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This is it


Hey loyal fans. This is it. Amassing of 229 changes since the last official release, a lot of that being poured into a new release, we are proud to give you VBA-M 2.0.0 Beta 1. That's right folks, Beta 1

Click here to download your copy today

http://sourceforge.net/projects/vbam/fil...z/download

Also just to make things easier, I've posted the changelog as a text file as well

http://sourceforge.net/projects/vbam/fil...t/download

This was a long time coming and I personally like to thank skid for the help he has been in bringing the new interface up to speed.

We are going to try and be more active, gonna try and clean up the emulation cores, try to make them more accurate but also maintain the speed and in general code readability as well.

Also for the record, we won project of the month for June, keep an eye on sf.net for an interview from us.

by TheCanadianBacon, Thursday, 21 May 2015 01:16 [ Read all ]

How to build VBA-M from the SVN code in Visual Studio.


Instructions on how to build VBA-M with the wx gui on Microsoft Visual Studio 2010 and 2013:

1. Download the latest VBA-M source code (r1487 at this time) to a location.

2. Install Microsoft Visual Studio 2010 or 2013 with the C++ compiler option.

3. Download and install the DirectX SDK June 2010.

4. Download and install CMake. Pick either the installer option or the zip. Install CMake to C:\CMake.

5. Add C:\CMake\bin to the system path by going to the Control Panel in Windows and selecting System. Select the Advanced tab and click the "Environment Variables" button. In the System variables section, scroll down to Path. Select Path and click the "Edit..." button. Append "C:\CMake\bin" path to the end of the "Variable value" field and click OK. Note that the system path has a ; between each path.

6. Download and extract zip.exe to somewhere on the system path (e.g. C:\CMake\bin)

7. If you are building with Visual Studio 2010, skip to step 8. If you are building with Visual Studio 2013, install the Multibyte MFC Library for Visual Studio 2013:

https://www.microsoft.com/download/detai...x?id=40770

8. Start Visual Studio.

9. Select File > Open > Project/Solution and navigate to the VBA-M solution file for the version of Visual Studio:

Microsoft Visual Studio 2010
Code:
vbam\trunk\project\vs2010_mfc\VBA2010.sln

Microsoft Visual Studio 2013
Code:
vbam\trunk\project\vs2013_mfc\VBA2013.sln

10. Select Build > Configuration Manager...

11. In the window that appears, select "Release" for the "Active solution configuration". Press the "Close" button.

12. Select Build > Solution

13. Visual Studio should respond with no failed builds.

Code:
========== Build: 7 succeeded, 0 failed, 30 up-to-date, 0 skipped ==========

14. The built files can be found in:

Microsoft Visual Studio 2010
Code:
vbam\trunk\project\vs2010_mfc\Win32\Release\Binary

Microsoft Visual Studio 2013
Code:
vbam\trunk\project\vs2013_mfc\Win32\Release\Binary



_

by skid, Wednesday, 20 May 2015 22:18 [ Read all ]

Calling for translators.


This is a calling for translators, we want to support as many languages as we can, current pot file https://sourceforge.net/p/vbam/code/HEAD...wxvbam.pot and for gvbam

https://sourceforge.net/p/vbam/code/HEAD.../gvbam.pot

To make a translation, go to Transifex: https://www.transifex.com/projects/p/vba-m/ and update the translation there.

One can also either use a text editor or use something called poedit http://poedit.net/ please submit translations to this topic https://sourceforge.net/p/vbam/changes/10/

by TheCanadianBacon, Sunday, 10 May 2015 08:18 [ Read all ]

How to build VBA-M from the SVN code in OS X.


Instructions on how to build VBA-M with the wx gui on Mac OS X 10.10 (Yosemite):

1. Download the latest VBA-M source code (r1389 at this time) to a location (for example, ~/vbam)

2. Install the latest Xcode (6.3.1 at this time) from the Apple developer website or Mac App Store. Requires Apple id (free registration).

