal lines of offset across older 3D games on certain graphics cards? Yeah. ''Finding a picture.''<br />
* Hit and miss controller support, especially when it comes to XInput devices.<br />
<br />
3. [[RetroArch]], which has bsnes, and Snes9x cores.<br />
* The same points as the emulators themselves<br />
* Amazing graphical output<br />
** At any resolution<br />
** At any fullscreen resolution and refresh rate<br />
** Vast [[Shaders_and_Filters|shader]] support<br />
* Dynamic rate control kills off most any and all audio distortion, such as crackling.<br />
* Does not require Game Folders or anything like higan standalone.<br />
* Has a fork of Snes9x known as Snes9x Next that is based on a WIP of Snes9x between 1.52 and 1.53 with some extra speedhacks so it runs full speed on a Wii, as well as a SuperFX overclock option.<br />
* Has a fork of bsnes known as bsnes-mercury, which aims to restore functionality like HLE DSP chip emulation and SGB emulation using Gambatte that was removed in later versions of bsnes, as well as have some optimizations that don't affect emulation accuracy. It also has an option to overclock SuperFX. Default options make it exactly the same as regular bsnes, with LLE DSP chip emulation enabled. <br />
<br />
5. [[BizHawk]]<br />
* Useful for TAS (Tool Assisted Speedruns)<br />
* Written in C#, requires .NET 4.0<br />
* Windows-only<br />
<br />
5. [[Mednafen]]<br />
* The SNES core is based on bsnes v059 which is rather old from 2010. It pre-dates the performance/balanced/accuracy builds. This version is much faster than the current version.<br />
* Missing many of the LLE audio improvements that newer versions of Snes9x and higan use currently.<br />
* The version of bsnes that Mednafen is using is missing out on many accuracy updates that particularly impacts a few edge case games such as Air Strike Patrol. The signifigance of this game is it was one of two games known to manipulate the PPU mid-scanline and is notoriously difficult to emulate. Some of the problems Mednafen has versus newer cores is poorly rendered text, flickering lines near the bottom of the screen, and missing shadow during flight.<br />
* While acceptable for many games its recommended to use Snes9x, higan, or RetroArch instead.<br />
<br />
6. [[ZSNES]]<br />
* Will run full speed on very old x86 systems such as an early Pentium 1.<br />
* Romhacks were often designed around its speedhacks and many won't work properly on anything else.<br />
* Though fans have modded this, it is basically a dead emulator with no future.<br />
* Many bugs and lacked functions for many games, see [[ZSNES#Review|ZSNES review]]<br />
* Polarizing graphical user interface (loved by some, hated by others)<br />
<br />
==Satellaview Emulation==<br />
BS-X or Satellaview software was being broadcast to a special Japan-only hardware as temporary data to be deleted shortly after. As such, a wealth of games went undumped and lost forever.<br />
<br />
Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some data, but these have been lost forever, outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the maximum cartridge capacity (12MB), but it's not the same thing.<br />
<br />
Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators as regular emulators, you may face issues for many of these games (no font appearing, hangs with black screen...). You'll need Satellaview emulation to properly emulate those.<br />
<br />
bsnes-sx2 and snes9x-sx2 are recommended. They use your PC clock with no option to modify it though - SNESGT had the option to modify the clock, but it wasn't updated for a while and isn't really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for romhackers and translators) but falls behind the others when it comes to general emulation.<br />
<br />
You'll need the BS-X BIOS to properly emulate the Satellaview. It goes as BS-X.bin under the BIOS folder when using snes9x-sx2. It has many variants - you'll want the translated one (with English text) with removed DRM (so that you can play a given broadcast without restrictions on how many times you can do so, like in the original hardware). <br />
<br />
Whenever you open a BS-X compatible ROM (that wasn't modified to behave like a normal SNES game, like most BS Zelda translations were), you'll be greeted by the BIOS software - asking you to choose your name and avatar, which you can control in a city. Of course the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a "Hello Satellaview" test broadcast (you may be interested though in seeing how Nintendo used to do loading screens: to get to enjoy them without them shutting down instantly, open BSX0001-47.bin (bsxdat folder) in a hex editor and change at offset 0x06 that 0x30 to 0x00.) and most houses will be closed.<br />
<br />
You'll want to enter the little red house you start in front of, and load the stored data. In some cases, you may have to wait a while before actual gameplay starts, or until a given time (on real hardware people would wait for up to 6 minutes).<br />
<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|BS-X Emulation <br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[bsnes]] <br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 v0.09] (based on v082)<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
| style="text-align: center;"|Windows x86, x64<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[NO$SNS]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://problemkaputt.de/sns.htm 1.5 (2013)]<br />
| style="text-align: center;"|Mid <br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[SNESGT]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://www.zophar.net/snes/snesgt.html 2.18 (2007)]<br />
| style="text-align: center;"|Mid <br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[bsnes]] (higan)<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/higan/ 0.94]<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[BizHawk]] (bsnes)<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Mednafen]] (bsnes)<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://mednafen.sourceforge.net/releases/ {{MednafenVer}}]<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✗<br />
|}<br />
<br />
==Data Pack Emulation==<br />
Also known as DLC for the Super Famicom - not only the old Megadrive could do its lock-on thing! (incredible, isn't it?) <br />
<br />
Data Packs are Satellaview 8M Memory Packs which have data meant to be used as expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, Data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical retail form in stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Packs.<br />
<br />
The games which were compatible with Data Packs are: Same Game, Derby Stallion 96, RPG Tsukuru 2, Sound Novel Tsukuru, Ongaku Tsukuru Kanaderu, Joushou Mahjong Tenpai, SD Gundam G-NEXT, and Shigesato Itoi no Bass Tsuri No. 1. <br />
<br />
These Data Packs are available in rom sites, named as regular sfc files, but their actual nature couldn't be farther than that. Anyways, they won't load in SNES emulators alone, that's for sure.<br />
<br />
Two emulators support this feature:<br />
<br />
* '''Snes9X:''' Under "File/Load Multi Cart...", choose the base game for "Slot A" and the expansion pack for "Slot B", and then the BS-X BIOS file. The combined game variant should open. Most Memory Pack games should work this way but some are unemulated for various reasons - it's one of the last overlooked areas in SNES emulation after all.<br />
* '''bsnes-sx2:''' Under "File/Load Slotted BS-X Cartridge". However, due to how the emulator doesn't have a "Show files from all extensions" option, and an oversight during development, the expansion pack file can't be selected. Due to this, current versions can't go in-game.<br />
<br />
==Resources==<br />
*[http://wiki.superfamicom.org/snes/show/HomePage SNES Development Wiki] - SNES Development Wiki for you know, SNES Development.<br />
<br />
[[Category:Consoles]]</div>197.6.59.246https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&diff=8469Super Nintendo emulators2015-04-27T14:08:18Z<p>197.6.59.246: /* Satellaview Emulation */</p>
<hr />
<div>[[File:SNES-and-controller.jpg|thumb||250px|The Super Nintendo Entertainment System (SNES)]]The '''[[gametech:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]''' (SNES) is a 16-bit, 4th generation console released on 1990 in North America. In Japan, it was known as the Super Famicom. The '''Satellaview''' was a subscription based add-on released only in Japan that streamed content to the Super Famicom. The '''Super Game Boy''' was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo. Both the Satellaview and the Super Game Boy are supported by [[higan]].<br />
<br />
Emulation for the SNES is robust, with several high quality emulators for various systems, with some even being [[cycle accurate]].<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[bsnes]] (higan)<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/higan/ 0.94]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[BizHawk]] (bsnes)<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Mednafen]] (bsnes)<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://mednafen.sourceforge.net/releases/ {{MednafenVer}}]<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align:center;"|[[MESS]]<br />
| style="text-align:center;"|Multi-platform<br />
