Talk:Visual Boy Advance GX
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- 2.1 Feature Requests
- 2.1.1 Cheat Support
- 2.1.2 Multiplayer through WiFi/Lan Adapter Support?
- 2.1.3 Support for Multi-Language?
- 2.1.4 Link Support
- 2.1.5 Palettes
- 2.1.6 Tilt Replace D-Pad Option
- 2.1.7 New version of libogu
- 2.1.8 Super Gameboy Borders?
- 2.1.9 Search Feature
- 2.1.10 Using the GBA GC link cable to simulate a GBA to GBA link?
- 2.2 Nuked Saves
- 2.3 Snapshot feature broken
- 2.4 Rumble support on GBC games?
- 2.5 Suggestion for Match Wii Controls
- 2.6 Missing Sound!
- 2.7 Cheats and Loading Save on PC
- 2.8 Turbo Mode Problem
- 2.9 How are we supposed to get the source code?
- 2.10 Saving
- 2.11 Solar Sensor
- 2.12 How does this program support a GC memory card?
- 2.13 Sound output slowly dying with savestates & version 2.0.6 of vba
- 2.14 Save bombs
- 2.15 SD HC card not working with latest version.
- 2.16 Recovering Corrupted SGM Files
- 2.17 USB HDD Timeout
- 2.18 Cheats would be appreciated
- 2.19 Sound problems
- 2.20 Problems with Golden Sun 2
- 2.21 GUI Inconsistency
- 2.22 Screenshots for channels
- 2.23 Donkey kong Country 2 problem
- 2.24 128k saves
- 2.25 How to get "Pixel-Perfect" Rendering in VBAGX
- 2.1 Feature Requests
We GOTTA have it! I'm thinking that you could choose which cheats you'd want to use in the Game Menu, and then it could compile the cheats into an ips file, witch it auto-patches. Any body agree? ---strongfan 18:16, 28 October 2008 (UTC)
- Yea... I totaly agree (even if it does make the game way too easy =p) Toagac 16:01, 6 December 2008 (UTC)
Are we ever going to get cheat support? I just noticed this was posted last october, and now its july, and I really wanna use gameshark, codebreaker, or action replay/pro codes.--Q-Kid 14:14, 16 July 2009 (UTC)
It's been a year now and still no cheat support, I understand cheating sucks sometimes but for those who'd like to do it when stuck, or just to have fun after finishing the game, it'd be great! --Cuber 17:51, 18 November 2009 (UTC)
It's 2010 and there's still no cheat support? Whats going on? --nstorm12 <span style="font-size: smaller;" class="autosigned">—Preceding undated comment added 21:13, 25 February 2010 (UTC).</span><!--Template:Undated-->
CHEAT SUPPORT! TEH SWOOSHY DEMANDS IT! xD --SwooshyCueb 11:37, 22 July 2010 (UTC)
C'mon Tantric! vba on the pc has cheats, and this looks like it is mostly a port --Stonga 16:20, 14 August 2010 (UTC)
I would also like to see cheat support for GBA ROMs. Cheat support has already been implemented in FCEUGX, I assume the methods could be implemented in similar ways.--Seandgibbonsy 00:33, 19 September 2010 (CEST)
- I will never add cheat support. Why? Because I'm done with these emulators, aside from general maintenance. --Tantric 18:29, 19 September 2010
Multiplayer through WiFi/Lan Adapter Support?
By any chance is there a way for multiplayer to be added to the VBAgx system to make it compatible with other Wii systems and play multiplayer games together? --Masterlegit 17:47, 17 January 2010 (UTC)
Support for Multi-Language?
Will there be any support for language packs? If yes, contact me, and I'll translate it to hungarian. --Tusk 18:11, 16 October 2008 (UTC)
Would it be possible to include connection support? You know, so you can play friends and trade pokemon, and similar. First preference would be utilising the WII's wireless connection.
