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gba-link-connection v4
By rodri042 [Friday February 3rd 17:12:43 UTC 2023] |
Games : Tool |
| Permalink |
A set of Game Boy Advance (GBA) C++ libraries to interact with the Serial Port. Its main purpose is providing multiplayer support to homebrew games.
• LinkCable.h: The classic 16-bit Multi-Play mode (up to 4 players) using a GBA Link Cable!
• LinkCableMultiboot.h: Send Multiboot software (small 256kiB ROMs) to other GBAs with no cartridge!
• LinkGPIO.h: Use the Link Port however you want to control any device (like LEDs, rumble motors, and that kind of stuff)!
• LinkSPI.h: Connect with a PC (like a Raspberry Pi) or another GBA (with a GBC Link Cable) using this mode. Transfer up to 2Mbit/s!
• LinkWireless.h: Connect up to 5 consoles with the Wireless Adapter!
GitHub repo: https://github.com/rodri042/gba-link-connection
Link: https://github.com/rodri042/gba-link-connection
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NanoBoyAdvance 1.6
By fleroviux [Thursday January 12th 07:46:40 UTC 2023] |
Tools : Emulator |
| Permalink |
NanoBoyAdvance is a Game Boy Advance emulator focused on accuracy.
Features:
• Very high compatibility and accuracy (see Accuracy)
• HQ audio mixer (for games which use Nintendo's MusicPlayer2000 sound engine)
• Post-processing options (color correction, xBRZ upscaling and LCD ghosting simulation)
• Save State support (10x save slots available)
• Game controller support (buttons and axises can be remapped)
• Loading ROMs from archives (Zip, 7z, Tar and limited RAR support)
• RTC emulation
• Solar Sensor emulation (for example: for Boktai - The Sun is in Your Hand)
Running:
Download NanoBoyAdvance from the releases page (or get a nightly build).
Upon loading a ROM for the first time you will be prompted to assign the Game Boy Advance BIOS file.
You can dump it from a real console (accurate) or use an unofficial BIOS (less accurate).
Accuracy:
A lot of attention to detail has been put into developing this core and making it accurate. Its CPU and timing emulation is more accurate than other software emulators right now.
• Cycle-accurate emulation of the CPU, DMA, timers and Game Pak prefetch buffer
• Passes all AGS aging cartridge tests (NBA was the first public emulator to achieve this)
• Passes most tests in the mGBA test suite (see mGBA suite comparison for more details)
• Passes ARMWrestler, gba-suite and FuzzARM CPU tests
• High compatibility, including games that require emulation of peculiar hardware edge-cases (see Game compatibility)
Cycle-accurate PPU emulation is an active topic of research and will be implemented, once the timing has been understood and documented well enough.
Compiling:
See COMPILING.md in the docs folder.
Credit:
• Martin Korth: for GBATEK, a good piece of hardware documentation.
• endrift: for prior research and hardware tests.
• destoer: for contributing research, tests and insightful discussions.
• LadyStarbreeze: for contributing research, tests and insightful discussions.