| style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
| style="text-align:center;"|✓<br />
| style="text-align:center;"|Low<br />
| style="text-align:center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Silhouette]]<br />
| style="text-align: center;"|Macintosh<br />
| style="text-align: center;"|1.0<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[ZSNES]]<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.51<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Mobile<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[Snes9x]] Next*<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|Snes9x EX+<br />
| style="text-align: center;"|Android<br />
| style="text-align: center;"|1.5.19<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|SuperGNES<br />
| style="text-align: center;"|Android<br />
| style="text-align: center;"|r89<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|CATSFC*<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.36<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✗<br />
|}<br />
<nowiki>*</nowiki>Only available on mobile as a libretro core (e.g. [[RetroArch]]).<br />
<br />
{| class="wikitable"<br />
|+Console<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[Virtual Console]]<br />
| style="text-align: center;"|Wii and Wii U<br />
| style="text-align: center;"|n/a<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Very High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]] Next*<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.53<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Mid<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[http://173210.server-queen.com/autoindex/index.php?dir=PSP/Snes9xTYLcm_Mod/ Snes9xTYL(me)cm Mod]<br />
| style="text-align: center;"|[[PlayStation Portable]]<br />
| style="text-align: center;"|r26<br />
| style="text-align: center;"|✗<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|CATSFC<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|1.36<br />
| style="text-align: center;"|✓<br />
| style="text-align: center;"|Low<br />
| style="text-align: center;"|✓<br />
|}<br />
<nowiki>*</nowiki>Only available on consoles as a libretro core (e.g. [[RetroArch]]).<br />
<br />
===Comparisons===<br />
1. [[bsnes]] (higan)<br />
* The most [[accurate]] of the bunch. Should play any and all commercially released games without trouble, assuming you have the power.<br />
* A Core 2 Duo at 2 GHz is the weakest I've seen run the balanced version full speed for most games.<br />
* Balanced works. You do NOT need the accuracy build for anything but one game. And it's just a missing shadow even for that.<br />
* ROM hacks designed around emulator quirks will most likely not work. Same as with real hardware.<br />
* LLE audio sounds amazing.<br />
<br />
2. [[Snes9x]]<br />
* Compatible with most games, even many romhacks that make use of emulator quirks.<br />
* Fast enough for pretty much any toaster (think Pentium 1 or 2, yes I tested!)<br />
* LLE audio, same as bsnes's.<br />
* Often buggy graphical output and shader support in standalone<br />
** Driver/GPU dependent.<br />
** Remember those diagonal lines of offset across older 3D games on certain graphics cards? Yeah. ''Finding a picture.''<br />
* Hit and miss controller support, especially when it comes to XInput devices.<br />
<br />
3. [[RetroArch]], which has bsnes, and Snes9x cores.<br />
* The same points as the emulators themselves<br />
* Amazing graphical output<br />
** At any resolution<br />
** At any fullscreen resolution and refresh rate<br />
** Vast [[Shaders_and_Filters|shader]] support<br />
* Dynamic rate control kills off most any and all audio distortion, such as crackling.<br />
* Does not require Game Folders or anything like higan standalone.<br />
* Has a fork of Snes9x known as Snes9x Next that is based on a WIP of Snes9x between 1.52 and 1.53 with some extra speedhacks so it runs full speed on a Wii, as well as a SuperFX overclock option.<br />
* Has a fork of bsnes known as bsnes-mercury, which aims to restore functionality like HLE DSP chip emulation and SGB emulation using Gambatte that was removed in later versions of bsnes, as well as have some optimizations that don't affect emulation accuracy. It also has an option to overclock SuperFX. Default options make it exactly the same as regular bsnes, with LLE DSP chip emulation enabled. <br />
<br />
5. [[BizHawk]]<br />
* Useful for TAS (Tool Assisted Speedruns)<br />
* Written in C#, requires .NET 4.0<br />
* Windows-only<br />
<br />
5. [[Mednafen]]<br />
* The SNES core is based on bsnes v059 which is rather old from 2010. It pre-dates the performance/balanced/accuracy builds. This version is much faster than the current version.<br />
* Missing many of the LLE audio improvements that newer versions of Snes9x and higan use currently.<br />
* The version of bsnes that Mednafen is using is missing out on many accuracy updates that particularly impacts a few edge case games such as Air Strike Patrol. The signifigance of this game is it was one of two games known to manipulate the PPU mid-scanline and is notoriously difficult to emulate. Some of the problems Mednafen has versus newer cores is poorly rendered text, flickering lines near the bottom of the screen, and missing shadow during flight.<br />
* While acceptable for many games its recommended to use Snes9x, higan, or RetroArch instead.<br />
<br />
6. [[ZSNES]]<br />
* Will run full speed on very old x86 systems such as an early Pentium 1.<br />
* Romhacks were often designed around its speedhacks and many won't work properly on anything else.<br />
* Though fans have modded this, it is basically a dead emulator with no future.<br />
* Many bugs and lacked functions for many games, see [[ZSNES#Review|ZSNES review]]<br />
* Polarizing graphical user interface (loved by some, hated by others)<br />
<br />
==Satellaview Emulation==<br />
BS-X or Satellaview software was being broadcast to a special Japan-only hardware as temporary data to be deleted shortly after. As such, a wealth of games went undumped and lost forever.<br />
<br />
Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some data, but these have been lost forever, outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the maximum cartridge capacity (12MB), but it's not the same thing.<br />
<br />
Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators as regular emulators, you may face issues for many of these games (no font appearing, hangs with black screen...). You'll need Satellaview emulation to properly emulate those.<br />
<br />
bsnes-sx2 and snes9x-sx2 are recommended. They use your PC clock with no option to modify it though - SNESGT had the option to modify the clock, but it wasn't updated for a while and isn't really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for romhackers and translators) but falls behind the others when it comes to general emulation.<br />
<br />
You'll need the BS-X BIOS to properly emulate the Satellaview. It goes as BS-X.bin under the BIOS folder when using snes9x-sx2. It has many variants - you'll want the translated one (with English text) with removed DRM (so that you can play a given broadcast without restrictions on how many times you can do so, like in the original hardware). <br />
<br />
Whenever you open a BS-X compatible ROM (that wasn't modified to behave like a normal SNES game, like most BS Zelda translations were), you'll be greeted by the BIOS software - asking you to choose your name and avatar, which you can control in a city. Of course the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a "Hello Satellaview" test broadcast (you may be interested though in seeing how Nintendo used to do loading screens: to get to enjoy them without them shutting down instantly, open BSX0001-47.bin (bsxdat folder) in a hex editor and change at offset 0x06 that 0x30 to 0x00.) and most houses will be closed.<br />
<br />
You'll want to enter the little red house you start in front of, and load the stored data. In some cases, you may have to wait a while before actual gameplay starts, or until a given time (on real hardware people would wait for up to 6 minutes).<br />
<br />
{| class="wikitable"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|BS-X Emulation <br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
| style="text-align: center;"|[[bsnes]] <br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 v0.09] (based on v082)<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓✓<br />
|-<br />
| style="text-align: center;"|[[Snes9x]]<br />
| style="text-align: center;"|Windows x86, x64<br />
| style="text-align: center;"|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[NO$SNS]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://problemkaputt.de/sns.htm 1.5 (2013)]<br />
| style="text-align: center;"|Mid <br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[SNESGT]]<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://www.zophar.net/snes/snesgt.html 2.18 (2007)]<br />
| style="text-align: center;"|Mid <br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[bsnes]] (higan)<br />
| style="text-align: center;"|Windows, Linux<br />
| style="text-align: center;"|[http://byuu.org/higan/ 0.94]<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✓<br />
|-<br />
| style="text-align: center;"|[[BizHawk]] (bsnes)<br />