- Not possible at the moment, since VBA-M doesn't have link support. But may be possible in the future. --Tantric 20:12, 10 February 2009 (UTC)
Another neat idea would be to load up to 4 emulators(split screen) 1 for each controller, and play games like Zelda:Four Swords and Mario Kart Advance. (how taxing would this be on the wii?) for physical link cables, you could implement the gamecube to GBA cords used in Zelda FSA and the like. Of course this isn't anything easy, but you must admit it would be worth it. --MoonKing
Perhaps it could act as the host, and you could connect actual GBAs to it with the GBA-GCN connector. That'd be cool, as I've not been able to connect two "GBA"s since I sold my Gamecube and GameBoy Player. --Boinciel 17:13, 1 March 2009 (UTC)
- It'd be neat if you could use a GBA as a controller too. .Hyper//Hacker 09:44, 8 April 2009 (UTC)
Would it be possible to include the custom palette feature for monochrome games? Both because black and white gets dull after a while, and because my TV has bad colour burn when bright colours are on-screen for long, so any game that has a white background causes it to get discoloured spots. --JeffreyGoldfish 18:31, 23 February 2009 (UTC)
- I'm working on it. It will allow you to set 14 different colours. 4 for the background, 4 for the status bar, 3 for sprites with palette 1 and 3 for sprites with palette 2. Which is considerably better than VBA-M and other emulators do. Also the colours will remain the same colour when faded in and out, unlike other emulators. CarlKenner 11:35, 15 April 2009 (UTC)
- So then, if I'm not mistaken, you're saying that your palette system would be better than even the one in the real GBA? SMR Kurosan 07:55, 16 April 2009 (UTC)
- I think the real GBA doesn't support separate colours for the status bar, so this version has 4 extra colours. Also I think the real GBA changes colours when you fade. I haven't got fading to white really working properly, and there are a few other issues, so my palette support isn't as good as I would like yet, but it works well enough for now. CarlKenner 07:46, 27 April 2009 (UTC)
- Well it's been a long time since I've played my old GB games on my GBA, but as far as I can remember palettes were assigned similarly to the Super Game Boy, meaning that there's only 4 colors for all sprites and 4 colors for the background; there were also limitations regarding palettes applied to moving sprites, if I remember correctly. In other words, it certainly does sound like your approach is a superior one! Can't wait to play those old classics with a new approach. SMR Kurosan 22:31, 27 April 2009 (UTC)
Ok, so... how do you get color palettes to work? It says this includes a palette for Kid Icarus, but I'm trying to play it and if I enable the "GB mono colorization" option in the video menu then reset the game, everything is completely black. If click on the "GB palette: custom" it takes me to a palette editor with a "load/save" button, but if I click that button all it does is say, "palette saved," and there is no way to load a palette.... I can monkey around with the palette editor, but I just end up with a really ugly game.... How can I load a saved palette? --Mr. Reaper 19:08, 1 June 2010 (UTC)
- EDIT: Ok, it looks like the palette is selected based on the internal name of the ROM.... But this doesn't seen to be working for me. It would be nice if you could manually select a palette from a list of saved palettes..... <small>—Preceding unsigned comment added by Mr. Reaper (talk • contribs) 19:15, 1 June 2010 (UTC)</small>
- Ok, after some more testing, here is a detailed description of the problem and steps to reproduce it. 1. With a clean, fresh install of VBAGX, start it up, then start up Kid Icarus game. Game is in black and white. 2. Go to video options and turn on "gb mono colorization," leave menu, and game is still in black and (brighter) white. 3. Select "new game" in Kid Icarus, or press the RESET option in the VBAGX menu. Game is now totally black -- you can't see anything. 4. Then the user may wonder what is wrong and go back to the video menu, and click on "gb custom palette" button.... There's no way to load a palette there, so exit that screen without doing anything.... But having done that, the game will AUTO SAVE the "all black" palette as the one to use with Kid Icarus (even without pressing the load/save button), so after that, the game will ALWAYS be solid black when trying to use the color option with Kid Icarus, even if the user exits the emulator and starts it again..... The correct solution is (after reinstalling VGBGX to fix your messed up palette file for Kid Icarus), change step 3 above to: 3. Exit the game, all the way back to the main menu of VBAGX, and re-load the Kid Icarus game. Now the colors will be correct..... --Mr. Reaper 19:59, 1 June 2010 (UTC)
Tilt Replace D-Pad Option
Make it so you can have tilt control for any game, from Banjo Pilot to Super Mario Land. I don't think it would be too difficult to do. --Munnyz 23:41, 20 May 2009 (UTC)
New version of libogu
The latest version of libogu fixes a problem involving nunchuks which seem to calibrate improperly. Akvo 22:25, 12 July 2009 (UTC)
Super Gameboy Borders?