• Pokefan531 and hunterk: for the default GBA color correction algorithm
• Talarubi and Near: for higan's GBA color correction algorithm
• DeSmuME team and Hyllian: xBRZ upscaling code
Changelog:
• UI: implement game controller selection and remapping
• UI: enable loading ROMs from archives (Zip, 7z, RAR4)
• UI: enable loading ROMs via Drag & Drop onto the main window
• UI: fix occasional crashes when loading a ROM while the emulator is running
• UI: fix screen clearing and stop audio if ROM could not be loaded
• UI: unpause the emulator if a ROM is loaded
• UI: add an option to unlock the aspect ratio
• Core: implement Solar Sensor emulation (for Boktai I and II)
• Core: implement experimental save state support
• Save Memory: automatically detect EEPROM save sizes (closes #219)
• ARM: fix switch between FIQ and non-user/system modes
• PPU: delay H-blank IRQs by four cycles (fixes #89, fixes #175)
• PPU: disable VRAM mirror at 06018000h in bitmap modes (fixes #102)
• PPU: latch BGX/Y writes at the beginning of each scanline (fixes #176)
• PPU: delay scanline rendering by 32 cycles (fixes #93)
• PPU: properly initialise WIN0/1 state after reset (fixes #223)
• PPU: 2D OBJs should wraparound horizontally (fixes #224)
• PPU: move rendering to a secondary thread for better performance
• PPU: improve DMA3 video transfer timing
• PPU: respect WININ/WINOUT if Alpha OBJ does not have a blend source
• IRQ: add 16-bit IO access handlers to avoid scheduling multiple events
• IRQ: assign (preliminary) priorities to events for IRQ raise and acknowledge/disable events
• Timer: be explicit about IO write event order
• RTC: enable 24h-mode by default (fixes #136)
• RTC: multiple small fixes and accuracy improvements
Download: NanoBoyAdvance-1.6-win64.zip
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mGBA 0.10.1
By endrift [Thursday January 12th 07:19:18 UTC 2023] |
Tools : Emulator |
| Permalink |
mGBA is a new generation of Game Boy Advance emulator. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally played without problems. mGBA has only gotten better since then, and now boasts being the most accurate GBA emulator around.
Other goals include accurate enough emulation to provide a development environment for homebrew software, a good workflow for tool-assist runners, and a modern feature set for emulators that older emulators may not support.
mGBA is licensed under the Mozilla Public License 2.0, and the code can be found on GitHub.
Up-to-date news and more downloads can be found at mgba.io.
A new release of mGBA, version 0.10.1 is available. This version is a bugfix release, which contains several important fixes. This release took a lot longer than expected, but hopefully it’ll be free of new bugs as a result. An extensive list of changes follows after the cut.
Supported Platforms:
• Windows Vista or newer
• OS X 10.7 (Lion)[3] or newer
• Linux
• FreeBSD
• Nintendo 3DS
• Nintendo Switch
• Wii
• PlayStation Vita
Features:
• Preliminary Lua scripting support
• Presets for Game Boy palettes
• Add Super Game Boy palettes for original Game Boy games
• Tool for converting scanned pictures of e-Reader cards to raw dotcode data
• Options for muting when inactive, minimized, or for different players in multiplayer
• Cheat code support in homebrew ports
• Acclerometer and gyro support for controllers on PC
• Support for combo “Super Game Boy Color” SGB + GBC ROM hacks
• Improved support for HuC-3 mapper, including RTC
• Support for 64 kiB SRAM saves used in some bootlegs
• Discord Rich Presence now supports time elapsed
• Additional scaling shaders
• Support for GameShark Advance SP (.gsv) save file importing
• Support for multiple saves per game using .sa2, .sa3, etc.
• Support for GBX format Game Boy ROMs
• New unlicensed GB mappers: NT (newer type), Sachen (MMC1, MMC2)
Emulation fixes:
• GB Audio: Fix channels 1/2 not playing when resetting volume (fixes #2614)
• GB Audio: Fix channel 3 volume being changed between samples (fixes #1896)
• GB Audio: Fix up boot sequence
• GB Audio: Fix updating channels other than 2 when writing NR5x
• GB Memory: Actually, HDMAs should start when LCD is off (fixes #2662)
• GB Serialize: Don’t write BGP/OBP when loading SCGB state (fixes #2694)
• GB SIO: Further fix bidirectional transfer starting
• GBA: Fix resetting key IRQ state (fixes #2716)
• GBA BIOS: Include timing in degenerate ArcTan2 cases (fixes #2763)
• GBA Video: Ignore disabled backgrounds as OBJ blend target (fixes #2489)
Other fixes:
• GBA: Fix forceskip BIOS logic for multiboot ROMs (fixes #2753)
• GBA Cheats: Fix issues detecting unencrypted cheats (fixes #2724)
• Qt: Manually split filename to avoid overzealous splitting (fixes #2681)
• Qt: Fix scanning specific e-Reader dotcodes (fixes #2693)
• Qt: Don’t re-enable sync if GBA link modes aren’t the same (fixes #2044)
• Qt: Improve handling of multiplayer syncing (fixes #2720)
• Qt: Fix initializing update revision info
• Qt: Redo stable branch detection heuristic (fixes #2679)
• Res: Fix species name location in Ruby/Sapphire revs 1/2 (fixes #2685)
• VFS: Fix minizip write returning 0 on success instead of size
Miscellaneous:
• macOS: Add category to plist (closes #2691)
• macOS: Fix modern build with libepoxy (fixes #2700)
• Qt: Keep track of current palette preset name (fixes #2680)
• Qt: Move OpenGL proxy onto its own thread (fixes #2493)
Download: mGBA-0.10.1-win32.zip
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GBA Jam 2022 Results
By krom [Sunday December 18th 12:54:59 UTC 2022] |
News : General |
| Permalink |
The GBA Jam 2022 has reached its conclusion!