| style="text-align: center;"|Windows<br />
| style="text-align: center;"|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
| style="text-align: center;"|Cycle<br />
| style="text-align: center;"|✗<br />
|-<br />
| style="text-align: center;"|[[Mednafen]] (bsnes)<br />
| style="text-align: center;"|Multi-platform<br />
| style="text-align: center;"|[http://mednafen.sourceforge.net/releases/ {{MednafenVer}}]<br />
| style="text-align: center;"|High<br />
| style="text-align: center;"|✗<br />
|}<br />
<br />
==Data Pack Emulation==<br />
Also known as DLC for the Super Famicom - not only the old Megadrive could do its lock-on thing! (incredible, isn't it?) <br />
<br />
Data Packs are Satellaview 8M Memory Packs which have data meant to be used as expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, Data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical retail form in stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Packs.<br />
<br />
The games which were compatible with Data Packs are: Same Game, Derby Stallion 96, RPG Tsukuru 2, Sound Novel Tsukuru, Ongaku Tsukuru Kanaderu, Joushou Mahjong Tenpai, SD Gundam G-NEXT, and Shigesato Itoi no Bass Tsuri No. 1. <br />
<br />
These Data Packs are available in rom sites, named as regular sfc files, but their actual nature couldn't be farther than that. Anyways, they won't load in SNES emulators alone, that's for sure.<br />
<br />
Two emulators support this feature:<br />
<br />
* '''Snes9X:''' Under "File/Load Multi Cart...", choose the base game for "Slot A" and the expansion pack for "Slot B", and then the BS-X BIOS file. The combined game variant should open. Most Memory Pack games should work this way but some are unavailable.<br />
* '''bsnes-sx2:''' Under "File/Load Slotted BS-X Cartridge". However, due to how the emulator doesn't have a "Show files from all extensions" option, and an oversight during development, the expansion pack file can't be selected.<br />
<br />
==Resources==<br />
*[http://wiki.superfamicom.org/snes/show/HomePage SNES Development Wiki] - SNES Development Wiki for you know, SNES Development.<br />
<br />
[[Category:Consoles]]</div>197.6.59.246https://emulation.gametechwiki.com/index.php?title=Game_Boy_Advance_emulators&diff=8468Game Boy Advance emulators2015-04-27T13:47:53Z<p>197.6.59.246: /* Connectivity */</p>
<hr />
<div>[[File:Gameboy-glacier.jpg|thumb|The Gameboy Advance handheld console]]The '''[[gametech:Game Boy Advance|Game Boy Advance]]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001.<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.emucr.com/search/label/VisualBoyAdvance-M/ SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[mGBA]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://endrift.com/mgba/downloads.html 0.2.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[higan]]<br />
|style="text-align:center;"|Windows, OS X, Linux<br />
|style="text-align:center;"|[http://byuu.org/higan/ 0.94]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|iDeaS<br />
|style="text-align:center;"|Windows, Linux<br />
|style="text-align:center;"|[http://ciacin.site90.com/ideas.php 1.0.4.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[MESS]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|Meteor<br />
|style="text-align:center;"|Linux<br />
|style="text-align:center;"|[https://github.com/blastrock/meteor 1.4]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[No$GBA]]<br />
|style="text-align:center;"|Windows, MS-DOS<br />
|style="text-align:center;"|[http://problemkaputt.de/gba.htm 2.8]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Consoles<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|TempGBA4PSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|[[Wii]], [[Gamecube]]<br />
|style="text-align:center;"|r1231<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓ (as VBA-Next)<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[gpSP]]<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|0.9<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
==Comparisons==<br />
* [[gpSP]] last official version was 0.9 by Exophase. There are, however, two superior forks: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod] and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.<br />
* [[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]] is a fork of VBA with additional improvements. RetroArch's VBA-Next is based off an older revision of VBA-M with added speedhacks and tweaks, making it a bit less accurate in some respects, though it fixes a few games such as Advance Wars 2. <br />
* [[higan]]'s GBA core is cycle-accurate, but is otherwise very much a WIP and not as compatible as either version of VBA.<br />
* [[mGBA]] is a GBA emulator that aims to be accurate while maintaining speed. It's actively developed and has features that VBA-M lacks such as Solar/Tilt Sensor.<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:1406913527173-1-.png|400px|thumb|right|Left showing the default game, and right showing [[VBA-M]] in "Gameboy Colors" mode]]<br />
The original GBA screen was not backlit, which would render the screen rather dark. To compensate for this, games would be overly saturated. The bright overly saturated colors would appear rather normal on the GBA. In emulation however, this over saturation is not needed. Some games made after 2003 may look better with the backlit colors, however, as they were designed with the GBA SP in mind. For everything else, there are several ways to deal with this:<br />
<br />
'''No$GBA'''<br />
<br />
Under "Emulation Options", select "GBA Mode. There are four modes.<br />
<br />
- GBA (no backlight) = strong desaturization<br />
<br />
- GBA SP (backlight) = strong desaturization<br />
<br />
- Nintendo DS in GBA mode = some desaturization<br />
<br />
- VGA Mode (poppy bright): zero desaturization <br />
<br />
'''VBA-M'''<br />
<br />
- (VBA-M for Windows only) Under "Options->Gameboy" you will find the options:<br />
<br />
- "Real Colors": no desaturization <br />
<br />
- "Gameboy Colors": strong desaturization <br />
<br />
'''Shaders'''<br />
<br />
[https://github.com/libretro/common-shaders/blob/master/cgp/gameboy-colors.cgp gameboy-colors.cgp]<br />
<br />
A .cgp shader preset can be loaded in [[OpenEMU]] or [[RetroArch]] that is meant to (sort-of) replicate the "Gameboy Colors" option in VBA-M using the image-adjustment Cg shader. The settings are parameters that are stored in the cgp and can be adjusted at runtime. The relevant parameters set for this effect are:<br />
<br />
Target Gamma = 2.4<br />
<br />
Monitor Gamma = 2.16<br />
<br />
Saturation = 0.5<br />
<br />
Luminance = 0.9<br />
<br />
The colors will not be exactly the same as what VBA-M produces (a bit brighter and no washed out blacks) but it will get you the desaturation effect. Can be adjusted to fit your tastes, and you can get the washed out blacks by increasing "Brightness Boost" and decreasing Luminance a bit.<br />
<br />
More recently, a different [https://github.com/Monroe88/common-shaders/tree/color-lcd/handheld/color-lcd shader] using a lookup table was created to much more accurately simulate VBA and No$GBA's options.<br />
<br />
===Save file issues===<br />
There are a number of different save formats for GBA games. With raw save data, it's very hard to detect what save type it is just by looking at it. Visual Boy Advance tries to autodetect save type but often is incorrect and this causes issues. A fix to this issue is to use a file called "vba-over.ini" to tell VBA what each game's proper save type is, which eliminates most issues regarding save type. Current VBA-M versions come with vba-over.ini by default, but older versions of VBA like VBA 1.7.2 and VBALink did not.<br />
<br />
The libretro versions of VBA, libretro-VBA-Next and libretro-VBA-M, come with vba-over.ini baked into the binary so it is able to load raw .sav files, but also changes the save file output to be a 136KB .srm file for every save type, with save type info contained within the file. This completely avoids any save type issues, but makes its save files incompatible with standalone VBA and most other emulators.<br />
<br />
Libretro devs created a <br />
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command line tool] to convert libretro-VBA .srm save files to raw .sav save data for other emulators. You can just drag and drop a .srm onto the executable and it will output raw .sav. The same can be done in reverse. A precompiled Windows 64-bit binary of this tool can be found <br />
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].<br />
<br />
==Connectivity==<br />
===GBA Link Multiplayer (1~4GBA)===<br />
* VBA-M: This doesn't work with old VBA versions. <br />
<br />
Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as much times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.<br />
<br />
* No$GBA: This method also works with DS roms, and that's the actual way to see the incomplete non-functional local Wi-Fi DS multiplayer implementation. (todo)<br />
<br />
===GameCube Connectivity===<br />
The GBA unit can connect to a GameCube.<br />
<br />
====Dolphin and VBA-M====<br />
<br />
Game Boy connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of a GBA BIOS.<br />
<br />
'''Connect 1~4 GBA Unit Without Game to GC Game'''<br />
<br />
First Part!<br />
* Open Dolphin and VBA-M. Make sure neither are blocked by your firmware.<br />
