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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.
Latest News Flash
From February 2013 we have returned this site to only having news for Gameboy, Gameboy Advance and Virtual Boy.
THE LATEST NEWS BELOW
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April 8th, 2009, 20:39 Posted By: wraggster
FluBBa has released a new version of his MSX Emulator for GBA:
Cleaned up release of MSXAdvance.
*Fixed timing of HALT instruction.
*Optimised all Z80 memory reads, one instruction and cycle shorter.
*Optimised DEC opcodes.
*Optimised SBC A/HL opcode.
*Optimised CPI, CPD, CPIR & CPDR opcodes.
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April 8th, 2009, 20:37 Posted By: wraggster
FluBBa has released a new version of his Colecovision Emulator for GBA:
Spring cleaning time, I thought I just might release whatever versions of the old emulators I have lying around.
So here is a "new" version of my Coleco emulator Cologne.
*Fixed initializing of all CPU regs on reset.
*Fixed timing of HALT instruction.
*Fixed pushing and poping of AF register (BC Quest for Tires II).
*Optimised tile rendering.
*Optimised all Z80 memory reads, one instruction and cycle shorter.
*Optimised DAA opcode.
*Optimised DEC opcodes.
*Optimised SBC A/HL opcode.
*Optimised one of the SRA opcodes.
*Optimised CPI, CPD, CPIR & CPDR opcodes.
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April 8th, 2009, 11:36 Posted By: wraggster
One Mans viewpoint of the GBA:
With the launch of the Nintendo DSi — the first Nintendo handheld in eight years that can’t play Game Boy Advance games — I’d like to share some stories about how the GBA platform shaped me as a gamer.
***
When a new system bumps an old one off, I like to reflect.
Sunday’s launch of the Nintendo DSi was the first launch of a portable Nintendo platform that can’t play Game Boy Advance games in eight years. I’d like to take some time to remember the GBA platform and what it meant to me as a gamer.
The First Portable I Cared About
When I was growing up, I had an Atari Lynx, a handheld system the size of the biggest burrito you’ve ever eaten. I liked it. I was glad my parents bought it for me. But it was no NES. Handheld gaming had yet to ensnare me.
I sent all that stuff back to Nintendo. None of it clicked with me.
I didn’t own a Game Boy and am not sure I’ve ever used one.
When I worked for a summer at Newsweek in 1999, I teamed up with a then barely-dreadlocked N’Gai Croal for a story he was mostly writing about the gaming scene, tied, I think, to the launch of the Dreamcast. I volunteered to contribute by writing about what was going on in handheld gaming. Soon, I was opening a large box mailed to the magazine from Nintendo. It contained a Game Boy Color, a Game Boy Pocket, copies of a bunch of games, including a color-upgraded version of a “Zelda” game. The box also contained a Game Boy Camera and a Game Boy Printer. I didn’t know what to make of this stuff, but I filed a page or so of material about it to N’Gai. He either used one paragraph that I wrote or none. I can’t remember. I’ve blocked the memory.
I sent all that Game Boy stuff back to Nintendo. None of it clicked with me.
In 2001, I attended my first E3 and saw the Game Boy Advance. I hadn’t realized it had such a bad screen, even as I looked at it. Nintendo’s E3 GBA kiosks included little lamps that hovered right over the handhelds’ screens, like record needles about to drop onto vinyl. That should have clued me in. But I was new to this game-reporting thing. Maybe I played the role-playing game “Golden Sun” on the system while at the show? No big deal. The GBA didn’t mean much to me.
Game companies weren’t sending me stuff in 2001. I had to buy my own systems. In the fall, during a brief moment when it was possible not to think of the terrorist attack on downtown Manhattan, I went to Rockefeller Center and bought a launch-day GameCube (I chose purple, which was branded as “indigo.”) I did not buy a GBA.
Being a GameCube owner in early 2002 was like owning a TV in the 70s without rabbit ears. Staring at the unused appliance was only so much fun. I had finished “Pikmin” and reached my skill threshold in “Star Was: Rogue Leader.” I was on the verge of buying a PS2. Then, I did. More importantly, I was beginning to date the woman who I would marry. I had other things than a bad GameCube drought to care about.
The GBA, for a time, was my favorite gaming system.
Then, some time in 2002, I was walking near my old high school on the upper east side of Manhattan with my wife-to-be. We hopped into a GameStop. I bought a white Game Boy Advance and “Advance Wars.” (A 9.9 review on IGN could compel me to do such things.) I fell hard. “Advance Wars” — a game that had been released on September 11, 2001, by the way — was brilliant. And it didn’t need to be on a console. It was a strategy game perfectly suited to its handheld platform.
I was hooked. And the GBA, for a time, was my favorite gaming system.