If these aren't implemented yet, they should be. It would be cool if it were like Lameboy on the DS, where you can have the game with border, or have the game fill the screen while the border is cropped. Q-pa 12:52, 8 October 2009 (UTC)
- I agree completely. --SwooshyCueb 11:32, 22 July 2010 (UTC)
I think it should have a search feature to make finding games on the emulator easy so people can easily find the game they are looking for and not have to scroll all the way to the bottom just to find one game and please tell me what you think of this feature and thanks for your emulator i use it alot! <small>—Preceding unsigned comment added by Daltonphil (talk • contribs) 17:33, 28 December 2009 (UTC)</small>
I agree, though it'd also be nice if there was a way to search by genre, or to have a favorites/sort by rating section easily pulled up without having to resort to multiple folder trees. --FSLink 14:03, 12 February 2010 (UTC)
Would it be possible to use a GC link cable in pad slot 4 (or something like that) connected to a real GBA to fool both the Game Boy and the Emu that there is another Game boy in the other end? This could be pretty useful for two player games, Pokémon trading and other things. LimEJET 15:38, 21 April 2010 (UTC)
I seem to always lose my savegame when I try to restore from a saved state. Anyone else have this problem?
- It's supposed to do that. Sorry. The battery backed RAM is saved as part of the save state. CarlKenner 17:53, 7 April 2009 (UTC)
- You can turn off the auto-save if you want to avoid overwriting an existing save. Also, the next version will allow multiple save files. --Tantric 18:13, 7 April 2009 (UTC)
Snapshot feature broken
I've never had a problem with the snapshot feature until I updated to 1.0.8. Now, loading snapshots has a roughly 1/2 chance of crashing VBAGX. No error message pops up, it simply goes back to the Homebrew Channel. SMR Kurosan 11:50, 6 April 2009 (UTC)
- I haven't seen this, but please report it to the Google Code site. --Tantric 15:20, 6 April 2009 (UTC)
- Will do, thanks for your attention. SMR Kurosan 00:00, 7 April 2009 (UTC)
Rumble support on GBC games?
I was just playing The Legend of Zelda: Link's Awakening DX and suddenly realized that my Wii Remote rumbled whenever I received damage (and seemingly for no reason, at times)! I can't help but wonder, how is that possible? The game doesn't normally support rumble on the GBC. Surely, you aren't adding custom code to add rumble to every game you come across, are you? SMR Kurosan 11:50, 6 April 2009 (UTC)
- Yes, this was written custom for that game, along with a number of others. You can check the readme for more information. This is actually being done by Carl Kenner, who has joined with me to help maintain VBA GX. Enjoy! --Tantric 15:19, 6 April 2009 (UTC)
- Sorry about that, I happened to be using VBA GX when the new update came out and updated right away, so the information wasn't available yet. That's some incredible work you guys are doing there! Now, not only does the emulator play games (almost) perfectly, it even surpasses the original games with added features! That's a development I definitely wasn't expecting, and one that is more than welcome! SMR Kurosan 00:04, 7 April 2009 (UTC)
- Surely I am! I'm crazy that way. Well, not every game I come across. Mostly just games that also have a Wii version in the series. Rumble is also emulated for all GBC games that DO originally have rumble (and for the only 2 GBA games that originally had rumble). This is the first version of Visual Boy Advance to emulate the rumble pak. CarlKenner 13:18, 7 April 2009 (UTC)
Here is a list of games that support rumble (courtesy of Wikipedia):
- GBC Rumble Pak: 10 Pin Bowling, 3-D Ultra Pinball Thrillride, Disney's The Little Mermaid II: Pinball Frenzy, Hole in One Golf, Missile Command, NASCAR Challenge, Perfect Dark, Pokémon Pinball, Polaris SnoCross, Ready 2 Rumble Boxing, Star Wars Episode I: Racer, Test Drive Off-Road 3, Tonka Raceway, Top Gear Pocket/Top Gear Rally, Vigilante 8, Zebco Fishing
- GBA Rumble Pak: Drill Dozer, WarioWare: Twisted
- Hacked Rumble with "Match Wii Controls": Metroid Zero Mission, Metroid 1 (Classic NES), Metroid 2, Metroid Fusion, Zelda: Link's Awakening, Zelda: Oracle of Seasons, Zelda: Oracle of Ages, Zelda: Minish Cap, Mortal Kombat 1; Mortal Kombat TE and Mortal Kombat DA also rumble sometimes.