* '''Dolphin:''' Start your game and play until you get to the in-game menu where you're asked to connect a GBA. Under the GC controller options (earlier "Config, Gamecube", now it's with the GC/Wii controller options). You have 4 GC controller ports: change how much you need to "GBA". Leave the game and its music running :)<br />
* '''VBA-M:''' You'll need to uncheck "Options, Emulator, Pause When Inactive". Then, under "Options, Link, Joybus Options", Make sure to enable "Enable Joybus Connection" and set "IP/Hostname" to use default settings, that is (127.0.0.1) or (localhost) - without the brackets. <br />
* THEN, Dolphin will freeze. You'll want to not have the system sound too high if you're using headphones. <br />
<br />
Second Part!<br />
* '''VBA-M''': Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. There will be that splash screen but it will stutter a bit. <br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Notable games that work:<br />
* The Legend of Zelda Four Swords Adventures: Both two modes available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.<br />
* Final Fantasy Crystal Chronicles<br />
* Billy Hatcher: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.<br />
* Kururin Squash<br />
* Sonic Adventure 2 (buggy)<br />
<br />
Don't work:<br />
* The Legend of Zelda Wind Waker: Tingle Trainer connection always fails, though some messages do display on VBA-M.<br />
* Drill Land<br />
* lots more<br />
<br />
'''Connect GBA Game to GC Game'''<br />
<br />
* '''VBA-M''': Under "Emulator, Bios Files" set the GBA BIOS file directory, and have the emulator use it. This will cause each regular GBA rom you load in VBA-M to show the BIOS splash screen then proceed to the game. It has higher compatibility too.<br />
* You do the all the steps above in the '''first part''' of the previous section (connecting a GBA unit without Game to a GC game) until the line with Dolphin freezing when you enable Joylink in VBA-M.<br />
<br />
Then:<br />
* '''VBA-M''': Open the regular GBA ROM to be connected with the GC game in VBA-M as if it were a regular GBA ROM. <br />
* There will be that splash screen, but if you do nothing the GBA game starts as usual and the connection doesn't actually happen. What you must do is to hold '''Select+Start''' while the BIOS is loading. This will cause the BIOS animation to stop and wait for connections, and the regular GBA ROM game won't boot immediately. If it goes as intended, VBA-M will stutter a bit and the connection will be initiated.<br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Please note e-Reader functionality with GC games isn't emulated as of yet.<br />
<br />
====Dolphin and other emulators====<br />
Dolphin devs are working at rewriting the entire GBA connectivity code in a far better way from scratch with more accurate emulators. They did a video using the higan emulator. Nothing of the sort is published at the moment.<br />
<br />
===GBA/DS Connectivity===<br />
Inserting a GBA card in Slot-2 in a Nintendo DS unit (that's not a DSi) while a DS game is running could unlock various gameplay features in some DS games. DesMume can emulate this: while playing the DS ROM, go to "Config, Slot 2 (GBA Slot)" and select "GBA Cartridge". Now select the GBA ROM file, and make sure its sav file is in the same folder. You may need to reset the game sometimes to see the effect in-game.<br />
<br />
===e-Reader===<br />
A device that connects to the GBA, which can read content off e-Card paper stripes either as standalone content, or additional content to GBA games (or even GC ones). Also known as the GBA's DLC.<br />
<br />
''Main Page: [[GBA e-Reader emulators]]''<br />
<br />
==Special Hardware==<br />
===Special Cartridges===<br />
Most of these have not been emulated as of yet. There used to be patches that could be applied to GBA ROMs with a utility like LunarIPS, but they're for the most part lost to time nowadays. Your best bet is to use Action Replay to emulate those.<br />
<br />
====Solar Sensor==== <br />
=====Emulation=====<br />
This feature has been emulated in both mGBA and no$gba 2.6 onwards:<br />
* mGBA: Under '''Emulation/Solar Sensor'''. You can fine tune brightness levels as you wish, either increasing or decreasing it by in-game increments, or setting it at either maximum levels.<br />
* no$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.<br />
=====ROM Patches=====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.<br />
* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.<br />
* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. <br />
* '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].<br />
* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator.<br />
<br />
====Motion Control====<br />
=====Emulation=====<br />
* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.<br />
* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.<br />
=====ROM Patches=====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.<br />
* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]<br />
* Warioware Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US])<br />
<br />
====Others====<br />
* '''Variable Rumble Speed''': Drill Dozer. Can still be emulated.<br />
* '''Figurine Add-on:''' Legendz: Isle Of Trials, Legendz: Sign Of Necromu, Plaston Gate ([http://www.advanscene.com/html/Releases/dbreleases.php?id=1020 Fix]), Plaston Gate DX ([http://www.advanscene.com/html/Releases/dbreleases.php?id=2006 Fix]). The add-on is essentially Skylanders before it became popular.<br />
<br />
VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Yoshi Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game.<br />
<br />
===Other Add-ons===<br />
Not emulated yet:<br />
<br />
* Battle Chip Gate (and variations): compatible with Japanese versions of Megaman Zero 3, Megaman Battle Network 4, 4.5, 5 and 6. <br />
<br />
[[Category:Consoles]]</div>197.6.59.246https://emulation.gametechwiki.com/index.php?title=Game_Boy_Advance_emulators&diff=8467Game Boy Advance emulators2015-04-27T13:45:26Z<p>197.6.59.246: /* e-Reader */</p>
<hr />
<div>[[File:Gameboy-glacier.jpg|thumb|The Gameboy Advance handheld console]]The '''[[gametech:Game Boy Advance|Game Boy Advance]]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001.<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.emucr.com/search/label/VisualBoyAdvance-M/ SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[mGBA]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://endrift.com/mgba/downloads.html 0.2.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[higan]]<br />
|style="text-align:center;"|Windows, OS X, Linux<br />
|style="text-align:center;"|[http://byuu.org/higan/ 0.94]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|iDeaS<br />
|style="text-align:center;"|Windows, Linux<br />
|style="text-align:center;"|[http://ciacin.site90.com/ideas.php 1.0.4.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[MESS]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|Meteor<br />
|style="text-align:center;"|Linux<br />
|style="text-align:center;"|[https://github.com/blastrock/meteor 1.4]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[No$GBA]]<br />
|style="text-align:center;"|Windows, MS-DOS<br />
|style="text-align:center;"|[http://problemkaputt.de/gba.htm 2.8]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Consoles<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|TempGBA4PSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|[[Wii]], [[Gamecube]]<br />
|style="text-align:center;"|r1231<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓ (as VBA-Next)<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[gpSP]]<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|0.9<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
==Comparisons==<br />
* [[gpSP]] last official version was 0.9 by Exophase. There are, however, two superior forks: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod] and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.<br />
* [[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]] is a fork of VBA with additional improvements. RetroArch's VBA-Next is based off an older revision of VBA-M with added speedhacks and tweaks, making it a bit less accurate in some respects, though it fixes a few games such as Advance Wars 2. <br />
* [[higan]]'s GBA core is cycle-accurate, but is otherwise very much a WIP and not as compatible as either version of VBA.<br />
* [[mGBA]] is a GBA emulator that aims to be accurate while maintaining speed. It's actively developed and has features that VBA-M lacks such as Solar/Tilt Sensor.<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:1406913527173-1-.png|400px|thumb|right|Left showing the default game, and right showing [[VBA-M]] in "Gameboy Colors" mode]]<br />
The original GBA screen was not backlit, which would render the screen rather dark. To compensate for this, games would be overly saturated. The bright overly saturated colors would appear rather normal on the GBA. In emulation however, this over saturation is not needed. Some games made after 2003 may look better with the backlit colors, however, as they were designed with the GBA SP in mind. For everything else, there are several ways to deal with this:<br />
<br />
'''No$GBA'''<br />
<br />
Under "Emulation Options", select "GBA Mode. There are four modes.<br />
