Talk:Visual Boy Advance GX

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Feature Requests

Cheat Support

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)

I was just skimming and apparently there's a "cheat button" in Zelda? That could get annoying; you hit the wrong button and screw up your game state and have to restart. That'd be much better in a menu. .Hyper//Hacker 09:43, 8 April 2009 (UTC)

Yes, I know. It is a bug, not a feature. I was planning on removing the cheat button before release, but I had to release in a hurry and I forgot to comment it out. It was there for development purposes so that I could test that the controls still worked with all the items in the game. CarlKenner 11:24, 15 April 2009 (UTC)
It has been removed now in version 2. CarlKenner 07:40, 27 April 2009 (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)

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)

Link Support

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)
VBALink has link support and is a modifed version of VBA. VBALink is open source. This is their website: --Profetylen 15:45, 20 August 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)

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)


The Visual Boy Advance GX emulator was great before I updated. After I updated to "1.0.7" whenever I would load one of my old save files it would go to a error dump screen. This has never happen before. And with some games I make A new save and load it the video becomes distorted. I just going to get the update before this last one please note this when working on the emulator. Thank You. Cody-curry, 2/05/09

I was finding the same issue for a patched version of a game (in respect to the new save file thing). I just set Autosave and Autoload to Snapshot, so even if there is an error dump screen when you go to the menu, you'll just start off at the exact moment you were at. Although since I've done this, I haven't had an issue with error dump screens. --Guild of Deals 12:39, 13 February 2009 (UTC)

I've Just Updated to the new 1.0.8 and when I load up the emulator, my game-cube controller begins to rumble without any intent to stop.

Oops! My fault! Thanks for the info. You can read about this bug here, for a good laugh: CarlKenner 12:53, 7 April 2009 (UTC)
Should be fixed now. CarlKenner 18:53, 7 April 2009 (UTC)

It seems that "original" (unfiltered) render option is disabled on 2.0.1, even if you change the seting it still on filtered mode. Another problem I got with 2.0.1 is that I'm not able to save snapshots for some games as Metroid Fusion, even I got corrupted RAM States sometimes. Thanks. --TunaLover 18:30, 22 may 2009 (UTC) —Preceding undated comment added 20:53, 21 May 2009 (UTC).

Probably every 1 in 15 times I go to the pause menu, it locks up. (you can move the cursor, but you can't click on anything) This is extremely infuriating when you don't save in forever. Please fix it ASAP. --Williamdude1 01:46, 10 June 2009 (UTC)

Nuked Saves

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)

Metroid Fusion specific saving problem

I played a couple hours of Metroid Fusion last night only to realized today that my progress had seemingly vanished. I checked to make sure that my SDHC card wasn't set to read-only, then checked my settings and file paths and everything checked out. I even found the save file on my card and it was up to date, and other games retain my progress and save without issues. The problem appears to be specific to this particular game, and a quick Google search revealed no problems saving with this game on emulators. SMR Kurosan 23:40, 7 April 2009 (UTC)

Problem appears to be fixed in the latest version of VBA GX. SMR Kurosan 10:56, 2 May 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 3:15, 30 May 2009 (UTC) —Preceding undated comment added 03:19, 30 May 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

Missing Sound!

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 —Preceding undated comment added 02:44, 28 April 2009 (UTC).

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.

  1. 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????
  2. 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)

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) —Preceding unsigned comment added by UltimateAgent (talkcontribs) 02:18, 5 May 2009

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)

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 Can you fix this so the game can actually go faster than normal? Zeke50100 17:57, 2 September 2009 (UTC)

Screen Cut-off

When I use VBAGX on my 4:3 NTSC 480i TV, the visual area is stretched too much vertically. When I play Pokémon, it cuts off (when in battle) the name of the Pokémon and the bottom bar on the table. -- Goofster1020

It all fits for me! That's called overscan, it's a normal function of your TV. But GBA/GB games were built for handhelds, where there is no overscan to consider. Try adjusting the zoom level. --Tantric 17:26, 5 July 2009 (UTC)
Oh, thanks, but when I switch the aspect ratio on my TV to 16:9 (I constantly have to do this for homebrew in order to see the whole screen vertically) I see that your emulator actually does cut off the top part of the screen itself. I'll try messing with the zoom levels to see what happens, maybe that will fix the cut? Thanks, Goofster1020 21:35, 6 July 2009 (UTC)
You're right! -.- Sorry for wasting your time! thanks a lot. The zoom fixed it. -- Goofster1020 21:39, 6 July 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)
If you are under Windows you could download TortoiseSVN: It's the easiest Subversion client. -Crayon 02:29, 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[2]: *** [vbasupport.o] Error 1 make[1]: *** [build_wii] Error 2 make[1]: 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)

Solar Sensor

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)

How does this program support a GC memory card?

What could it possibly do with one? --Bdr9 15:15, 23 July 2009 (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)

Save bombs

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)