Let me know if there are other games that would benefit from rumble. CarlKenner 13:18, 7 April 2009 (UTC)
- Wow, I'm genuinely impressed! It's nice to see so much devotion! Kudos to you guys! SMR Kurosan 22:44, 7 April 2009 (UTC)
- What information do you need to add rumble support? I could dig up some info from some Pokémon games. Also there was an unofficial add-on, Codebreaker, that had the ability to rumble with the game's sound. That might be neat. .Hyper//Hacker 09:47, 8 April 2009 (UTC)
- I look for memory addresses that store your health and see when they change. The easiest way is find a gameshark cheat code that gives you infinite health (by constantly setting your health to the maximum value). The memory address is the last part of the code, but with the byte order swapped. Normally I've been doing it the hard way though by using Ctrl+C on the PC version of VBA and searching manually. Of course I can make it rumble in response to any value in memory, so it doesn't have to be based on health. When do you want Pokemon games to rumble? CarlKenner 21:33, 8 April 2009 (UTC)
- What I had in mind is whenever an attack connects, or when you run into a wall/fall through a hole/etc on the map. However I only know the G/S versions, and they tend to re-use the same temporary addresses for a lot of things, so it probably wouldn't work so well. You'd have to rumble when a certain routine is called instead. .Hyper//Hacker 23:29, 8 April 2009 (UTC)
- I agree that a rumble feature in the Pokemon games would be nice, especially since there's quite of few of them on GBA. I don't think it should happen every time an attack connects though, as it would quickly become redundant; how about only when your pokemon lose HP? SMR Kurosan 06:47, 9 April 2009 (UTC)
- What about if your HP is low (red area) to have a feature that rumbles with the warning sound? Like a short little rumble?