The event was hosted by the the gbadev.net community. We're promoting the development of new GBA homebrew games, development tools and documentation. Join us on Discord and check out our curated collection of gbadev resources.
To everyone who took part: thanks so much for joining, and congrats on making it this far. Above all else we hope you had fun and learned something new. We're proud of ya!
Thanks to our sponsors, who made this possible and provided wonderful prizes for the winners:
Incube8 Games, Pocket Pulp, RST Games, Epilogue and the gbdev community.
And thanks to everyone who donated, our fellow organisers and judges, and of course everyone who's played & enjoyed the entries so far (if you haven't yet, what are you waiting for!!)
Results:
Prize winners are in bold. Open-source bonus is denoted by +.
Ties are left as-is, except for 3rd place which needed a tie-break due to the physical prize. Scroll down for more info!
Full detailed results for all 26 entries can be found at the jam page on itch.io.
Overall:
1. Green Memories by Tengukaze Studio
2. Hero Core GBA port + by Evan Bowman
3. notenogram + by kva64
4. Collie Defence + by vayan
5. Attack on Voxelburg by nuclear
A Rushed Hack Job by Pyro_Pyro
7. Gerbil Space Program by Origamiscienceguy, n67094, Nikku4211
8. Ravenia by allalonegamez
9. Chocolate Hunter Runa by Lsh0426
10. Coin Fall by 3DSage
11. Lane by setsquare
12. Nuclear Love by Jono Shields
13. BugTris by NotImplementedLife
Jump Kid by allalonegamez
Pocket Paint by jroatch
16. HEXES by EigenlightArts
17. Villager's Ambition by AtsushiHdez
The Enchanted Place by VideoGameStoryTime
19. gnoq by Bergasms
20. Kankandara no Mori by brave_orakio
21. Glacia Dungeon by NotImplementedLife
MineBoyAdvance by sulsadood
Minesweeper Battle by Dewbone3
24. Pathfinder Demo by pyroceper
25. YALAXY01-Yearlysis by MysteryStrawberry
26. The Axe by Maximilian II
Technical:
1. Attack on Voxelburg by nuclear
2. Coin Fall by 3DSage
3. Gerbil Space Program by Origamiscienceguy, n67094, Nikku4211
4. Hero Core GBA port by Evan Bowman
notenogram by kva64
Green Memories by Tengukaze Studio
Originality:
1. Green Memories by Tengukaze Studio
2. The Enchanted Place by VideoGameStoryTime
Lane by setsquare
4. Chocolate Hunter Runa by Lsh0426
5. HEXES by EigenlightArts
Graphics:
1. Gerbil Space Program by Origamiscienceguy, n67094, Nikku4211
2. Green Memories by Tengukaze Studio
3. Attack on Voxelburg by nuclear
4. notenogram by kva64
5. Nuclear Love by Jono Shields
Audio:
1. Green Memories by Tengukaze Studio
2. A Rushed Hack Job by Pyro_Pyro
notenogram by kva64
4. Gerbil Space Program by Origamiscienceguy, n67094, Nikku4211
Hero Core GBA port by Evan Bowman
Polish:
1. Hero Core GBA port by Evan Bowman
2. Green Memories by Tengukaze Studio
3. Ravenia by allalonegamez
4. A Rushed Hack Job by Pyro_Pyro
5. Chocolate Hunter Runa by Lsh0426
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mGBA 0.10.0
By endrift [Wednesday October 12th 13:13:12 UTC 2022] |
News : General |
| Permalink |
mGBA is a new generation of Game Boy Advance emulator. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally played without problems. mGBA has only gotten better since then, and now boasts being the most accurate GBA emulator around.
