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VisualBoyAdvance-M [svn 1229 MFC] info and download
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Squall Leonhart Online
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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
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r1228
SDL sound code now posts to semaphores no matter what, in case the other side is still waiting after a speedup transition
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r1227
Rewrote SDL sound synchronization, using a very old patch as a base for some of the changes
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r1226
Remove useless backup enabled checks in read handlers. Fix illegal halfword and byte reads.
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r1225
Mother 3 fix, refined to not break Metroid Fusion or hopefully anything else
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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...
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r1223
Add tiled rendering define to Android makefiles, too.
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r1222
Add tiled rendering define - big performance improvement
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r1221
Fix target output name
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r1220
Fix build for Android
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r1219
Disable link by default now that games work without it
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r1218
updated readme
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r1216
Sonic Advance 1/2 work now with NO_LINK defined
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r1215
(Libretro) Fix build
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r1214
re-adding the fix for zelda oracles
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r1213
Let's try that again.
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r1211
revert 1207-1210 as its not really ready for integration yet.
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r1210
rolling back, it seems there was some more issues than original thought
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r1209
fix a goof I made with the last commit, this should fix it
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r1208
just a small revert, old data got mixed in the last commit
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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
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r1206
fixes zelda oracles without breaking duke nukem or 007
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r1205
Implement memory mirrors for SRAM/FLASH. Correctly handle 16/32bit reads from SRAM. Removed unaligned handler for CPUReadHalfWordSigned.
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r1204
This fixes the colour issue when using opengl and a HQ3 or 4x filter.
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r1203
Revert changes to the ioReadable table from r1200 which broke Megaman Battle Network series.
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r1202
normatt was missing from readme
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r1201
Move the cpuDmaHack assignments into doDMA. (Fixes Croket 2 regression)
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r1200
Re-added the DMA Prefetch buffer. This fixes Phantasy Star Collection.
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r1199
another tom harder patch, fixing some warnings in the gvbam and wxvbam
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r1198
commiting Tim Harders patch for libav/ffmpeg
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r1197
bring branches into line fixes duke nukem on bgk-link and silences gcc warning on trunk ignore a few more files
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r1195
Fixed register used in asm.
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r1194
reduce new lines fix duke nukem cgb menu | in my limited testing this has not regressed any other games.
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r1193
dirty buildfix for linux, can do it properly later.
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r1192
Make the asm code increment lsl/lsr/asr rm by 4 if rm is pc. (ASM now passes the armwrestler MOV opcode test)
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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.
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r1190
revert the > to >> change, fixes regression in loading ppmd 7z files.
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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
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r1188
some small pvs warning fixes
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r1187
move around apu reset a bit, doesn't seem to have broken anything
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r1185
Fix handling of unused memory when reading 16/8 bit data.
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r1184
Add missing ARM opcode variant strh (w=1) used in several homebrew gba demos (e.g. afire).
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r1181
removed /D_ST_MODEL/D_SECURE_SCL=0 %(AdditionalOptions) from the vcxproj its redundant in VS2010 and VS2012, and seems to be a source of build errors in VS2012 for some reason.
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r1180
Make 32bit read out of bounds not get rotated if they are unaligned.
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r1178
hopefully fixed unaligned reads correctly this time...
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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)
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r1174
opps forgot to change change the unaligned 16bit rotate to check against old address.
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r1172
Fixed unaligned 16/32 bit reads.
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r1171
update to 2013
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r1170
fixed nasm props again
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r1167
commit this and see who complains? [Image: biggrin.gif]
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r1166
remove c_core from default preprocessors
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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.
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r1163
more improvements to gba-arm by Normmatt
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r1162
lets commit the right version of the arm patch this time eh.
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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.
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r1160
implement ALL of abhoriels patch correctly.
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r1159
GBA: Revert r1150 since it adds artifacts in (at least) V-Rally 3
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r1158
NLS: Update translations from Transifex
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r1157
NLS: Apply native endlines SVN properties
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r1156
GTK: Apply patch #3524058 - Auto-load/save cheats
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r1155
GTK: Updated the .desktop file to validate
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r1154
GTK: Fix "#3598672 - emulated system option in gvbam changes by itself in Linux"
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r1153
GBA: Fix build
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r1151
commit abhoriels RSBS and RSCS patch
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r1150
patch to correct some behavior in arm tests.
---------------------

Download:
VisualBoyAdvance-M SVN1229 (click to download)

(This post was last modified: 01-06-2016 05:18 AM by Squall Leonhart.)
01-06-2016 05:17 AM
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ikarycs Offline
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Posts: 2
Joined: Jan 2016
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Post: #2
RE: VisualBoyAdvance-M [svn 1229 MFC] info and download

Greetings Squall.
I'm new in this forum.
I'm currently having problems to handle dolphin + vba (latest release).
Game: Zelda 4 Swords (multiplayer in same computer (localhost)).
Problem comes when conecting the second controller (aka second vba-m active window), game hangs and freezes (loses sound too).
Seems that vba-m doesnt auto assign the second vba-m windows as player 2 controller (as most videos I've seen does), and instead, both windows fight over taking player 1 slot.
Note: vba-m Player 1 connects just fine.
Windows 10 x64 (No AV/Firewall issues)
Please if you can help me regarding this issue, i'll apreciate it.
Thanks beforehand.
Bye.
(This post was last modified: 01-06-2016 06:55 AM by ikarycs.)
01-06-2016 06:54 AM
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Squall Leonhart Online
The Admin with the Gunblade
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Posts: 1,504
Joined: Mar 2008
Reputation: 17
Post: #3
RE: VisualBoyAdvance-M [svn 1229 MFC] info and download

this version is an older version that i reposted, the latest version available to dl, Wx and MFC have this problem resolved.

01-07-2016 12:36 AM
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