A System With Some Of My Favorite Games
In 2003, I bought a Game Boy Advance SP and experienced a sensation similar to waking up. The GBA was darkness. The SP’s bright screen and compact clamshell design thrilled me. This is what I wanted.
By 2005 I considered some of my favorite games of all time to be portable games: “Advance Wars,” “WarioWare,” the two Capcom “Zelda” “Oracle” games from the Game Boy Color, the “Legend of Zelda: The Minish Cap” on GBA, “Metroid: Zero Mission,” and “Fire Emblem.” All were greats. Those first two I mentioned were on my all-time top 10, though the GBA’s “WarioWare Twisted” and the Japan-only first “Rhythm Heaven,” both may have bumped them off. (The first “WarioWare” was the game that made me lose blind faith in professional game reviewers; it was the Game Informer review of that game that provided my first experience of not being able to reconcile the score and the words of the review with the game I had played.)
The GameCube was the system that introduced me into importing games, though “Doshin The Giant” wasn’t worth it. I had imported in an act of desperation, before I buckled and bought that PS2. It was the GBA that made me realize importing games could be fun. I didn’t just get “WarioWare Twisted” early and play it through in Japanese I barely understood. I did the same with “Rhythm Heaven.” And then again, in 2006, I imported the magnificent, minimalist, artsy seven “Bit Generations” games. Some have been introduced to America through WiiWare as “Art Style” games. But my favorite, “Digidrive,” remains a Japan-only gem. It was a traffic-directing game as rendered with Mondrian modern art minimalism. It’s by Q-Games, a game of “PixelJunk quality before there was “PixelJunk.”
I was a “Digidrive” man more than I was a “Super Mario 64 DS” man.
In 2004 I got a PSP and became obsessed with “Lumines.” I was the first or second reporter at E3 2004 to put my hands on a Nintendo DS, on the Sunday before the show, during my first meeting with Shigeru Miyamoto. We played “Super Mario 64 DS” together with two Nintendo employees. Miyamoto kept using his character to punch other players’, instead of collecting stars. The GBA seemed to be becoming old news.
In November 2005, my GBA games became my “extra” DS games. I always kept one in the GBA slot. In that same month, the Xbox 360 changed the way I related to gaming machines. Since I was rarely a PC gamer, I thought of my portables and consoles as one-game-at-a-time machines. But the allure of “Geometry Wars” on Xbox Live Arcade and the GBA games in my DS made me start gaming like I was eating a two-course meal. In one sitting, I’d taste a small game for an appetizer and then play the main 360 or DS game for the main course.
The innovation in Nintendo’s GameCube era was on that GBA .
The Game Boy Micro briefly intrigued me. But its screen was too small and its switchable faceplates were irrelevant to my gaming life. I preferred to play GBA games on my DS. What kept the GBA on my mind was the quality of the games — and there were so many of them. Most of the third-party offerings were forgettable. And, here’s the odd thing, much of the first-party stuff was for people who knew games well. As Nintendo was going more casual and lightweight with its console games, it was offering a flow of progressive and deep handheld games. The innovation in Nintendo’s GameCube era was on that GBA: the “WarioWare” brilliance, the “Advance Wars”/”Fire Emblem” strategy game nirvana. The GBA was the only system I played that ran a game that I could play without looking at it, as I did with the Japan-only “Sound Voyager” during a three-mile run through Brookyln’s Prospect Park. Plus, the GBA was the last system for which the games themselves brought the hardware innovation. There was the game with the solar sensor, the one with the rotation sensor and the one with the rumble built in.
For a while, the Game Boy Advance games still gave me more fun than the new DS ones. I was a “Digidrive” man more than I was a “Super Mario 64 DS” man or even a “Nintendogs” man. When “Brain Age” was the rage, I just thought about “Rhythm Heaven.” And I showed it to everyone.
“Rhythm Heaven” may be the last GBA game I got — fittingly, an import that I paid for with my own money. Nintendo didn’t send it.
The DS Lite cut into my GBA playing. The GBA games didn’t fit flush into the system, and the DS line-up was getting better by then. “Ouendan,” “Elite Beat Agents,” “Viewtiful Joe” and “Hotel Dusk” were some relatively early DS delights that helped me forget the GBA. By last month, the likes of “Grand Theft Auto: Chinatown Wars,” “Planet Puzzle League,” “Henry Hatsworth,” and “Lock’s Quest” made it hard to even remember to go back to the GBA.
Today, I carry a DSi in my bag. It has no GBA slot. Today, I’m pretty much done with the Game Boy Advance.
Today, the GBA is history, host to some of the greatest in gaming of all time.
http://multiplayerblog.mtv.com/2009/...e-boy-advance/
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April 2nd, 2009, 19:31 Posted By: wraggster
FluBBa is back with another arcade emulator for the GBA, nice to see the GBA get some loving 

Yet another arcade emulator which uses the M6809 cpu, this time from Konami.