- I just started playing Mario & Luigi: Superstar Saga tonight and according to the game's options, it has rumble support if played using the Game Boy Player adapter. Could that be hacked into VBAGX or would the fact that the game normally requires the GBP make that currently impossible? SMR Kurosan 07:07, 6 May 2009 (UTC)
- Wow, I was about to say the exact same thing. I guess the same could be said about other Game Boy Player rumble-added games, too, like Pokémon Pinball Ruby and Sapphire. CompC <s>3:15, 30 May 2009 (UTC)</s> <span style="font-size: smaller;" class="autosigned">—Preceding undated comment added 03:19, 30 May 2009 (UTC).</span><!--Template:Undated-->
- Right, I play Pokémon Pinball Ruby and Sapphire all the time, and I wish this feature would be implemented. --Williamdude1 00:51, 25 December 2009 (UTC)
Suggestion for Match Wii Controls
How about Mario Tennis and Mario Tennis Power Tour? Swing the remote to swing the racket and nunchuk stick to move. Dunno how well Mario Golf would work but Mario Tennis should be doable. -Corey89
How about pointer support for TBS games, such as the Advance Wars and Fire Emblem series? -Alpha Q Hard <small>—Preceding unsigned comment added by Alpha Q Hard (talk • contribs) 08:20, 9 October 2009 (UTC)</small>
I'm having a huge problem related to the sound in a rom. It's a Translation Patched ROM, so that it's in English instead of Japanese. When I try to play this rom on my Wii using this program it's completely muted, and I can't find any way to fix that. When I play it on a computer, the sound is crystal clear, including when I use the the computer version of this emulator. But on the Wii, it's completely silent. I have the most recent version of VBAgx installed, the most recent version of Home Brew Channel and Browser installed, and all of my Wii's IOS have been updated to the latest version (via Home Brew update programs, so that I don't lose functionality). I've swapped preferences every way possible, and I've run out of things to try. If anyone knows of any reason why a game would stop making noise only on this system's emulator, please let me know. In particular though, if you know of any way that the program itself can be altered to insure correction of this glitch, I will be very very appreciative. Thank you for your time, and in advance for any help you may be able to provide. I love using the program, when this error isn't present. Keep up the good work. - masterwriter42 <span style="font-size: smaller;" class="autosigned">—Preceding undated comment added 02:44, 28 April 2009 (UTC).</span><!--Template:Undated-->
Cheats and Loading Save on PC
Cheats and Loading saves (vbgax) on PC (Using VBA the PC emulator)
First I want to thank everyone for such great work.
- Is the cheat function working and if so does it work for pokemon - can i use cheats while playing the game, and if so how????
- How can i take the save files from vbagx and play them on the PC VBA so that i can use the game shark cheats on my PC and than import the save file back in to the Wii and continue playing.
--Kash.t 23:52, 1 May 2009 (UTC)
- To both questions the answer is 'no'. --Tantric 00:34, 2 May 2009 (UTC)
- I would have thought the answer to the second question was "yes". So try it and see. Save files should be compatible. CarlKenner 08:36, 26 May 2009 (UTC)
Dude I freaking tried. It doesn't work. If VBA GX is supposed to be the Wii version of VBA for the PC, you think they would have the decency to make Gameshark/Game Genie (GB/GBC games)/Codebreaker code support like the VBA. Trying to load a save from the VBA GX onto the VBA is f'ed up too. I loaded it as a Battery File guess what, Game deletes the saved game, and I'm talking about Pokemon Ruby Destiny (hack). All I want is to get the damn cheats from the save current data on my VBA GX to the VBA version and be able to have the cheats implented into the VBA GX when I play. Its nothing but pure insanity, if they can get Cheat support for the SNES9.X GX and FCEU GX emulators, why can't they do it for VBA GX??? WHY?! --RPD490 05:02, 1 December 2009 (UTC)
- Actually, I did it quite easily. I played a bit on my Wii, then loaded the ROM and save into VBA for PC. I used a couple cheats (99 Masterballs, etc.) and did an in game save. Then I loaded the new save onto my SD card and it worked fine on my Wii. Though I guess this wouldn't work for gameplay cheats (walk through walls, etc.).
--nstorm12 <span style="font-size: smaller;" class="autosigned">—Preceding undated comment added 21:09, 25 February 2010 (UTC).
- As of July 27th 2010, Loading .sgm files from vbagx into vba(pc) (Atleast for Pokemon Emerald.) does not work :'( I will go cry now.