<br />
- GBA (no backlight) = strong desaturization<br />
<br />
- GBA SP (backlight) = strong desaturization<br />
<br />
- Nintendo DS in GBA mode = some desaturization<br />
<br />
- VGA Mode (poppy bright): zero desaturization <br />
<br />
'''VBA-M'''<br />
<br />
- (VBA-M for Windows only) Under "Options->Gameboy" you will find the options:<br />
<br />
- "Real Colors": no desaturization <br />
<br />
- "Gameboy Colors": strong desaturization <br />
<br />
'''Shaders'''<br />
<br />
[https://github.com/libretro/common-shaders/blob/master/cgp/gameboy-colors.cgp gameboy-colors.cgp]<br />
<br />
A .cgp shader preset can be loaded in [[OpenEMU]] or [[RetroArch]] that is meant to (sort-of) replicate the "Gameboy Colors" option in VBA-M using the image-adjustment Cg shader. The settings are parameters that are stored in the cgp and can be adjusted at runtime. The relevant parameters set for this effect are:<br />
<br />
Target Gamma = 2.4<br />
<br />
Monitor Gamma = 2.16<br />
<br />
Saturation = 0.5<br />
<br />
Luminance = 0.9<br />
<br />
The colors will not be exactly the same as what VBA-M produces (a bit brighter and no washed out blacks) but it will get you the desaturation effect. Can be adjusted to fit your tastes, and you can get the washed out blacks by increasing "Brightness Boost" and decreasing Luminance a bit.<br />
<br />
More recently, a different [https://github.com/Monroe88/common-shaders/tree/color-lcd/handheld/color-lcd shader] using a lookup table was created to much more accurately simulate VBA and No$GBA's options.<br />
<br />
===Save file issues===<br />
There are a number of different save formats for GBA games. With raw save data, it's very hard to detect what save type it is just by looking at it. Visual Boy Advance tries to autodetect save type but often is incorrect and this causes issues. A fix to this issue is to use a file called "vba-over.ini" to tell VBA what each game's proper save type is, which eliminates most issues regarding save type. Current VBA-M versions come with vba-over.ini by default, but older versions of VBA like VBA 1.7.2 and VBALink did not.<br />
<br />
The libretro versions of VBA, libretro-VBA-Next and libretro-VBA-M, come with vba-over.ini baked into the binary so it is able to load raw .sav files, but also changes the save file output to be a 136KB .srm file for every save type, with save type info contained within the file. This completely avoids any save type issues, but makes its save files incompatible with standalone VBA and most other emulators.<br />
<br />
Libretro devs created a <br />
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command line tool] to convert libretro-VBA .srm save files to raw .sav save data for other emulators. You can just drag and drop a .srm onto the executable and it will output raw .sav. The same can be done in reverse. A precompiled Windows 64-bit binary of this tool can be found <br />
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].<br />
<br />
==Connectivity==<br />
===GBA Link Multiplayer (1~4GBA)===<br />
* VBA-M: This doesn't work with old VBA versions. <br />
<br />
Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as much times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.<br />
<br />
* No$GBA: This method also works with DS roms, and that's the actual way to see the incomplete non-functional local Wi-Fi DS multiplayer implementation. (todo)<br />
<br />
===GameCube Connectivity===<br />
The GBA unit can connect to a GameCube.<br />
<br />
====Dolphin and VBA-M====<br />
<br />
Game Boy connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of a GBA BIOS.<br />
<br />
'''Connect 1~4 GBA Unit Without Game to GC Game'''<br />
<br />
First Part!<br />
* Open Dolphin and VBA-M. Make sure neither are blocked by your firmware.<br />
* '''Dolphin:''' Start your game and play until you get to the in-game menu where you're asked to connect a GBA. Under the GC controller options (earlier "Config, Gamecube", now it's with the GC/Wii controller options). You have 4 GC controller ports: change how much you need to "GBA". Leave the game and its music running :)<br />
* '''VBA-M:''' You'll need to uncheck "Options, Emulator, Pause When Inactive". Then, under "Options, Link, Joybus Options", Make sure to enable "Enable Joybus Connection" and set "IP/Hostname" to use default settings, that is (127.0.0.1) or (localhost) - without the brackets. <br />
* THEN, Dolphin will freeze. You'll want to not have the system sound too high if you're using headphones. <br />
<br />
Second Part!<br />
* '''VBA-M''': Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. There will be that splash screen but it will stutter a bit. <br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Notable games that work:<br />
* The Legend of Zelda Four Swords Adventures: Both two modes available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.<br />
* Final Fantasy Crystal Chronicles<br />
* Billy Hatcher: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.<br />
* Kururin Squash<br />
* Sonic Adventure 2 (buggy)<br />
<br />
Don't work:<br />
* The Legend of Zelda Wind Waker: Tingle Trainer connection always fails, though some messages do display on VBA-M.<br />
* Drill Land<br />
* lots more<br />
<br />
'''Connect GBA Game to GC Game'''<br />
<br />
* '''VBA-M''': Under "Emulator, Bios Files" set the GBA BIOS file directory, and have the emulator use it. This will cause each regular GBA rom you load in VBA-M to show the BIOS splash screen then proceed to the game. It has higher compatibility too.<br />
* You do the all the steps above in the '''first part''' of the previous section (connecting a GBA unit without Game to a GC game) until the line with Dolphin freezing when you enable Joylink in VBA-M.<br />
<br />
Then:<br />
* '''VBA-M''': Open the regular GBA ROM to be connected with the GC game in VBA-M as if it were a regular GBA ROM. <br />
* There will be that splash screen, but if you do nothing the GBA game starts as usual and the connection doesn't actually happen. What you must do is to hold '''Select+Start''' while the BIOS is loading. This will cause the BIOS animation to stop and wait for connections, and the regular GBA ROM game won't boot immediately. If it goes as intended, VBA-M will stutter a bit and the connection will be initiated.<br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Please note e-Reader functionality with GC games isn't emulated as of yet.<br />
<br />
====Dolphin and other emulators====<br />
Dolphin devs are working at rewriting the entire GBA connectivity code in a far better way from scratch with more accurate emulators. They did a video using the higan emulator. Nothing of the sort is published at the moment.<br />
<br />
===GBA/DS Connectivity===<br />
Inserting a GBA card in Slot-2 in a Nintendo DS unit (that's not a DSi) while a DS game is running could unlock various gameplay features in some DS games. DesMume can emulate this: while playing the DS ROM, go to "Config, Slot 2 (GBA Slot)" and select "GBA Cartridge". Now select the GBA ROM file, and make sure its sav file is in the same folder. You may need to reset the game sometimes to see the effect in-game.<br />
<br />
==Special Hardware==<br />
===Special Cartridges===<br />
Most of these have not been emulated as of yet. There used to be patches that could be applied to GBA ROMs with a utility like LunarIPS, but they're for the most part lost to time nowadays. Your best bet is to use Action Replay to emulate those.<br />
<br />
====Solar Sensor==== <br />
=====Emulation=====<br />
This feature has been emulated in both mGBA and no$gba 2.6 onwards:<br />
* mGBA: Under '''Emulation/Solar Sensor'''. You can fine tune brightness levels as you wish, either increasing or decreasing it by in-game increments, or setting it at either maximum levels.<br />
* no$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.<br />
=====ROM Patches=====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.<br />
* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.<br />
* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. <br />
* '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].<br />
* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator.<br />
<br />
====Motion Control====<br />
=====Emulation=====<br />
* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.<br />
* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.<br />
=====ROM Patches=====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.<br />
* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]<br />
* Warioware Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US])<br />
<br />
====Others====<br />
* '''Variable Rumble Speed''': Drill Dozer. Can still be emulated.<br />
* '''Figurine Add-on:''' Legendz: Isle Of Trials, Legendz: Sign Of Necromu, Plaston Gate ([http://www.advanscene.com/html/Releases/dbreleases.php?id=1020 Fix]), Plaston Gate DX ([http://www.advanscene.com/html/Releases/dbreleases.php?id=2006 Fix]). The add-on is essentially Skylanders before it became popular.<br />
<br />
VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Yoshi Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game.<br />
<br />
===Other Add-ons===<br />
Not emulated yet:<br />
<br />
* Battle Chip Gate (and variations): compatible with Japanese versions of Megaman Zero 3, Megaman Battle Network 4, 4.5, 5 and 6. <br />