3. Install the Xcode command line tools by either downloading from the Apple developer website or typing
Code:
xcode-select --install

After it is installed, accept the Xcode license agreement by typing:
Code:
xcodebuild -license

4. Install MacPorts from the pkg

5. Open a terminal and install the dependencies that VBA-M needs via MacPorts by typing:
Code:
sudo port install cmake
sudo port install pkgconfig
sudo port install libpng
sudo port install libsdl

6. Download the wxWidgets 3.0.2 source code and extract it to a location like ~/wxWidgets

7. In the terminal, change directory to ~/wxWidgets
Code:
cd ~/wxWidgets

8. Create a build-wx directory for wxWidgets
Code:
mkdir build-wx
cd build-wx

9. Configure wxWidgets for legacy versions of OSX.
Code:
../configure --with-macosx-version-min=10.10

10. Build wxWidgets
Code:
make

11. Check that wx-config has been built and installed correctly.
Code:
wx-config

If wx-config returns an error message of "bad interpreter", open wx-config in a text editor and save the file format as UNIX.
Code:
vi wx-config
:set fileformat=unix
:wq!

12. Download the SFML 2.2 source code and extract it to a location like ~/SFML

13. In the terminal, change directory to ~/SFML
Code:
cd ~/SFML

14. Configure SFML using CMake
Code:
cmake -DCMAKE_BUILD_TYPE='Release' -DBUILD_SHARED_LIBS='true' -DSFML_BUILD_FRAMEWORKS='true'

15. Build SFML
Code:
make

16. Change to the directory where the VBA-M source files are:
Code:
cd ~/vbam/trunk

17. Use cmake to configure VBA-M.
Code:
cmake -DENABLE_WX='true' -DENABLE_SDL='false' -DENABLE_CAIRO='false' -DENABLE_GTK='false' -DENABLE_LINK='true' -DENABLE_FFMPEG='false' -DENABLE_ASM_SCALERS='false' -DSFML_ROOT='<absolute path where SFML was extracted>'

18. Build VBA-M
Code:
make

19. Install VBA-M
Code:
make install



If you know how to link SDLMain into the build, let us know so that we can build a command line SDL version of VBA-M.

If you know how to create a .dmg package, let us know.


_

by skid, Wednesday, 06 May 2015 11:27 [ Read all ]

SourceForge Project of the Month


VBA-M was the Sourceforge project of the month for June 2015.

https://sourceforge.net/blog/june-2015-c...nth-vba-m/

by skid, Thursday, 23 April 2015 21:54 [ Read all ]

VisualBoyAdvance-M [svn 1229 MFC] info and download


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

Core and code improvements
Improvements to ARM/Thumb ASM (and C_CORE if the given preprocessor is set) that have improved various hardware behavior.
Improvements to Memory access resolving issues with the wrong bytes being returned and fixes to a DMA Fetch that was not behaving properly.

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

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

Games fixed

GBA
Croket 2 - would freeze when walking to the left of the snowman
Jurassic Park Builder/Creator - text would be scrambled
Lufia - scrambled text on main menu after cancelling the load screen
Moto GP - register not implemented
Phantasy Star Collection - text regression introduced and subsequently fixed
V-rally 3 - graphics regression introduced and subsequently fixed
Megaman: Battle network 1-3 and possibly many others - hanging on start. (1204)
Megaman Battlenetwork - freeze (1205)
Mother 3 - Audio fix (1224, 1225)
Metroid Fusion - broken (1225)
Super Mario Advance 2 - screech
Revenge of Shinobi - freeze on black screen starting first mission

GBC
Duke Nukem - Hud and menu now work. GBC video emulation needs more work however, the hack used is not correct and might cause issues elsewhere. (1194, 1197, 1206)
Zelda Oracles garbage line at bottom of intro (1206, 1214)

Not a bug

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

GBC
Links Awakening - Sprite issues when sword beaming and when moving around with chomp
Resolution: Accurate Emulation. This occurs on real hardware and is because the Line/Sprite limit is reached. Other emulators use a hack to show all sprites - we may investigate such a hack in the future but for now this is not a real issue.

