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.
Notable changes since build 604:
blargg
- Fixed audio state loading
- Sound core cleanup
- Fixed GBA hardware detection in audio core interface
- Added volume control to GB sound core
- Added declicking feature to GB sound core
- Added GB effects
Spacy
- Created Audio Core Settings Dialog and move every sound option into it.
- Added blargg's new sound effects to the dialog & support saving/loading to/from ini file.
- Disable stereo to surround upmixing when using stereo or mono setups (or unsupported speaker setup, like anything above 7.1)
bgK
- Some cleanup of SDL stuff from the MFC build.
Download:
VisualBoyAdvance698.7z
Runtimes:
You need the runtimes specified in the readme, so have a short look at it if VBA-M does not start at first try. zlib 1.2.3 & libpng 1.2.31 are included.
Xaudio2 isn't working, fails to enumerate device.
I take it the echo and stereo settings are only in effect when enhance is ticked?
HQ2 filter is broken, seems to do the same thing as LQ2
ok, it doesn't APPEAR to do anything but it does, since cpu usage is increased
(09-05-2008 12:18 AM)Squall Leonhart Wrote: [ -> ]Xaudio2 isn't working, fails to enumerate device.
Can you be more specific about the error? Is there an error message? Honestly, you're not a beginner in eror reporting anymore
(09-05-2008 12:18 AM)Squall Leonhart Wrote: [ -> ]I take it the echo and stereo settings are only in effect when enhance is ticked?
Yes, this is indicated by three things:
- The colon after "Enhance sound"
- Surround, Echo & Stereo have little x-offset
- The tooltip, which appears, when you let you mouse over "Enhance sound:" clearly states: "Enable the FOLLOWING sound enhancements."
I wonder why you even have to ask about it
(09-05-2008 12:18 AM)Squall Leonhart Wrote: [ -> ]HQ2 filter is broken, seems to do the same thing as LQ2
It is working fine, even though you might not see a difference in every scene. I recommend using a GBA game. (Pokémon Emerald intro for example). A difference should be more likely to be visible on softer edge transitions.
VBA-M Reports
XAudio2 : Enumerating Devices Failed!, when opening the configuration dialogue.
The dialogue opens and no Devices are in the list to choose from.
Xaudio works fine in the previous release (634)
(09-05-2008 01:25 AM)spacy51 Wrote: [ -> ] (09-05-2008 12:18 AM)Squall Leonhart Wrote: [ -> ]I take it the echo and stereo settings are only in effect when enhance is ticked?
Yes, this is indicated by three things: [...] I wonder why you even have to ask about it 
The "proper" way to communicate this to the user is to enable/disable (gray out) the GUI elements that the checkbox enables/disables. This is how I do it in Game Music Box:
![[Image: gmb_effects_gui.png]](http://h1.ripway.com/blargg/temp/gmb_effects_gui.png)
Exactly what i intended on suggesting next Blargg. Guess great minds do think alike
Blargg, please tell me you are providing the next audio core for snes9x? lol.
Guys, i understand that these are WIP versions of the emu and all, but why don't you use static builds intstead dynamic anymore? There are tons of megabytes needed to be downloaded to use the emu now with only a micro portion of those runtimes really used in the emu. So please, upload ready to use versions which will work without extra downloads like VisualBoyAdvance589.7z did.
you can't static link Dx or MSVC files (can you???)
Thank you, another awesome release

Quote:you can't static link Dx or MSVC files
Nothing is stopping us from linking libpng and ZLIB static.
Thats what I do when I do my compiles....
(09-05-2008 09:20 AM)Squall Leonhart Wrote: [ -> ]you can't static link Dx or MSVC files (can you???)
Sure you can link staticaly any needed dlls. MSVC projects by default use dynamic linking. That's why they require lots of runtimes to run them. By using static liniking you can avoid such problems once and for all.
(09-05-2008 01:20 PM)mudlord Wrote: [ -> ]Quote:you can't static link Dx or MSVC files
Nothing is stopping us from linking libpng and ZLIB static.
Thats what I do when I do my compiles....