Other goals include accurate enough emulation to provide a development environment for homebrew software, a good workflow for tool-assist runners, and a modern feature set for emulators that older emulators may not support.
mGBA is licensed under the Mozilla Public License 2.0, and the code can be found on GitHub.
Up-to-date news and more downloads can be found at mgba.io.
A new release of mGBA, version 0.9.3 is available. This version is a bugfix release, which contains many important fixes. Importantly, random freezing with the OpenGL display driver, mostly when using fast forward, which had only partially been fixed in 0.9.2, should now be properly fixed. An extensive list of changes follows after the cut.
Supported Platforms:
• Windows Vista or newer
• OS X 10.7 (Lion)[3] or newer
• Linux
• FreeBSD
• Nintendo 3DS
• Nintendo Switch
• Wii
• PlayStation Vita
Features:
• Preliminary Lua scripting support
• Presets for Game Boy palettes
• Add Super Game Boy palettes for original Game Boy games
• Tool for converting scanned pictures of e-Reader cards to raw dotcode data
• Options for muting when inactive, minimized, or for different players in multiplayer
• Cheat code support in homebrew ports
• Acclerometer and gyro support for controllers on PC
• Support for combo “Super Game Boy Color” SGB + GBC ROM hacks
• Improved support for HuC-3 mapper, including RTC
• Support for 64 kiB SRAM saves used in some bootlegs
• Discord Rich Presence now supports time elapsed
• Additional scaling shaders
• Support for GameShark Advance SP (.gsv) save file importing
• Support for multiple saves per game using .sa2, .sa3, etc.
• Support for GBX format Game Boy ROMs
• New unlicensed GB mappers: NT (newer type), Sachen (MMC1, MMC2)
Emulation fixes:
• ARM7: Fix unsigned multiply timing
• GB: Copy logo from ROM if not running the BIOS intro (fixes #2378)
• GB: Fix HALT breaking M-cycle alignment (fixes #250)
• GB Audio: Fix channel 1/2 reseting edge cases (fixes #1925)
• GB Audio: Properly apply per-model audio differences
• GB Audio: Revamp channel rendering
• GB Audio: Fix APU re-enable timing glitch
• GB I/O: Fix writing to WAVE RAM behavior (fixes #1334)
• GB MBC: Fix edge case with Pocket Cam register accesses (fixes #2557)
• GB Memory: Add cursory cartridge open bus emulation (fixes #2032)
• GB Serialize: Fix loading MBC1 states that affect bank 0 (fixes #2402)
• GB SIO: Fix bidirectional transfer starting (fixes #2290)
• GB Video: Draw SGB border pieces that overlap GB graphics (fixes #1339)
• GBA: Improve timing when not booting from BIOS
• GBA: Fix expected entry point for multiboot ELFs (fixes #2450)
• GBA: Fix booting multiboot ROMs with no JOY entrypoint
• GBA: Fix 1 MiB ROM mirroring to only mirror 4 times
• GBA Audio: Adjust PSG sampling rate with SOUNDBIAS
• GBA Audio: Sample FIFOs at SOUNDBIAS-set frequency
• GBA BIOS: Work around IRQ handling hiccup in Mario & Luigi (fixes #1059)
• GBA BIOS: Initial HLE timing estimation of UnLz77 functions (fixes #2141)
• GBA DMA: Fix DMA source direction bits being cleared (fixes #2410)
• GBA I/O: Redo internal key input, enabling edge-based key IRQs
• GBA I/O: Disable open bus behavior on invalid register 06A
• GBA Memory: Fix misaligned 32-bit I/O loads (fixes #2307)
• GBA Video: Fix OpenGL rendering on M1 Macs
• GBA Video: Ignore horizontally off-screen sprite timing (fixes #2391)
• GBA Video: Fix Hblank timing (fixes #2131, #2310)
• GBA Video: Fix rare crash in modes 3-5
• GBA Video: Fix sprites with mid-frame palette changes in GL (fixes #2476)
• GBA Video: Fix OBJ tile wrapping with 2D char mapping (fixes #2443)
• GBA Video: Fix horizontal lines in GL when charbase is changed (fixes #1631)
• GBA Video: Fix sprite layer priority updating in GL
Other fixes:
• ARM: Disassemble Thumb mov pseudo-instruction properly
