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Game Boy Advance emulators

1 byte added, 02:21, 6 September 2021
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Grammar fixes.
As a handheld rushed to the market (because of the WonderSwan Color competition), the Game Boy Advance had some cut corners. The sound hardware was affected the hardest: while it could play Game Boy Color sound in addition to samples and sequenced music like what would be heard on the SNES, the actual sound playback quality is awful compared to the actual higher quality sound samples stored internally in the ROM.
There were [https://www.romhacking.net/utilities/881/ tools] made to extract the internal high -quality music (as midi files plus a sound font, to be played on foobar2000), however , interest remains limited in implementing its playback in real -time on emulators. It's worth noting it exists as a very experimental feature on [[mGBA]] (nightly versions) under Enhancements as "XQ GBA Audio", but very buggy and still limited to games using the standard sound engine, the so-called "Sappy" engine, which is still a big part of the GBA's software library.
===High Resolution Affine Transformation Graphical Effects===
===Save formats===
Originally, when saves were implemented, nobody settled on a format, so the Visual Boy Advance devs made its their own. Because other emulators often went with raw data, having to exchange different saves caused problems. The original Visual Boy Advance tries to figure out which format a given save is but often fails at it. By explicitly telling the emulator to read it as a specific type using a file called <code>vba-over.ini</code>, VBA complies. VBA-M includes this config file by default, but older revisions like VBA 1.7.2 and VBALink do not.
The VBA-Next and VBA-M cores in Libretro have the file baked into the binary so that it can load raw .sav files, but converts the format to its own derivative at exactly 136 KB every time, with save type info contained within the file. This completely avoids the previous issues at the cost of incompatibility with standalone VBA and most others.
*GameCube
*Nintendo DS
Purple end in GBA means player 1, while a grey end in GBA means P2, P3, or P4. Daisy -chaining up to three cables will set up the additional P3 and P4 by connecting the purple end to a purple mid sectionmidsection.<ref>https://www.nintendo.com/consumer/downloads/agblink.pdf</ref>
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Notable games that work:
*[https://wiki.dolphin-emu.org/index.php?title=The_Legend_of_Zelda:_Four_Swords_Adventures The Legend of Zelda Four Swords Adventures]: Both two modes are 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.
*[https://wiki.dolphin-emu.org/index.php?title=Final_Fantasy_Crystal_Chronicles Final Fantasy Crystal Chronicles]
*[https://wiki.dolphin-emu.org/index.php?title=Billy_Hatcher_and_the_Giant_Egg Billy Hatcher and the Giant Egg]: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.
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| Official Nintendo Infared Infrared Adapter
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* VBA-M: This emulator uses the keys of the lateral motion controls to change the Solar Sensor levels. You can find those keys and modify them in Options -> Input -> Configure... -> "Special" tab.
* 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.
* My Boy! This emulator uses a button combination or the devices device's light sensor to check the brightness level. You can change this under Settings -> Input -> Cartridge Features -> "Solar Emulation By" menu.
====ROM Patches====
===Turbo File Advance===
The Turbo File Advance was an peripherial a peripheral for the GBA which allowed certain games to write data to it, acting like as an external memory card. Developed by Sammy Corporation, it was compatible with only 2 games, RPG Tsukuru Advance and Derby Stallion Advance.
GBE+ supports this add-on.
===Power Antenna & Bug Sensor===
The Power Antenna & Bug Sensor were small plastic peripherals that interfaced with the GBA's serial port, and contained LED's LEDs that flashed in response to certain events within Keitai Denjuu Telefang 2, the only supported GBA game.
GBE+ supports this add-on.
===Battle Chip Gate===
An A peripheral device by Capcom and Takara compatible with ''Mega Man Battle Network 4'' (Japanese edition). It can be connected to the Game Boy Advance and allow the player to transmit real-life toy Battle Chips to the NetNavis in the game. It's also compatible with toy Advanced PETs and ''Rockman.EXE 4.5 Real Operation''. It can also unlock minigames in ''Mega Man Zero 3''.
[[mGBA]] and [[GBE+]] support this add-on.
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