<br />
[[Category:Consoles]]</div>197.6.59.246https://emulation.gametechwiki.com/index.php?title=Game_Boy_Advance_emulators&diff=8466Game Boy Advance emulators2015-04-27T13:44:46Z<p>197.6.59.246: /* e-Reader */</p>
<hr />
<div>[[File:Gameboy-glacier.jpg|thumb|The Gameboy Advance handheld console]]The '''[[gametech:Game Boy Advance|Game Boy Advance]]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001.<br />
<br />
==Emulators==<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.emucr.com/search/label/VisualBoyAdvance-M/ SVN]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[mGBA]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[https://endrift.com/mgba/downloads.html 0.2.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[higan]]<br />
|style="text-align:center;"|Windows, OS X, Linux<br />
|style="text-align:center;"|[http://byuu.org/higan/ 0.94]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|iDeaS<br />
|style="text-align:center;"|Windows, Linux<br />
|style="text-align:center;"|[http://ciacin.site90.com/ideas.php 1.0.4.0]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[MESS]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|?<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|Meteor<br />
|style="text-align:center;"|Linux<br />
|style="text-align:center;"|[https://github.com/blastrock/meteor 1.4]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|-<br />
|style="text-align:center;"|[[No$GBA]]<br />
|style="text-align:center;"|Windows, MS-DOS<br />
|style="text-align:center;"|[http://problemkaputt.de/gba.htm 2.8]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
{| class="wikitable"<br />
|+Consoles<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|TempGBA4PSP<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]]<br />
|style="text-align:center;"|[[Wii]], [[Gamecube]]<br />
|style="text-align:center;"|r1231<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓ (as VBA-Next)<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[gpSP]]<br />
|style="text-align:center;"|[[PlayStation Portable]]<br />
|style="text-align:center;"|0.9<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
==Comparisons==<br />
* [[gpSP]] last official version was 0.9 by Exophase. There are, however, two superior forks: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod] and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.<br />
* [[Visual Boy Advance -M|Visual Boy Advance-M (VBA-M)]] is a fork of VBA with additional improvements. RetroArch's VBA-Next is based off an older revision of VBA-M with added speedhacks and tweaks, making it a bit less accurate in some respects, though it fixes a few games such as Advance Wars 2. <br />
* [[higan]]'s GBA core is cycle-accurate, but is otherwise very much a WIP and not as compatible as either version of VBA.<br />
* [[mGBA]] is a GBA emulator that aims to be accurate while maintaining speed. It's actively developed and has features that VBA-M lacks such as Solar/Tilt Sensor.<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:1406913527173-1-.png|400px|thumb|right|Left showing the default game, and right showing [[VBA-M]] in "Gameboy Colors" mode]]<br />
The original GBA screen was not backlit, which would render the screen rather dark. To compensate for this, games would be overly saturated. The bright overly saturated colors would appear rather normal on the GBA. In emulation however, this over saturation is not needed. Some games made after 2003 may look better with the backlit colors, however, as they were designed with the GBA SP in mind. For everything else, there are several ways to deal with this:<br />
<br />
'''No$GBA'''<br />
<br />
Under "Emulation Options", select "GBA Mode. There are four modes.<br />
<br />
- GBA (no backlight) = strong desaturization<br />
<br />
- GBA SP (backlight) = strong desaturization<br />
<br />
- Nintendo DS in GBA mode = some desaturization<br />
<br />
- VGA Mode (poppy bright): zero desaturization <br />
<br />
'''VBA-M'''<br />
<br />
- (VBA-M for Windows only) Under "Options->Gameboy" you will find the options:<br />
<br />
- "Real Colors": no desaturization <br />
<br />
- "Gameboy Colors": strong desaturization <br />
<br />
'''Shaders'''<br />
<br />
[https://github.com/libretro/common-shaders/blob/master/cgp/gameboy-colors.cgp gameboy-colors.cgp]<br />
<br />
A .cgp shader preset can be loaded in [[OpenEMU]] or [[RetroArch]] that is meant to (sort-of) replicate the "Gameboy Colors" option in VBA-M using the image-adjustment Cg shader. The settings are parameters that are stored in the cgp and can be adjusted at runtime. The relevant parameters set for this effect are:<br />
<br />
Target Gamma = 2.4<br />
<br />
Monitor Gamma = 2.16<br />
<br />
Saturation = 0.5<br />
<br />
Luminance = 0.9<br />
<br />
The colors will not be exactly the same as what VBA-M produces (a bit brighter and no washed out blacks) but it will get you the desaturation effect. Can be adjusted to fit your tastes, and you can get the washed out blacks by increasing "Brightness Boost" and decreasing Luminance a bit.<br />
<br />
More recently, a different [https://github.com/Monroe88/common-shaders/tree/color-lcd/handheld/color-lcd shader] using a lookup table was created to much more accurately simulate VBA and No$GBA's options.<br />
<br />
===Save file issues===<br />
There are a number of different save formats for GBA games. With raw save data, it's very hard to detect what save type it is just by looking at it. Visual Boy Advance tries to autodetect save type but often is incorrect and this causes issues. A fix to this issue is to use a file called "vba-over.ini" to tell VBA what each game's proper save type is, which eliminates most issues regarding save type. Current VBA-M versions come with vba-over.ini by default, but older versions of VBA like VBA 1.7.2 and VBALink did not.<br />
<br />
The libretro versions of VBA, libretro-VBA-Next and libretro-VBA-M, come with vba-over.ini baked into the binary so it is able to load raw .sav files, but also changes the save file output to be a 136KB .srm file for every save type, with save type info contained within the file. This completely avoids any save type issues, but makes its save files incompatible with standalone VBA and most other emulators.<br />
<br />
Libretro devs created a <br />
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command line tool] to convert libretro-VBA .srm save files to raw .sav save data for other emulators. You can just drag and drop a .srm onto the executable and it will output raw .sav. The same can be done in reverse. A precompiled Windows 64-bit binary of this tool can be found <br />
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].<br />
<br />
==Connectivity==<br />
===GBA Link Multiplayer (1~4GBA)===<br />
* VBA-M: This doesn't work with old VBA versions. <br />
<br />
Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as much times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.<br />
<br />
* No$GBA: This method also works with DS roms, and that's the actual way to see the incomplete non-functional local Wi-Fi DS multiplayer implementation. (todo)<br />
<br />
===GameCube Connectivity===<br />
The GBA unit can connect to a GameCube.<br />
<br />
====Dolphin and VBA-M====<br />
<br />
Game Boy connection support can be supported via joybus emulation. Such requires VBA-M (r947 or newer) and a dump of a GBA BIOS.<br />
<br />
'''Connect 1~4 GBA Unit Without Game to GC Game'''<br />
<br />
First Part!<br />
* Open Dolphin and VBA-M. Make sure neither are blocked by your firmware.<br />
* '''Dolphin:''' Start your game and play until you get to the in-game menu where you're asked to connect a GBA. Under the GC controller options (earlier "Config, Gamecube", now it's with the GC/Wii controller options). You have 4 GC controller ports: change how much you need to "GBA". Leave the game and its music running :)<br />
* '''VBA-M:''' You'll need to uncheck "Options, Emulator, Pause When Inactive". Then, under "Options, Link, Joybus Options", Make sure to enable "Enable Joybus Connection" and set "IP/Hostname" to use default settings, that is (127.0.0.1) or (localhost) - without the brackets. <br />
* THEN, Dolphin will freeze. You'll want to not have the system sound too high if you're using headphones. <br />
<br />
Second Part!<br />
* '''VBA-M''': Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. There will be that splash screen but it will stutter a bit. <br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Notable games that work:<br />
* The Legend of Zelda Four Swords Adventures: Both two modes available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.<br />
* Final Fantasy Crystal Chronicles<br />
* Billy Hatcher: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.<br />
* Kururin Squash<br />
* Sonic Adventure 2 (buggy)<br />
<br />
Don't work:<br />
* The Legend of Zelda Wind Waker: Tingle Trainer connection always fails, though some messages do display on VBA-M.<br />
* Drill Land<br />
* lots more<br />
<br />
'''Connect GBA Game to GC Game'''<br />
<br />
* '''VBA-M''': Under "Emulator, Bios Files" set the GBA BIOS file directory, and have the emulator use it. This will cause each regular GBA rom you load in VBA-M to show the BIOS splash screen then proceed to the game. It has higher compatibility too.<br />
