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Game Boy Advance emulators

296 bytes added, 02:38, 8 August 2017
Emulation issues
'''Shaders'''
There are Cg [[shaders]] which can be used in [[OpenEmu]] or [[RetroArch]] that adjust the colors to those of a real GBA screen, as well as other screen types. These shaders are additionally available in GLSL<ref name="GLSL">https://github.com/libretro/glsl-shaders/tree/master/handheld/shaders/color</ref> and Slang<ref name="Slang">https://github.com/libretro/slang-shaders/tree/master/handheld/shaders/color</ref> formats.
For GBA, there is <code>gba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/gba-color.cg</ref>, which simulates the color profile of a GBA screen under an external light source more accurately than VBA-M or No$GBA color options. If you prefer the darker color options that those emulators have, then use <code>vba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/vba-color.cg</ref> instead.
[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
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].
 
==References==
{{reflist|2}}
==Connectivity==
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