--Xrythx 23:39, 27 July 2010 (UTC)
Turbo Mode Problem
When I first saw there was a turbo mode, I was thrilled. But when I loaded up Metroid Fusion, I noticed that the turbo buttons were set to buttons that were likely to be pushed at the same time. In the future, maybe the option to turn turbo on and off in the preferences would help with games that dual button presses would be common (like Metroid games and Kingdom Hearts: CoM) <small>—Preceding unsigned comment added by UltimateAgent (talk • contribs) 02:18, 5 May 2009</small>
When you use the gamecube controller, Turbo is right on the C stick. This is not confusable with anything else. I just wish that it would work a little better on some (maybe core-heavy) games. It just acts like a frame skip in that situation. But it works perfect for GB/GBC. -Williamdude1 01:36, 10 June 2009 (UTC)
- It acts like a frameskip because it IS a frameskip. That's how "turbo" works in an emulator. --Tantric 01:40, 10 June 2009 (UTC)
- Yeah, but it should be a lot faster in GBA games, like it is in GB/GBC games, or in Tantric's other emulators (SnesGX/FCEUGX). It seems to be related to graphics intensity. So it will probably be fixed when the core speed is upped more. --Williamdude1 00:36, 25 December 2009 (UTC)
Whenever I use turbo mode with Final Fantasy VI Advance, all it does is make the animation choppy. I think this is because the emulator doesn't want to distort sound.us Can you fix this so the game can actually go faster than normal? Zeke50100 17:57, 2 September 2009 (UTC)
How are we supposed to get the source code?
I have found the source code but there are like a million files that would have to be downloaded 1 at a time... Where can I find the source code in an archive format? Toagac 16:43, 12 July 2009 (UTC)
- You won't. It's only available on SVN. --Tantric 02:20, 13 July 2009 (UTC)
OK...I got the source code(it only took me an hour and a half - I really wanted the source code) and I downloaded the dependencies. When I try to compile, it gets to vbasupport.cpp and craps out on me with the folowing:
c:/personalproject/vba/source/ngc/vbasupport.cpp: In function 'uint32_t systemGetClock()': c:/personalproject/vba/source/ngc/vbasupport.cpp:115: error: 'diff_usec' was not declared in this scope c:/personalproject/vba/source/ngc/vbasupport.cpp: In function 'void system10Frames(int)': c:/personalproject/vba/source/ngc/vbasupport.cpp:134: error: 'diff_usec' was not declared in this scope make: *** [vbasupport.o] Error 1 make: *** [build_wii] Error 2 make: Leaving directory `/c/personalproject/vba' "make": *** [wii] Error 2
Also, the google code page tells me to download devkitppc r18 which is not available... Can somebody tell me what I can do to fix this? Toagac 20:49, 15 July 2009 (UTC)
Dun wanna register on Google, so, yeah. The saving system is kinda still broken. The savestate menu is refusing to show any savestate files, even though it reports that it "successfully" saved. The files are even on the card, to my knowledge.
The SRAM sometimes doesn't get saved when closing the program, either. Even when manually saving it.
This behavior was noticed at least on a PAL-Wii on 60Hz Mode.
Herman2000 08:10, 15 July 2009 (UTC)
An idea, if you're not already doing it: use the IR sensor as a solar sensor. .Hyper//Hacker 14:01, 22 July 2009 (UTC)
- That wouldn't really work at all, cause the IR sensor doesn't sense sunlight, but the two lights emitting from the sensor bar. It would either be all on or all off. --Williamdude1 00:51, 25 December 2009 (UTC)
How does this program support a GC memory card?
What could it possibly do with one? --Bdr9 15:15, 23 July 2009 (UTC)
- You could save onto the GC card or keep games on it instead of the SD card if space was an issue. But really, with 2GB SD cards at $8, there is no reason to not have space.
- How do you actually put the ROMs and/or saves on the GC card? --nstorm12 7:11, 1 March 2010 (UTC)
- You can't, at least not anymore. I've removed the support. --Tantric 05:02, 2 March 2010 (UTC)
Sound output slowly dying with savestates & version 2.0.6 of vba
We've been playing Golden Sun (GBA game) alot lately, and using savestates with this game and the latest vba for wii (2.0.6 atm) is causing the following problem: vba is slowly killing all audio in the game. After about 100th savestate the sound got distorted and soon after that (around savestate #150-200) all audio stopped playing. The game works still though but no audio playback at all. I tried to load the lastest state, make a savegame & reset the game. But the audio was still nowhere to be heard.--Wiibrewfan4 13:32, 9 September 2009 (UTC)
I was playing a game one day, and I made a save state. When I tried to load this save state, the game broke - The screen was frozen, and no sound. When I loaded the SRAM it created, there was no sound in the game from this point on. Any save state created after this point caused the same errors, though, when I loaded a different game or set of SRAM the game ran fine. I don't know what could have caused this; I had made several save states before hand with no issues.