I'm not talking about these two. They are quite small and bundled already with emulator. I'm talking about MSVC SP1 runtimes and other files listed in the readme. Just use static linking, please, for your project to make thing easier for all of us.
static link? do you mean integrating into the compiled exe?
then static linking DirectX 9 or vs2008 runtimes is not wise. these two has to do with the OS and there might be a mesh, if you try to static link them. when new versions of DirectX 9 or vs2008 will be released, then the compiled builds will be obsolete. also the compiled builds may work only on the OS that they are compiled. lastly, the compiled exe will be a lot bigger. after all, downloading and installing DirectX 9 or vs2008 runtimes is something that you will not do everyday.
(09-05-2008 07:33 AM)Eevon Wrote: [ -> ]Guys, i understand that these are WIP versions of the emu and all, but why don't you use static builds intstead dynamic anymore? There are tons of megabytes needed to be downloaded to use the emu now with only a micro portion of those runtimes really used in the emu. So please, upload ready to use versions which will work without extra downloads like VisualBoyAdvance589.7z did.
Well, I guess you're right. DLLs and all are suposedly only to be used when having an installer, anything else is too time consuming for the end user. And on top, no one wnats to download the MSVC++2008 SP1 runtime, so I should make it static after all...
But you WILL have to download the very latest DirectX, that's also good for games and stuff.
Static linking means the compiled build contains the Dynamic libraries embedded in the exe. It increases the size of the final compiled build, but usually only requires the latest DX files.
(09-05-2008 08:51 PM)supergoofy Wrote: [ -> ]then static linking DirectX 9 or vs2008 runtimes is not wise. these two has to do with the OS and there might be a mesh, if you try to static link them.
A static link of DirectX is simply not possible because the SDK comes only with DLL-loader libs.
What do the vc2008 runtime have to do with the OS? The only runtime needed for many of the windows DLL is msvcrt.dll, which is shipped with the OS. You can look that up with the "Dependency Walker" application. I think drivers also have to rely on this exact runtime, but I'm not sure.
(09-05-2008 08:51 PM)supergoofy Wrote: [ -> ]when new versions of DirectX 9 or vs2008 will be released, then the compiled builds will be obsolete.
Well, that the same for any game you own, what's the problem with that?
(09-05-2008 08:51 PM)supergoofy Wrote: [ -> ]also the compiled builds may work only on the OS that they are compiled.
Any proof of that? I doubt it.
(09-05-2008 08:51 PM)supergoofy Wrote: [ -> ]lastly, the compiled exe will be a lot bigger.
IIRC, not more than one or two megabytes.
(09-05-2008 08:51 PM)supergoofy Wrote: [ -> ]after all, downloading and installing DirectX 9 or vs2008 runtimes is something that you will not do everyday.
Well, that's true, but somehow the people are lazy and always complain...

(09-05-2008 09:16 PM)Squall Leonhart Wrote: [ -> ]Static linking means the compiled build contains the Dynamic libraries embedded in the exe.
It does not exactly embed the DLLs into the exe, it's rather just linking code in as if it was part of the compiled source code.
thanks for the explanation spacy51. I'll search wikipedia and also do a google search to learn more.
directx dlls are "system libraries" according to the GPLs (v2 and v3), and allowed redistribution next to GPLed executables in the same package (same zip file), btw (the exact snippets from th GPL FAQ referring to the situation privately disclosable)
(09-05-2008 09:04 PM)spacy51 Wrote: [ -> ]Well, I guess you're right. DLLs and all are suposedly only to be used when having an installer, anything else is too time consuming for the end user. And on top, no one wnats to download the MSVC++2008 SP1 runtime, so I should make it static after all...
But you WILL have to download the very latest DirectX, that's also good for games and stuff.
Sure, DirectX is not a problem for end user, because almost all latest games require fresh Direct X libraries and usualy users have them installed already.
I hope to see next static build soon. ^_^
(09-05-2008 09:16 PM)Squall Leonhart Wrote: [ -> ]Static linking means the compiled build contains the Dynamic libraries embedded in the exe. It increases the size of the final compiled build, but usually only requires the latest DX files.
Compiler links only used parts of code not entire DLL file. So exe's size increase will be insignificant comparing to lots of megabytes of entire MSVC SP1 download. Also nobody will complain about emulator's size increase nowadays, when in return it'll be ready to use right from the archive.