• ARM: Disassemble ARM asr/lsr #32 properly
• ARM: Disassemble ARM movs properly
• Core: Don’t attempt to restore rewind diffs past start of rewind
• Core: Fix the runloop resuming after a game has crashed (fixes #2451)
• Core: Fix crash if library can’t be opened
• Debugger: Fix crash with extremely long CLI strings
• Debugger: Fix multiple conditional watchpoints at the same address
• FFmpeg: Fix crash when encoding audio with some containers
• FFmpeg: Fix GIF recording (fixes #2393)
• GB: Fix temporary saves
• GB: Fix replacing the ROM crashing when accessing ROM base
• GB: Don’t try to map a 0-byte SRAM (fixes #2668)
• GB, GBA: Save writeback-pending masked saves on unload (fixes #2396)
• mGUI: Fix FPS counter after closing menu
• Qt: Fix some hangs when using the debugger console
• Qt: Fix crash when clicking past last tile in viewer
• Qt: Fix preloading for ROM replacing
• Qt: Fix screen not displaying on Wayland (fixes #2190)
• Qt: Fix crash when selecting 256-color sprite in sprite view
• Qt: Fix coloration of swatches on styles with distinct frame backgrounds
• VFS: Failed file mapping should return NULL on POSIX
Miscellaneous:
• Core: Suspend runloop when a core crashes
• Core: Add wallclock offset RTC type
• Debugger: Save and restore CLI history
• Debugger: GDB now works while the game is paused
• Debugger: Add command to load external symbol file (fixes #2480)
• FFmpeg: Support dynamic audio sample rate
• GB: Support CGB0 boot ROM loading
• GB Audio: Increase sample rate
• GB MBC: Filter out MBC errors when cartridge is yanked (fixes #2488)
• GB MBC: Partially implement TAMA5 RTC
• GB Video: Add default SGB border
• GBA: Automatically skip BIOS if ROM has invalid logo
• GBA: Refine multiboot detection (fixes #2192)
• GBA Cheats: Implement “never” type codes (closes #915)
• GBA DMA: Enhanced logging (closes #2454)
• GBA Memory: Implement adjustable EWRAM waitstates (closes #1276)
• GBA Savedata: Store RTC data in savegames (closes #240)
• GBA Video: Implement layer placement for OpenGL renderer (fixes #1962)
• GBA Video: Fix highlighting for sprites with mid-frame palette changes
• mGUI: Add margin to right-aligned menu text (fixes #871)
• mGUI: Autosave less frequently when fast-forwarding
• Qt: Rearrange menus some
• Qt: Clean up cheats dialog
• Qt: Only set default controller bindings if loading fails (fixes #799)
• Qt: Save converter now supports importing GameShark Advance saves
• Qt: Save positions of multiplayer windows (closes #2128)
• Qt: Add optional frame counter to OSD (closes #1728)
• Qt: Add optional emulation-related information on reset (closes #1780)
• Qt: Add QOpenGLWidget cross-thread codepath for macOS (fixes #1754)
• Qt: Enable -b for Boot BIOS menu option (fixes #2074)
• Qt: Add tile range selection to tile viewer (closes #2455)
• Qt: Show warning if XQ audio is toggled while loaded (fixes #2295)
• Qt: Add e-Card passing to the command line (closes #2474)
• Qt: Boot both a multiboot image and ROM with CLI args (closes #1941)
• Qt: Improve cheat parsing (fixes #2297)
• Qt: Change lossless setting to use WavPack audio
• Qt: Use FFmpeg to convert additional camera formats, if available
• Qt: Resume crashed game when loading a save state
• Qt: Include cheats in bug report
• SDL: Support exposing an axis directly as the gyro value (closes #2531)
• Windows: Attach to console if present
• VFS: Early return NULL if attempting to map 0 bytes from a file
• Vita: Add bilinear filtering option (closes #344)
Download: mGBA-0.10.0-win32.zip
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GBA Jam 2022
By krom [Monday August 1st 00:59:07 UTC 2022] |
News : General |
| Permalink |
It's that time of year again for another GBA Jam:
You have 3 months to make something cool that runs on the Game Boy Advance, using whatever tools you like!