Perhaps I saved *right* in one of those moments where the sound skips or something?--Namo 15:16, 19 September 2009 (UTC)
SD HC card not working with latest version.
Hi. well, I recently got a new SD HC card (8gb) and well, I transferred all my stuff to that card. The thing is that now I get the "ERROR could not read" in many ROMs. sometimes, it does not happens rarely. It doesn't happens in the FCGX one.
Also, it takes lots of time to save. idk if anyone is having problems with this. Thanks
--Vilapupu 21:59, 1 October 2009 (UTC)
EDIT: This problem is now fixed. Thanks. :)
--Vilapupu 21:57, 9 October 2009 (UTC)
Recovering Corrupted SGM Files
Is there any way to try to recover a SGM file? Like extracting it with 7zip and hex editing the uncompressed file and fixing some things. Or is there some kind of checksum that makes it complain and it's unfixable? Xnamkcor 17:52, 25 November 2009 (UTC)
On second thought, it's probably a corruption in the Gzip formatting. I will look into that. Xnamkcor 18:47, 25 November 2009 (UTC)
USB HDD Timeout
I have a Seagate Expansion 500 GB drive, which is prone to spindowns when sitting idly. So while I play on VBA GX, I have to constantly save to make sure the drive doesn't spin down from inactivity. Would it be possible to address this issue? --<span style="color:#C20; font-weight:normal;">Dialexio</span> 21:49, 8 January 2010 (UTC)
Cheats would be appreciated
When playing pokemon g/s on an emulator like this one it is impossible to trade, and therefore impossible to get some pokemon. A cheat feature would be appreciated. Also, would it be possible to support multiplayer with different saves, such as old school pokemon battles with a link cable, online maybe? CriticalAcclaim 01:40, 12 January 2010 (UTC)
When I played Mario&Luigi Super Star Saga I notice the sound the text makes when you talk to someone makes a "berp" sound and if I press A too fast there is no longer sound made from text.Also the sound when you land an attack/or defeat the opponent it is also different. Actually the whole game has sound issues in many points in game.Also freezes from performing a bounce bros move sometimes.Doesn't give black screen with codes just freezes. <small>—Preceding unsigned comment added by FuglyKirby102 (talk • contribs) 00:39, 20 May 2010 (UTC)</small>
Problems with Golden Sun 2
Golden Sun 2 is very slow and laggy. I just wanted to bring this problem to your attention and I'm hoping for a fix.
- Stop hoping, it'll probably never be improved. --Tantric 22:07, 21 May 2010 (UTC)
I know it's a really minor thing, but it bugs me how VBAgx's GUI is not consistent with the color scheme used in FCEUgx and Snes9xgx (which are consistent with each other). Here are the current GUI colors (notice the green where both other emus use yellow, and the purple is really vibrant where the other two use much softer colors), where I believe something like this would be more consistent. Also, the background music is different, whereas the other two emulators share the same background music. Is there a reason for having VBAgx inconsistent with the other two emulators? Like I said, it's a small thing, but it just seems off to me. Qwertymodo 10:56, 1 June 2010 (UTC)
Screenshots for channels
It would be great to get screenshots for channels included in the articles. One thing I would include in the channel description is that those are forwarder channels meaning you dont have to upgrade the channel every time new version of the software is released. Personally I'm using forwarder channels from somewhere else, I thought channels being wads with questionable code were not allowed here. --Spec 14:51, 18 August 2010 (UTC)
Donkey kong Country 2 problem
my dkc2 doesnt save by normal means...but the emulator has a savestae function!problem solved! or no...the game returns to the title screen after defeating k.rool for the first time,and i need his kremcoin to unlock the last 2 levels.
i tried to use the pc vba to load the game and save to get past that part but it doesn't load! can someone help me???
