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GBA News is a News and downloads site for the GBA, Gameboy and Virtual Boy, We have all the latest emulators, homebrew and all the downloads oê this site, we also cover commercial gaming and console news. Part of the DCEmu Homebrew & Gaming Network.

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20:40 November 5th, 2009

Game Boy Enters The National Toy Hall Of Fame

Posted By: wraggster



It's time to celebrate chunky black and green portable gaming, as the Nintendo Game Boy becomes the second video game platform to be inducted into the National Toy Hall of Fame

http://kotaku.com/5397969/game-boy-e...y-hall-of-fame

0 comments - Last Comment By wraggster

00:42 November 5th, 2009

supergameboy v0.012 released 2009-11-04

Posted By: wraggster

News/release from byuu:

Don't worry, the rapid updates should slow as these codebases mature a bit. This version works around an issue where some games (Akumajou Dracula, Zelda DX v1.1 and below) were unintentionally invoking the SGB packet transfer mode while intending to only poll controllers. This was generating empty PAL01 packets that would turn most or all of the onscreen video output black. With this fix, all known SGB issues should be resolved. The only bugs remaining should be those due to using a CGB core for a DMG device.

http://www.byuu.org/

0 comments - Last Comment By wraggster

20:03 November 3rd, 2009

GameGuha Alpha v0.2

Posted By: wraggster

News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13822.html

GameGuha is a new Nintendo Game Boy and Game Boy Color emulator for all Systems with a Java VM for a project for a Computer Science 2 class at the University of Central Florida.


Quote:
GameGuha is a Nintendo GameBoy (and eventually GameBoy Color) emulator for a project for a Computer Science 2 class at the University of Central Florida. It is open source and written in the Java programming language, thus running on any machine with a JVM installed. Planned features include sound, save states, pixel scaling algorithms, and high compatibility and speed.


r71
Another optimization. BTW, I can´t work on it much next week, but after that I´ll be busting out the big optimization guns (tile caching). Also will work on drawing the window and more CPU debugging.

r70
Some minor optimizations. Laying the groundwork for a very large optimization.

r69
Fixed Alleyway. Added preliminary MBC1/2/3 support.

r68
Fixed Daedalean Opus.

r67
Even more games compatible (Castelian, Kwirk).

r66
Fixed a bug in opcode 84. Also, added full screen support (hit ´F´).

r65
More compatibility (Boxxle II, Motocross Maniacs)

r64
Sound update

r63
More sprite stuff. Check out Bubble Ghost and Bomb Jack.

r62
Partial sprite implementation (enough for Tetris, Minesweeper, and Crystal Quest to work). Also, allow LCD control to turn off (prevents screen glitches while loading).

http://code.google.com/p/gameguha/

0 comments - Last Comment By wraggster

10:12 November 3rd, 2009

Javascript Gameboy Emulator

Posted By: sonic1980

Hi!

I have just released my Javascript Gameboy Emulator (named JSGB).

Some features:

  1. GLPv2 lisenced
  2. Pure javascript and HTML5.
  3. Works perfect with Google Chrome (even on a simple netbook). Slow with FF
  4. Integrated debugger (with disassembler, memory viewer, cpu registers...).
  5. Almost everything is emulated, except sound.
  6. Supports scanline effects, sprite priority, palettes, accurate timing...

The link: http://www.codebase.es/jsgb

Have fun!

- Pedro Ladaria

1 comments - Last Comment By wraggster

21:24 November 2nd, 2009

SynthGBA

Posted By: wraggster

News via http://www.nintendomax.com/index.php...91&format=news

wollw proposed " 'SynthGBA"Synthesizer four octaves for the Game Boy Advance.

Quote:
I started working on this project to help learn ARM assembly and I ended up putting more effort into it than I intended. It's a four octave synth that can play any major or minor scale that starts on the third through sixth octave. It is not anything fancy as it just maps the keys to the notes of the scale and lets you play but I've found it fun to play around with.

If you're interested in playing around with it you can download it and its source code here.