Changes in this release:

r1229
updates subwcrev and applies minor fixes patch 46
---------------------
r1228
SDL sound code now posts to semaphores no matter what, in case the other side is still waiting after a speedup transition
---------------------
r1227
Rewrote SDL sound synchronization, using a very old patch as a base for some of the changes
---------------------
r1226
Remove useless backup enabled checks in read handlers. Fix illegal halfword and byte reads.
---------------------
r1225
Mother 3 fix, refined to not break Metroid Fusion or hopefully anything else
---------------------
r1224
Changed PCM FIFO refill behavior to only stuff the FIFO with silence if it runs completely empty, which seems to fix the stuttering in Mother 3. From the technical behavior, Mother 3's sound code would periodically set DMA 1 and 2 to reason...
---------------------
r1223
Add tiled rendering define to Android makefiles, too.
---------------------
r1222
Add tiled rendering define - big performance improvement
---------------------
r1221
Fix target output name
---------------------
r1220
Fix build for Android
---------------------
r1219
Disable link by default now that games work without it
---------------------
r1218
updated readme
---------------------
r1216
Sonic Advance 1/2 work now with NO_LINK defined
---------------------
r1215
(Libretro) Fix build
---------------------
r1214
re-adding the fix for zelda oracles
---------------------
r1213
Let's try that again.
---------------------
r1211
revert 1207-1210 as its not really ready for integration yet.
---------------------
r1210
rolling back, it seems there was some more issues than original thought
---------------------
r1209
fix a goof I made with the last commit, this should fix it
---------------------
r1208
just a small revert, old data got mixed in the last commit
---------------------
r1207
libretro merge into trunk, the individual interfaces can still be compiled on their own so the gtk/sdl/mfc interfaces can still work as originally intended. Special thanks to Squarepusher of the libretro team for helping us get this merged
---------------------
r1206
fixes zelda oracles without breaking duke nukem or 007
---------------------
r1205
Implement memory mirrors for SRAM/FLASH. Correctly handle 16/32bit reads from SRAM. Removed unaligned handler for CPUReadHalfWordSigned.
---------------------
r1204
This fixes the colour issue when using opengl and a HQ3 or 4x filter.
---------------------
r1203
Revert changes to the ioReadable table from r1200 which broke Megaman Battle Network series.
---------------------
r1202
normatt was missing from readme
---------------------
r1201
Move the cpuDmaHack assignments into doDMA. (Fixes Croket 2 regression)
---------------------
r1200
Re-added the DMA Prefetch buffer. This fixes Phantasy Star Collection.
---------------------
r1199
another tom harder patch, fixing some warnings in the gvbam and wxvbam
---------------------
r1198
commiting Tim Harders patch for libav/ffmpeg
---------------------
r1197
bring branches into line fixes duke nukem on bgk-link and silences gcc warning on trunk ignore a few more files
---------------------
r1195
Fixed register used in asm.
---------------------
r1194
reduce new lines fix duke nukem cgb menu | in my limited testing this has not regressed any other games.
---------------------
r1193
dirty buildfix for linux, can do it properly later.
---------------------
r1192
Make the asm code increment lsl/lsr/asr rm by 4 if rm is pc. (ASM now passes the armwrestler MOV opcode test)
---------------------
r1191
Fix clock cycles in some arm/thumb opcodes. Implement missing ARM instruction used in the wstein.gba homebrew. Remove cpuDmaHack has it causes graphical glitches in Lufia and incorrectly handles unmapped reads.
---------------------
r1190
revert the > to >> change, fixes regression in loading ppmd 7z files.
---------------------
r1189
couldn't just add a guy who's contributed more in 3 days then anyone has in the last 3 years to the "Contributors" list ;D
---------------------
r1188
some small pvs warning fixes
---------------------
r1187
move around apu reset a bit, doesn't seem to have broken anything
---------------------
r1185
Fix handling of unused memory when reading 16/8 bit data.
---------------------
r1184
Add missing ARM opcode variant strh (w=1) used in several homebrew gba demos (e.g. afire).
---------------------
r1181
removed <AdditionalOptions>/D_ST_MODEL/D_SECURE_SCL=0 %(AdditionalOptions)</AdditionalOptions> from the vcxproj its redundant in VS2010 and VS2012, and seems to be a source of build errors in VS2012 for some reason.
---------------------
r1180
Make 32bit read out of bounds not get rotated if they are unaligned.
---------------------
r1178
hopefully fixed unaligned reads correctly this time...
---------------------
r1176
Fix yet another oversight in the unaligned read code. Implemented missing thumb opcode (Which is invalid according to gbatek but Moto GP seems to use it)
---------------------
r1174
opps forgot to change change the unaligned 16bit rotate to check against old address.
---------------------
r1172
Fixed unaligned 16/32 bit reads.
---------------------
r1171
update to 2013
---------------------
r1170
fixed nasm props again
---------------------
r1167
commit this and see who complains? Big Grin
---------------------
r1166
remove c_core from default preprocessors
---------------------
r1164
some changes to how SubWCRev works, resolving build issues when attempting to build from a source tar and adding it back to dependencies. also deletes the wx build folder because its not going going anywhere fast on windows.
---------------------
r1163
more improvements to gba-arm by Normmatt
---------------------
r1162
lets commit the right version of the arm patch this time eh.
---------------------
r1161
Applied fixes to NormMatts r1150 fixes - V-Rally 3 working again Re-added nasm.props to vs2008 build folder + changes to nasm.rules for spaces in paths.
---------------------
r1160
implement ALL of abhoriels patch correctly.
---------------------
r1159
GBA: Revert r1150 since it adds artifacts in (at least) V-Rally 3
---------------------
r1158
NLS: Update translations from Transifex
---------------------
r1157
NLS: Apply native endlines SVN properties
---------------------
r1156
GTK: Apply patch #3524058 - Auto-load/save cheats
---------------------
r1155
GTK: Updated the .desktop file to validate
---------------------
r1154
GTK: Fix "#3598672 - emulated system option in gvbam changes by itself in Linux"
---------------------
r1153
GBA: Fix build
---------------------
r1151
commit abhoriels RSBS and RSCS patch
---------------------
r1150
patch to correct some behavior in arm tests.
---------------------