* You do the all the steps above in the '''first part''' of the previous section (connecting a GBA unit without Game to a GC game) until the line with Dolphin freezing when you enable Joylink in VBA-M.<br />
<br />
Then:<br />
* '''VBA-M''': Open the regular GBA ROM to be connected with the GC game in VBA-M as if it were a regular GBA ROM. <br />
* There will be that splash screen, but if you do nothing the GBA game starts as usual and the connection doesn't actually happen. What you must do is to hold '''Select+Start''' while the BIOS is loading. This will cause the BIOS animation to stop and wait for connections, and the regular GBA ROM game won't boot immediately. If it goes as intended, VBA-M will stutter a bit and the connection will be initiated.<br />
* Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA unit was connected.<br />
* To connect other GBA units, open another VBA-M instance and repeat what you did with VBA-M.<br />
<br />
Please note e-Reader functionality with GC games isn't emulated as of yet.<br />
<br />
====Dolphin and other emulators====<br />
Dolphin devs are working at rewriting the entire GBA connectivity code in a far better way from scratch with more accurate emulators. They did a video using the higan emulator. Nothing of the sort is published at the moment.<br />
<br />
===GBA/DS Connectivity===<br />
Inserting a GBA card in Slot-2 in a Nintendo DS unit (that's not a DSi) while a DS game is running could unlock various gameplay features in some DS games. DesMume can emulate this: while playing the DS ROM, go to "Config, Slot 2 (GBA Slot)" and select "GBA Cartridge". Now select the GBA ROM file, and make sure its sav file is in the same folder. You may need to reset the game sometimes to see the effect in-game.<br />
<br />
==Special Hardware==<br />
===Special Cartridges===<br />
Most of these have not been emulated as of yet. There used to be patches that could be applied to GBA ROMs with a utility like LunarIPS, but they're for the most part lost to time nowadays. Your best bet is to use Action Replay to emulate those.<br />
<br />
====Solar Sensor==== <br />
=====Emulation=====<br />
This feature has been emulated in both mGBA and no$gba 2.6 onwards:<br />
* mGBA: Under '''Emulation/Solar Sensor'''. You can fine tune brightness levels as you wish, either increasing or decreasing it by in-game increments, or setting it at either maximum levels.<br />
* no$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.<br />
=====ROM Patches=====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.<br />
* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.<br />
* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. <br />
* '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].<br />
* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator.<br />
<br />
====Motion Control====<br />
=====Emulation=====<br />
* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.<br />
* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.<br />
=====ROM Patches=====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.<br />
* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]<br />
* Warioware Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US])<br />
<br />
====Others====<br />
* '''Variable Rumble Speed''': Drill Dozer. Can still be emulated.<br />
* '''Figurine Add-on:''' Legendz: Isle Of Trials, Legendz: Sign Of Necromu, Plaston Gate ([http://www.advanscene.com/html/Releases/dbreleases.php?id=1020 Fix]), Plaston Gate DX ([http://www.advanscene.com/html/Releases/dbreleases.php?id=2006 Fix]). The add-on is essentially Skylanders before it became popular.<br />
<br />
VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Yoshi Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game.<br />
<br />
===Other Add-ons===<br />
Not emulated yet:<br />
<br />
* Battle Chip Gate (and variations): compatible with Japanese versions of Megaman Zero 3, Megaman Battle Network 4, 4.5, 5 and 6. <br />
<br />
==e-Reader==<br />
''Main Page: [[GBA e-Reader emulators]]''<br />
<br />
[[Category:Consoles]]</div>197.6.59.246https://emulation.gametechwiki.com/index.php?title=GBA_e-Reader_emulators&diff=8465GBA e-Reader emulators2015-04-27T13:42:06Z<p>197.6.59.246: Created page with "The GBA e-Reader is an add-on for the Game Boy Advance released in Japan and USA/Australia. It was also slated for release in Europe, but the release of the device was cancell..."</p>
<hr />
<div>The GBA e-Reader is an add-on for the Game Boy Advance released in Japan and USA/Australia. It was also slated for release in Europe, but the release of the device was cancelled, though the (now extremely rare, and undumped) European cards had an accidental limited release. It has a LED scanner that reads paper cards with data printed on them, called "e-Reader cards" or "e-Cards". These cards hold actual data. You can find a No-Intro set for those.<br />
<br />
e-Reader was originally released in Japan in 2001 without Link cable support (thus unable to link to other GBA/GC games), but that was added in a second version released in 2002 as e-Reader+ in Japan. That second version was released as e-Reader in USA and Australia.<br />
<br />
The GBA e-Reader has three uses:<br />
<br />
* '''Standalone:''' The only mode supported by the initial Japan-only release (the second Japanese release, "e-Reader+", and the US release supported the other two uses). The e-Reader add-on is plugged to a GBA unit, and e-Cards are scanned with it. Notable use include NES Classics (often mapper 0 ones), Promotional event cards with nifty animations and the Pokémon Trading Cards for example.<br />
<br />
* '''Linked to a GBA game:''' This is how the e-Reader was used so that content scanned from e-Cards is used to unlock flags for data on the cartridge (or even add new data not in the cartridge, usually stored to the save data file for that game - like Pokémon Gen 3 guest trainer data, F-Zero Climax developer ghost data, or SMA4 e-World level data) new content in retail GBA games like Super Mario Advance 4 and Rockman Zero 3 among many others. Requires two GBA units - one with the game cartridge, the other with the e-Reader device, connected with a Link Cable, with the gray end on the second GBA. Sadly many of these features were made inaccessible without cheats, or deleted altogether, in Western localizations because of the device's impopularity outside Japan. <br />
<br />
* '''Linked to a GC game:''' Similar to e-Reader/GBA but with GC games. Notable examples include Animal Crossing and Pokémon Colosseum.<br />
<br />
==Emulators==<br />
You'll need: <br />
<br />
'''The e-Card images:''' Yes, these have actual data in them. The "No-Intro Game Boy Advance (e-Cards)" rom set is only missing 12 US cards (Pokémon TGC) and a few dozen JP ones (mainly F-Zero Legend, Rockman EXE 5/6, Pokémon Pinball). Either download the set or hunt down the device and obscenely rare cards to archive them.<br />
<br />
The dumps are around 2.2KB, and are region-locked. No European-region dumps exist (even though really rare e-Cards do).<br />
<br />
'''The e-Reader BIOS:''' A regular GBA ROM. Three versions exist, be sure to pick up the one with the same region as the e-Card.<br />
<br />
* Card e-Reader (Japan) ''(not recommended)''<br />
* Card e-Reader+ (Japan)<br />
* e-Reader (USA)<br />
<br />
e-Reader is region-locked. Make sure the e-Reader BIOS region, the e-Card region, and -if used- the GBA/GC game region, all match. <br />
<br />
{| class="wikitable"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|e-Reader Alone<br />
! scope="col"|e-Reader/GBA Game<br />
! scope="col"|e-Reader/GC Game<br />
! scope="col"|Link Cable<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|style="text-align:center;"|[[No$GBA]]<br />
|style="text-align:center;"|Windows, MS-DOS<br />
|style="text-align:center;"|[http://problemkaputt.de/gba.htm 2.8]<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓ (i)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|VBA 1.73 Mod]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER 1.73 e-Reader Link] (r1353)<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓ (i)<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✓<br />
|-<br />
|style="text-align:center;"|[[Visual Boy Advance -M|VBA-M]]<br />
|style="text-align:center;"|Multi-platform<br />
|style="text-align:center;"|[http://www.emucr.com/search/label/VisualBoyAdvance-M/ SVN] (r1353)<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✗<br />
|style="text-align:center;"|✓<br />
|style="text-align:center;"|✗<br />
|}<br />
<br />
* (i) means incomplete: these emulators will not recognize the games they're connected to. Normally, after choosing "Connection/to Game Boy Advance", the e-Reader should have "(Game Name) Game Data" pre-loaded in its internal EEPROM memory and appearing in a tiny black box on-screen, but this can't happen in either NO$GBA, VBA-M, or VBA e-Reader mods. Without this step done, scanning e-Cards will just yield an error message. <br />
<br />
:e-Reader/GBA gamepack emulation in these emulators can be still reached by ripping a save game from '''real e-Reader hardware''', with this step already done. Using this save with the e-Reader BIOS, it's possible to connect to the GBA gamepack, and scan e-Cards... though it's a very less-than-ideal solution and only pre-baked e-Reader save files for Super Mario Advance 4 (U), Pokémon Emerald (J), LeafGreen (J) and FireRed (J). No emulator to date completely emulates this feature without this dirty fix.<br />