Can't use in-game saves in Pokemon Mystery Dungeon - Red Rescue Team. I think it needs a 128k save, but it's using 64k.
It would be nice to have a configuation option in the menu to force different save sizes for when the emulator doesn't do it right. --Mr. Reaper 18:52, 13 November 2010 (CET)
How to get "Pixel-Perfect" Rendering in VBAGX
Current version I'm using is 2.2.2.
Tantric has fixed FCEUGX and SNES9xGX so that they render perfectly (yay), but VBAGX still suffers from this issue (when using "Unfiltered" graphics). Specifically, what happens is that the graphics are stretched or scaled weird, so that some rows of pixels are too fat, or some rows are too thin, causing distortions. It was hard for me to work out the specific settings in VBAGX, because it took me a while to find some games that had a good pattern of pixels to use to judge how accurately things were being rendered... and also, regular GB games use different settings than GBA games.
The games I used are:
For regular GB: Dragon Warrior Monsters. The pattern on the rug and lines in the floor of the first screen work pretty well to used to judge that everything is being rendered correctly, but if you play a little bit into the game, after you talk to the king, you go to a monster pen in a grassy field. Then walk to the top left, and the sky has a checkerboard pixel pattern that allows you to easily see if all the pixels are the same size or if they are distorted. Make a save state there if you want to be able to quickly return here to check the scaling.
For GBA games: Pokemon Mystery Dungeon - Red Rescue Team. After you start the game and go through all the dialog, you will enter the first dungeon. then go into the menu, to "Others," "Game Options," "Dungeon," then change "Map" to "Shade." When you return to the game there will be a nice pixel checkerboard pattern shading the minimap, which makes it easy to judge if all the pixels are the same size or are distorted.... Again (after walking around a bit so you get a good size minimap) make a save state for quick returning to this screen if you want to quickly check the rendering in the future.
So anyway, you should be able to tell right away that these checkerboard patterns of pixels are distorted.... Unless you're using Filtered Rendering, which makes everything kind of blurry.... If you like it that way, you really don't need to mess with any more settings :P
But if you're picky like me, first go into the Video Settings for the emulator and make sure Rendering to Unfiltered.... and now you'll be able to see the distortion....
Quickly, the settings that will get rid of the distortions are:
in GBA games, any of the following:
- Maintain Aspect Ratio, Vertical Scaling 70%, Horizontal Scaling 89%.
- Stretch To Fit, Vertical Scaling 70%, Horizontal Scaling 75%.
- Partial Stretch -- same scaling as Stretch to Fit.
All of these options will appear identical on the screen... at least they do on my 16:9 LCD (i.e., the end result takes up the same portion on the screen). And as far as I can tell, both Stretch options are identical for GBA games. Of course, you now have thick borders all around the screen... but the graphics are rendered perfectly with no distortions.
In regular GB games, either of these:
- Maintain Aspect Ratio, Vertical Scaling 95%, Horizontal Scaling 80%.
- Stretch to Fit, Vertical Scaling 95%, Horizontal Scaling 75%.
With Partial Stretch the Vertical Zoom is the same 95%, but there is no perfect setting for Horizontal Zoom.... 92% or 93% is very close, but if you look closely there will still be a couple columns of distorted pixels.
So the best choices are Maintain Aspect Ratio (which produces a thin game screen) or Stretch to Fit (which produces a fat game screen). I prefer the thin screen (on a widescreen TV anyway), because the fat screen makes things look TOO fat.
Since the GBA end result is going to look the same no matter which "Scaling" setting you use, you just have to decide if you want the thin "Maintain Aspect Ratio" setting or the fat "Stretch to Fit" setting in your regular GB games, (since the Scaling setting is shared by both GB and GBA games), then just go in and set the appropriate Zoom levels for the GB and GBA games separately, according to the lists above for the correct Zoom settings... and the emulator will remember the Zoom settings for each type of game and use them when you load either a GBA or GB game.
--Mr. Reaper 18:29, 14 November 2010 (CET)