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Game Boy Advance emulators

600 bytes added, 21:21, 11 October 2021
Emulators: Add ares
|release = 2001
|discontinued = 2010
|predecessor = [[Virtual Game Boy /Game Boy Color emulators|Virtual Game BoyColor]]
|successor = [[Nintendo DS emulators|Nintendo DS]]
|emulated = {{✓}}
}}
The '''[[wikipedia: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. It has a ARM7TDMI CPU at 16.78 MHz and a Zilog Z80 CPU at 8 MHz and 4 MHz. It has 32KB 288KB of RAM and 96KB of VRAM.
==Emulators==
|[https://github.com/visualboyadvance-m/visualboyadvance-m/releases {{VBAMVer}}]
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|[[ares]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/higan-emu/ares/releases/ {{aresVer}}]
|{{✓}}||{{✗}}||?||?||{{✗}}||?||{{✓}}||{{✓}}||?
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|iDeaS
|[https://www.zophar.net/macintosh/gba/playboy-advance.html 1.0]
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{✗}} ||{{✗}} ||{{✗}}
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|[[AloneGBA]]
|align=left|{{Icon|Windows}}
|[https://standalones.dev 1.0.2]
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||Mid ||{{✗}} ||{{✓}} ||?
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!colspan="13"|Mobile / ARM
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|[[gpSP]]
|align=left|{{Icon|Pandora|Didj}}|[http://repo.openpandora.org/?page=detail&app=package.gpsp.notaz 0.9.2.8Pandora]
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||Mid ||{{✓}} ||{{✗}} ||{{✓}}
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|[[VisualBoy Advance#VBA-M|VBA-M]]<ref group=N name=libretro>Only available on mobile as a libretro core (e.g. [[RetroArch]]).</ref>
|align=left|{{Icon|Android|iOS|Linux|Pandora}}
|[https://github.com/visualboyadvance-m/visualboyadvance-m 2.1.4]
|Gbaemu4DS
|align=left|{{Icon|NDS}}
|?[https://ichfly.github.io/gbaemu4DS Alpha 2 fix 4][https://github.com/ichfly/gbaemu4DS git]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||Low ||{{}} ||{{✗}} ||{{✗}}
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|[[gpSP|UO gpSP Kai]]
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>
{| class="wikitable" style="text-align:center;"
|-
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://mgba.io/downloads.html {{MGBAVer}}]
|{{}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}
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|[[VisualBoy Advance#VBA-M|VBA-M]]
:''Requires mGBA 0.9.0 or newer or VBA-M r947 or newer.''
# * Reduce your volume. You won't want it to be high, especially with headphones.# * Open Dolphin and mGBA/VBA-M. Make sure neither are blocked by your firmware.# * In Dolphin, launch the game and navigate to the area where you're asked to connect the GBA. Then, under the controller options, assign the GameCube controllers as "GBA" for whichever you need.# In * If you are using mGBA, open up the File menu, and click Connect to Dolphin. * In the dialog box that appears, press Connect. mGBA will boot up the GBA BIOS if no rom has been selected.# In * If you are using VBA-M, uncheck Pause When Inactive in Options > Emulator. Then, under Options > Link > Joybus Options, Make sure to "Enable Joybus Connection" is on and set "IP/Hostname" to use default settings, that is <code>127.0.0.1</code> or <code>localhost</code>.# * Dolphin will freeze.# * Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. The regular splash screen will stutter a bit.# * In either emulator, Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA was connected.# * To connect other units, open another VBA-M emulator instance and repeat its process.
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
| {{✓}}
| {{✗}}
* 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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