<br />
* No emulators yet support e-Reader / GameCube connectivity.<br />
<br />
===No$gba (v2.4+)===<br />
No$GBA offers actual full hardware emulation for e-Reader, but its GBA emulation, while very decent and with save state support, isn't the best out there. You can still export your save at will.<br />
====e-Reader Alone====<br />
'''Emulator:''' Open the e-Reader BIOS. It's a regular GBA ROM. <br /><br />
The very first time it's loaded, it will save some e-Reader specific configuration, then reset the emulator. After that it's all good.<br /><br />
'''In-game, BIOS:''' Press A (or "Select" for a hidden bonus :P). Choose "Scan Card".<br /><br />
'''Emulator:''' A window should pop-up. Now you can choose the e-Card roms (often RAW, but can be also BIN, or BMP/JPG images) you'll need. Choose the file and click OK.<br /><br />
'''In-game, BIOS:''' A "Scan Card" message appears, and the data is loaded.<br />
<br />
If the application (NES game, minigame, promotional app) is stored in multiple e-Cards, the game will let you know ("You need [n] more Dot Code(s) to start. Scan [Application Name] 2/[n].") In that case:<br />
<br />
'''Emulator:''' Click "File, Load e-Reader Dotcode". Choose the next e-Card image file. <br /><br />
'''In-game, BIOS:''' In the same screen, press A to Scan Code. The data should be loaded. If you tried to do so before loading the next file, the BIOS would say you have already scanned it. Rinse and repeat until you get all parts.<br />
<br />
If you're done with all parts (could be one part in many cases), and all is fine, the BIOS would suggest you save the data to the e-Reader's SRAM. (You can then conveniently grab the sav file for use with other emulators). <br />
<br />
This prevents the data from getting deleted when rebooting the device or scanning other e-Cards. You can then access it from the title menu with the new third option, "Access Saved Data" (and the app name shows below too!) In case you want to delete it, hold L+R at console startup (you can use the numeric pad * (multiply) key to reset). <br />
<br />
Then, after this save prompt, you can play the actual application.<br />
====e-Reader/GBA Game====<br />
'''Example - Super Mario Advance 4:''' (tutorial by Shugo Takahashi from gbatemp)<br />
<br />
You'll need a save file for the e-Reader BIOS GBA ROM with the SMB4 Level Card Program already saved. ([http://www.zophar.net/download_file/20656 Link], US). NO$GBA's emulation for this connection scheme isn't complete enough sadly and you'll need real hardware.<br />
<br />
Then to set up NO$GBA. Place the GBA BIOS file in NO$GBA's root and run NO$GBA. Open any ROM (right now it doesn't matter) and immediately go edit the settings by pressing F11. Go to the Controls tab and define your control layout for both Player 1 and Player 2, then click on Options and click "Save Options". Close out of NO$GBA. It should now have created several files and folders in the root folder you placed it in. Open NO$GBA.ini in Notepad and find the "SAV/SNA File Format" setting. Change this to "Raw" and save it. Go place your SMA4 SAV and the e-Reader SV2 in the BATTERY folder. Make sure they share the same names as the SMA4 and e-Reader ROMs you have.<br />
<br />
Open NO$GBA and open the e-Reader ROM. Change "All machines" to "1st machine". Then press F11 and change "Number of Emulated Gameboys" to "2". DO NOT SAVE THE OPTIONS HERE. IT WILL CRASH ON STARTUP EVERY TIME IF YOU DO. (If you screw up and save the NO$GBA options after you've enabled two Game Boys, then open NO$GBA.INI and find the "Number of Emulated Gameboys" option. Change this to "-Single Machine" and save.)<br />
<br />
After enabling two Game Boys, click "File" and "Cartridge Menu (FileName)" and open your SMA4 ROM, this time selecting "2nd machine". If you did this right, then SMA4 should be loaded on the left side with sound and the e-Reader should be loaded on the right side without sound. Navigate to the SMB3 main menu and check to see that your save file loaded properly. (If either the SMA4 ROM or the e-Reader ROM don't have the proper saved data, make sure that you changed the save type in NO$GBA.INI to "Raw", the save files are the same names as their ROM counterparts, and that SMA4 is on the left screen while e-Reader is on the right screen. If their screens are flipped, then either restart NO$GBA and follow the instructions more carefully or open BATTERY and change their save types around, that is .SAV to .SV2 and vice versa.) Go to "Level Card" and then move Mario/Luigi onto the swirling panel in front of the castle to open a menu. Move up to "Level Card" and select it to be taken to the e-Reader communication screen.<br />
<br />
Next use the Player 2 controls you mapped out to navigate the e-Reader menu to "Access saved data". "Super Mario Advance 4" should be displayed as the saved data.** This should take you to a communication screen just like SMA4's next to it. Hit A on SMA4 to begin communication. Go to "File" and then "Load e-Reader Dotcode" in NO$GBA and navigate to the .RAW Level Card dotcode files you downloaded. Double-click one and the e-Reader should accept it and send it back to the SMA4 ROM. The SMA4 ROM will then tell you that a Level Card was received.<br />
<br />
Now here's the catch. SMA4 will not let you save a level permanently and then scan more levels until you beat the level you just scanned at least once. So you either have to beat the level now in the emulator or load the save back onto your real game, beat the level, and then repeat this entire process for the next level. It's cumbersome, I know, but in the end when you have all the levels scanned in and you've played them all it'll be well worth it; these are some of the coolest levels in the entire Super Mario series!<br />
<br />
If you choose to beat the level using your original game cartridge, another emulator or are just ready to transfer your save file back, then press Start in NO$GBA on SMA4 and hit "Save". It will take you back to the title screen. Go back into Level Card and check to make sure the level you just scanned is still on the level list. Close out of NO$GBA and go into the BATTERY folder. Copy the .SAV file from SMA4 and paste it somewhere else: you can import it in other emulators or even real cartridges.<br />
<br />
===VBA-M===<br />
Recent versions (r1353) support standalone e-Reader emulation, which has seen some development recently. You load the e-Reader BIOS as a GBA ROM, select the e-Card dump from "File/Load e-Reader Dot Code", and the in-game select "Scan Card".<br />
<br />
===VBA Mods===<br />
* VBA 1.7.3 e-Reader Link (best version)<br />
* VBA 1.7.0 e-Reader (no Link)<br />
* VBA 1.6e e-Reader + Link<br />
<br />
Old versions of VBA (later VBA-M) were modded for e-Reader support. The version lacking the Link feature though is useless for cards to be used with GBA games. Regular VBA, and VBA-M versions (until very lately, before r1353) do not have e-Reader support at all. <br />
<br />
Not that different from No$GBA. You open the e-Reader BIOS first like any regular GBA ROM.<br />
<br />
You might be faced with a "Memory Error" screen in-game. That's because VBA didn't detect the save type correctly. You'll need to do that manually, by going to Options, Emulator, Save Type, then choosing EEPROM, and 128K rather than 64K. Reset, and press A and just wait for the SRAM to be formatted (a good minute). Press A when you're done and you can go to the in-game title menu. <br />
<br />
Whenever the game tries to scan e-Cards, unlike with NO$GBA a window will always pop up asking you to choose your e-Card dump (can be only a RAW file in VBA's case). It's more straightforward here, and the NES compatibility is even better. That said it's more of the same. Read the NO$GBA section for more info.<br />
<br />
Check under Emulator if "Save e-Reader RAW Files" is checked. "Pause when Inactive" needs to be disabled if you ever intend to link between e-Reader and a GBA gamepack. The 1.73 mod works with Pokémon games.<br />
<br />
==Alternatives for e-Reader emulation==<br />
You can also get to enjoy e-Reader content even on emulators without Link Cable or e-Reader emulation.<br />
===Preloaded Save Files===<br />
'''Battery backup files (sav)''' from people '''who had already scanned e-Cards.''' Their data gets stored in the sav file for the e-Reader BIOS rom, or the GBA game with e-Reader features. This is one convenient way to play the exclusive levels from SMB4 if you just grab a save file with the levels already stored and import it in your emulator for use with that game (also the only way to get it to work on PAL SMB4).<br />
<br />
===Cheat Codes===<br />
'''Cheat codes''' enabling the e-Reader unlockables in some games. Only works if the "dlc data" is already included in the cartridge - so it wouldn't work with SMA4's levels or F-Zero Legend's developer ghost data for example. It's also useful to get data that was removed from US versions (since the e-Reader was discontinued outside Japan very early) - including notably Pokémon Coloseum, Megaman Zero 3, and Megaman Battle Network 5 (6 JP included the data on-cart already, US didn't and made heavy content cuts)...<br />
<br />
[[Category:Emulators]]</div>197.6.59.246