Come join us on Discord or IRC for help getting started, chat with other participants (maybe even team up!) and head over to gbadev.net for useful links & resources!
The Game Boy Advance is a wonderfully unique, fun and accessible machine to develop for. It upholds the graphical techniques of the 8/16-bit era, such as hardware-accelerated tilemaps, sprites and palettes. Yet its 32-bit CPU is powerful enough that you can program for it in high level languages such as C, C++, Rust, Zig and Nim.
This blend of capability and limitations, in addition to being highly portable and widely emulated, makes GBA development a very rewarding experience!
Sponsors:
Incube8 Games
gbdev Community
Pocket Pulp
RSTGames
To become a sponsor and support the event, DM us on Twitter.
Prizes:
The best 5 entries will be awarded a prize, according to this spreadsheet. Submissions released as Open Source software will be eligible for additional prizes.
Everyone can donate any amount, contributing to make the prize pool bigger!
100% of the money raised (after payment processing fees) will be distributed to the compo winners.
Rules:
• Your submission must include a .gba file! You can also attach screenshots, readmes, game manuals, etc.
• It should run on real hardware or an accurate emulator such as mGBA or NanoBoyAdvance.
• It must feature a substantial amount of new & original work (i.e. not something you were already working on for months).
• Only use code and assets that you have explicit permission to use, giving appropriate credit.
• No NSFW or offensive content.
Judging Criteria:
Judges may run entries using mGBA or NanoboyAdvance, or on GBA/NDS hardware using a recent flashcart such as the EZFlash Omega or EverDrive GBA X5, or on 3DS hardware using VC injects or open_agb_firm.
After the jam ends, each entry will be rated on the following criteria:
• Overall - What do you think of this entry as a whole?
• Technical - How innovative is it from a technical perspective? Does it push the hardware to the limit?
• Originality - How refreshing is it from a non-technical perspective? Does it have a unique design / mechanics?
• Graphics - How impressive are the art, animation and visual effects? (if applicable)
• Audio - How good are the music and sound effects? (if applicable)
• Polish - How finished is the entry? e.g. Does it have decent length, depth, variety and/or attention to detail?
The winner will be determined by the entry with the highest average score in the "Overall" category.
Acknowledgements:
Special thanks to our sponsors, everyone from the gbadev community, the organisers, the judges and everyone who donated for the prize pool.
The event is being hosted by the gbadev.net community.
"Synthwave Grid Background" by Ben 3D.
For more information head over to the GBA Jam 2022 page:
https://itch.io/jam/gbajam22
|
NanoBoyAdvance 1.5
By fleroviux [Sunday May 29th 21:02:09 UTC 2022] |
News : General |
| Permalink |
NanoBoyAdvance is a Game Boy Advance emulator focused on accuracy.
Features:
• Very high compatibility (see Accuracy)
• HQ audio mixer (for games which use Nintendo's MusicPlayer2000 sound engine)
• Post-processing options:
- Color correction
- Texture filtering (nearest, linear, xBRZ)
- LCD ghosting simulation
• RTC emulation
• Game controller support
Running:
Download NanoBoyAdvance from the releases page (or get a nightly build).
Upon loading a ROM for the first time you will be prompted to assign the Game Boy Advance BIOS file. You can dump it from a real console (accurate) or use an unofficial BIOS (less accurate).