Download:
VisualBoyAdvance-M SVN1229 (click to download)

by Squall Leonhart, Saturday, 08 March 2014 17:29 [ Read all ]

VisualBoyAdvance-M [svn 1206 MFC] info and download


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

Core and code improvements
Improvements to ARM/Thumb ASM (and C_CORE if the given preprocessor is set) that have improved various hardware behavior.
Improvements to Memory access resolving issues with the wrong bytes being returned and fixes to a DMA Fetch that was not behaving properly.

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

Games fixed

GBA
Croket 2 - would freeze when walking to the left of the snowman
Jurassic Park Builder/Creator - text would be scrambled
Lufia - scrambled text on main menu after cancelling the load screen
Moto GP - register not implemented
Phantasy Star Collection - text regression introduced and subsequently fixed
V-rally 3 - graphics regression introduced and subsequently fixed
Megaman: Battle network 1-3 and possibly many others - hanging on start. (1204)
Megaman Battlenetwork - freeze (1205)

GBC
Duke Nukem - Hud and menu now work. GBC video emulation needs more work however, the hack used is not correct and might cause issues elsewhere. (1194, 1197, 1206)
Zelda Oracles garbage line at bottom of intro (1206)

Not a bug

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

GBC
Links Awakening - Sprite issues when sword beaming and when moving around with chomp
Resolution: Accurate Emulation. This occurs on real hardware and is because the Line/Sprite limit is reached. Other emulators use a hack to show all sprites - we may investigate such a hack in the future but for now this is not a real issue.