The source code is a bit of a mess but I really do not want to clean it up at the moment. For what it's worth it does run in No $ GBA with no errors.

http://forum.gbadev.org/viewtopic.php?t=16948

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0 comments - Last Comment By wraggster

00:46 November 1st, 2009

DCEmu Server Update - Also Nintendomax New DCEmu Affiliate

Posted By: wraggster

Hi all sometime this weekend we will be moving to a much faster server with more ram 4 quad speed cpus and other stuff thats over my head so the future of the site looks a lot better, also Martin let me know that he should also be upgrading Vbulletin to the very latest stable version which should mean many new features and hopefully a lot of the bugs will go. The faster server should also mean the site loads a lot better too.

Im sure you will know if you have entered by any of the network sites that theres lots of errors on the pages, these will be fixed once the server is totally migrated.

Finally once i get a chance to add them, id like to say welcome to Nintendomax our newest affiliate, for those who dont know Nintendomax is an excellent French Homebrew and Hacking site that focuses on Nintendo Consoles, check them out here --> http://www.nintendomax.com/

1 comments - Last Comment By ojdon

22:28 October 31st, 2009

Akop

Posted By: wraggster

News via http://www.nintendomax.com/index.php...74&format=news

Small tower in the land of rising sun with this demo of generic manga on the Game Boy Advance, "Akop" with "SATA".

http://www.pat.hi-ho.ne.jp/sata68/gba.shtml
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0 comments - Last Comment By wraggster

13:00 October 31st, 2009

DCEmu World Wide Prize Giveaway: Ends today!

Posted By: Darksaviour69

DCEmu World Wide Prize Giveaway ends today! If you have not entered yet, what are you waiting for? Do it now


0 comments - Last Comment By Darksaviour69

00:55 October 31st, 2009

Powder v112

Posted By: wraggster

News via http://www.nintendomax.com/

Jeff Lait offers the 112th frame of his Rogue like "Powder" for many platforms including the DS, PSP and GBA.

Quote:
Thanks go to Jonathan Buchanan Powder for porting to the Wii! Whee!

Largely this version is bug fixing. The most important bug to fix tile loading was with that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Gray tiles should now * actually * be present. In addition, Chris Lomaka has granted us some new tiles! Yay!

Thanks to Snow Leopard SDK deleting the old one and upgrade me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5 + only release.

* Your tame creatures now have a heart beside them badges to identify them as such.
* Switching to a different res tile will no longer cause a crash. (Inu)
* Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Gray's tiles will show up as expected. (Inu)
* Entering a level with active lava / water from a level Which has no active lava / water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
* Hopefully backspace will work on OSX. (Nathan Bogue)
* Jumping in space if you lack prohibited spacewalk. (Nathan Bogue)
* Jumping when buried prohibited. (Nathan Bogue)
* Kobold thieves are properly pluralized. (Nathan Bogue)
* Living frosts are now bloodless. (Nathan Bogue)
* Digging upwards on special levels has more significant results. (Nathan Bogue)
* Remove the console window on Windows.
* Shattered trees will drop their occupants. (Nathan Bogue)
* Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
* PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
* Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick keys bind. (patch by Joe Buck)
* [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
* Ctype.h is included in map2c.cpp now. (Ben Hjelt)
* New tileset from Chris Lomaka.
* One new room.
* Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)


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0 comments - Last Comment By wraggster

21:57 October 29th, 2009

Holy Hell - Beta 1.3

Posted By: wraggster

News via http://www.nintendomax.com/index.php...61&format=news

New beta version available for the puzzle game "Holy Hell" from genecyst.

Quote:
change log:
- Blocks movement now works perfectly
- Added support bar which charges by absorbing atom bomb blocks
- When load bar is full you can release with R Which atom bomb delete blocks at any screen of the same color of you without breaking chain count
- Chain shooting always count increase at the same color blocks, using absorbing ability and reach for bombs blocks that you can not shoot.
chain reached 100 it reset itself and add 1000 pt. at the score.
- No. of colors you can choose grows up any 10 levels (you start with the only possibility of switching between green and cyan, after ten levels you switch cyan-green-red and so on ...)
- Smooth animation
- Reduced drastically slow down
- General big optimization

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