Accuracy:
A lot of attention to detail has been put into developing this core and making it accurate. Its CPU and timing emulation is more accurate than other software emulators right now.
• CPU and DMA is emulated with near cycle-accuracy
• ARM emulation handles nearly all known edge-cases
• Runs many difficult to emulate games without game-specific hacks, for example:
- Hello Kitty Collection: Miracle Fashion Maker
- Hamtaro Rainbow Rescue (with Spanish or German language)
- James Pond - Codename Robocod
- Phantasy Star Collection
- Golden Sun
- Classic NES series
• Passes all AGS aging cartridge tests (NBA was the first public emulator to achieve this)
• See ACCURACY.md for a select list of tests that NBA passes
Compiling:
See COMPILING.md in the docs folder.
Credit:
• Martin Korth: for GBATEK, a good piece of hardware documentation.
• endrift: for prior research and hardware tests.
• destoer: for contributing research, tests and insightful discussions.
• LadyStarbreeze: for contributing research, tests and insightful discussions.
• Pokefan531 and hunterk: for the default GBA color correction algorithm
• Talarubi and Near: for higan's GBA color correction algorithm
• DeSmuME team and Hyllian: xBRZ upscaling code
Changelog:
• ARM: force CPSR/SPSR bit 4 to one (fixes Banjo-Kazooie: Grunty's Revenge)
• Bus: Game Pak access sometimes incurs a one-cycle penalty when prefetch is active
• Bus: HALT incurs a two-cycle penalty
• DMA: make access pattern (more) accurate for ROM to ROM and other weird DMAs.
• DMA: move the second internal cycle at the end of the transfer
• DMA: handle more changes to the control register during a transfer
• IRQ: rework interrupt delay emulation (once again)
• Timer: writing to the control register takes one cycle to apply
• PPU: apply horizontal sprite mosaic as a post-process
• APU: model FIFO as a buffer of seven (not eight) 32-bit words (thanks Gericom) (fixes #101)
• APU: high bits of SOUND2CNT_L should return zero
• Input: make KEYINPUT updates atomic to avoid incorrect game resets (from the Key IRQ)
• UI: maintain a list of recently opened files for quick loading
• UI: allow loading ROMs via process arguments
• UI: add shortcuts for fullscreen and window scale
• UI: implement a workaround for the broken menu bar during fullscreen on Windows
• UI: hide the FPS counter by default and add an option to unhide it
• OpenGL: fix a black screen issue on some Intel integrated GPUs
• macOS: build NanoBoyAdvance as an App Bundle (thanks nadiaholmquist)
Download: NanoBoyAdvance-1.5-win64.zip
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Scrolls Of Fire
By akouzoukos [Saturday May 7th 12:00:37 UTC 2022] |
Games : RPG |
| Permalink |

Seek power in the depths of the dungeon!
There are 2 floors filled with unique enemies and bosses to defeat.
You can also find scrolls that you can mix and match to upgrade your attacking capabilities, but dying means starting from square one.
Credits:
• Programming, Graphics by akouzoukos
• Music, Logo by tempest
Day 1 Patch Changelog:
• Fixed crash on Golem Boss fight
• Fixed "stuck" enemy projectiles
Link: https://akouzoukos.itch.io/scrollsoffire
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Apotris v2.1
By akouzoukos [Saturday May 7th 11:46:35 UTC 2022] |
Games : Puzzle |
| Permalink |

A block stacking puzzle game for the Gameboy Advance, with focus on delivering responsive gameplay and satisfying visuals. It follows guideline rules, so all spins, kicks and setups should work as expected.
Controls:
• Left/Right - Move falling piece
• A - Rotate Clockwise
• B - Rotate Counter-Clockwise
• Down - Soft drop
• Up - Hard drop
• L/R - Hold piece
• Start - Pause
Changelog:
v2.1
• Added white frame color
• Added new skin
• Added quick restart shortcut (hold L+R)
• Fixed ultra scoreboard bug
Link: https://akouzoukos.itch.io/apotris
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