Changes in this release:
r1206
fixes zelda oracles without breaking duke nukem or 007
---------------------
r1205
Implement memory mirrors for SRAM/FLASH. Correctly handle 16/32bit reads from SRAM. Removed unaligned handler for CPUReadHalfWordSigned.
---------------------
r1204
This fixes the colour issue when using opengl and a HQ3 or 4x filter.
---------------------
r1203
Revert changes to the ioReadable table from r1200 which broke Megaman Battle Network series.
---------------------
r1202
normatt was missing from readme
---------------------
r1201
Move the cpuDmaHack assignments into doDMA. (Fixes Croket 2 regression)
---------------------
r1200
Re-added the DMA Prefetch buffer. This fixes Phantasy Star Collection.
---------------------
r1199
another tom harder patch, fixing some warnings in the gvbam and wxvbam
---------------------
r1198
commiting Tim Harders patch for libav/ffmpeg
---------------------
r1197
bring branches into line fixes duke nukem on bgk-link and silences gcc warning on trunk ignore a few more files
---------------------
r1195
Fixed register used in asm.
---------------------
r1194
reduce new lines fix duke nukem cgb menu | in my limited testing this has not regressed any other games.
---------------------
r1193
dirty buildfix for linux, can do it properly later.
---------------------
r1192
Make the asm code increment lsl/lsr/asr rm by 4 if rm is pc. (ASM now passes the armwrestler MOV opcode test)
---------------------
r1191
Fix clock cycles in some arm/thumb opcodes. Implement missing ARM instruction used in the wstein.gba homebrew. Remove cpuDmaHack has it causes graphical glitches in Lufia and incorrectly handles unmapped reads.
---------------------
r1190
revert the > to >> change, fixes regression in loading ppmd 7z files.
---------------------
r1189
couldn't just add a guy who's contributed more in 3 days then anyone has in the last 3 years to the "Contributors" list ;D
---------------------
r1188
some small pvs warning fixes
---------------------
r1187
move around apu reset a bit, doesn't seem to have broken anything
---------------------
r1185
Fix handling of unused memory when reading 16/8 bit data.
---------------------
r1184
Add missing ARM opcode variant strh (w=1) used in several homebrew gba demos (e.g. afire).
---------------------
r1181
removed <AdditionalOptions>/D_ST_MODEL/D_SECURE_SCL=0 %(AdditionalOptions)</AdditionalOptions> from the vcxproj its redundant in VS2010 and VS2012, and seems to be a source of build errors in VS2012 for some reason.
---------------------
r1180
Make 32bit read out of bounds not get rotated if they are unaligned.
---------------------
r1178
hopefully fixed unaligned reads correctly this time...
---------------------
r1176
Fix yet another oversight in the unaligned read code. Implemented missing thumb opcode (Which is invalid according to gbatek but Moto GP seems to use it)
---------------------
r1174
opps forgot to change change the unaligned 16bit rotate to check against old address.
---------------------
r1172
Fixed unaligned 16/32 bit reads.
---------------------
r1171
update to 2013
---------------------
r1170
fixed nasm props again
---------------------
r1167
commit this and see who complains? Big Grin
---------------------
r1166
remove c_core from default preprocessors
---------------------
r1164
some changes to how SubWCRev works, resolving build issues when attempting to build from a source tar and adding it back to dependencies. also deletes the wx build folder because its not going going anywhere fast on windows.
---------------------
r1163
more improvements to gba-arm by Normmatt
---------------------
r1162
lets commit the right version of the arm patch this time eh.
---------------------
r1161
Applied fixes to NormMatts r1150 fixes - V-Rally 3 working again Re-added nasm.props to vs2008 build folder + changes to nasm.rules for spaces in paths.
---------------------
r1160
implement ALL of abhoriels patch correctly.
---------------------
r1159
GBA: Revert r1150 since it adds artifacts in (at least) V-Rally 3
---------------------
r1158
NLS: Update translations from Transifex
---------------------
r1157
NLS: Apply native endlines SVN properties
---------------------
r1156
GTK: Apply patch #3524058 - Auto-load/save cheats
---------------------
r1155
GTK: Updated the .desktop file to validate
---------------------
r1154
GTK: Fix "#3598672 - emulated system option in gvbam changes by itself in Linux"
---------------------
r1153
GBA: Fix build
---------------------
r1151
commit abhoriels RSBS and RSCS patch
---------------------
r1150
patch to correct some behavior in arm tests.
---------------------

Download:
VisualBoyAdvance-M SVN1206 (click to download)

by Squall Leonhart, Thursday, 19 September 2013 19:04 [ Read all ]

History


Just thought I share a little of the development history of vba-m from 2007 right up till 2013, instead of a long, long changelog, I put it into the form of a video via a program called gource

[video=vimeo]https://vimeo.com/72855188[/video]

by TheCanadianBacon, Thursday, 22 August 2013 09:46 [ Read all ]

a little notice


Just a little notice, some developers do not respond to support questions via a forum private messages, like myself for instance, I suggest post it on the forums and one of us will get to it as soon as possible. Patience is highly recommended since this project is coded by those who devote their free time when they can and not when the users want

Thank you for your time and interest in Visual Boy Advance-M and thank you for continued support

by TheCanadianBacon, Tuesday, 20 August 2013 05:09 [ Read all ]

wxvba-m 1159


anyways here are some untested binaries for win32 AND win64
this is completely experimental, so test it if you want to at your own risk, we are not liable if this breaks your computer or kills your kitten

for the 64bit binary you can get it from here at Sourceforge

and for the 32bit binary which is the recommended build is located here

by TheCanadianBacon, Saturday, 27 April 2013 04:54 [ Read all ]
 
 


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