This one has sound as well, though no speech.
*Pretty much everything works except speech.
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April 1st, 2009, 23:59 Posted By: wraggster
Flubba is back with a new emulator for the GBA:

Yet another arcade emulator which uses the M6809 cpu.
Should be fairly playable, even has working screen flipping.
I have one more arcade emulator coming up, though I can't find why the music doesn't play.
*Pretty much everything works except sound.
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March 25th, 2009, 19:03 Posted By: wraggster
Via emurussia
Nintendo GameBoy Advance/GameBoy/GameBoy Color emulator for Windows based on VBA source code has been updated recently. No changes info available.
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March 23rd, 2009, 22:22 Posted By: wraggster
A new awesome release from Flubba

Here's a little present to the few GBA nuts still left.
A SonSon arcade emulator! Mainly done to test out my M6809 cpu emulator.
*Pretty much everything works except sound.
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March 10th, 2009, 20:31 Posted By: wraggster
VBA1.7.2-re-recording19.4 is the re-recording branch of VisualBoyAdvance.
This is the development project for this branch of VBA. Its primary function is to expand features related to the creation of Tool-Assisted movies.
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March 9th, 2009, 19:13 Posted By: wraggster
Hi all from now on this GBA Homebrew site will also feature the gameboy and any emulators/homebrew that are released for it from now on.
the next update of the site will have new sections for each console.
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March 8th, 2009, 11:09 Posted By: wraggster
The GBA Emulator for the PSP based on gPSP and gPSP kai source code has been updated.
Changes:
- improved sound syncronization.
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thanks emurussia for the news.
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February 25th, 2009, 21:56 Posted By: wraggster
News from devkitpro site (thanks wiibrew for tip)
This is a maintenance release for libgba which adds consoleDemoInit similar to the libnds function, adds a missing file for supercard IO support and corrects the function signatures in the stdio support for the latest toolchain updates.
libgba 20090222
The updated example set now includes maxmod examples and issues warnings for the examples that require libraries distributed by 3rd parties.
http://www.devkitpro.org/
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February 17th, 2009, 21:21 Posted By: wraggster
Brunni has released a great looking Sonic game for the GBA, heres the details:

Something held me to the heart ... For so long that I tried to resume but did not succeed, it is time to face reality once and for all and declare the project closed (to be launched by fashion Nhut)
But as this project is enormously important to me because here was one of the major projects of the former PA, I want to post here and share them with those who might be missed, since he not been taken from the old forum.
It is a clone of Sonic on Mega Drive, a technical challenge to reproduce the original gameplay. The project was started in late 2003 on the TI-89 (calculator) if I remember correctly. The discovery of the GBA, its large color screen and responsive immediately motivated me to bring the code on it. After a small demo Mario (available here), it also brought a soft TI who wanted to be like Mario Land, as I started the adventure.
The project then evolved on the basis of criticism and assistance of members of PA. I remember the first version of the engine that I presented with a physical in the west but just Sonic 1 and BG (no subject) took more than 100% of the CPU of the console ... then came to add a lot of features and the engine is below the 40% CPU ... Among these are:
- Infinite number of tiles (not limited VRAM) for dynamic loading
- Infinite number of tiles and palettes for the sprites, as well as sprites themselves by a similar trick
- Effects of variable scrolling on a given plane and management of water levels by reparameterization of the palette via VCOUNT interruptions, the next is reparamétrée once the other completed (there was therefore no HBLANK)
- Audio mixer based on a single channel ADPCM (for music) and 4-channel PCM (for sfx)
- System managed pixel text with variable width fonts, allowing debugging and a compact menu
The physics engine, object management and collisions was designed without using the original code, but just by observation (that fortunately constants chosen by the Sonic Team are relatively easy to guess). So a simple code = fair
Then the project has continued and Phoebius, big fan of Sonic, joined me. Originally, we wanted to make new levels, with graphics in the style of Sonic Mega Drive. Unfortunately the term motivation is happened ...
There are some prototypes, presented on the following son:
http://forums.sonicretro.org/index.php?showtopic=4813
http://forums.sonicretro.org/index.php?showtopic=8300
For the first time, the source code is provided. I have updated to be able to compile the latest version of devkitpro (I say hell no, so many things change over the install personal HAM I had at the time) and including Sonic the Development Kit. The SDK is his nickname in the form of a simple project that uses the object files and allows the engine to add new levels, objects, behaviors and Sonic the code without touching the engine. It was used so that Phoebius, who knew no code, creates his own enemies and levels while I was working on the engine.
Includes all the tools you need, except GBA Graphics (it available on my site). From memory it has:
- SpriteCutter to create scripted sprites in several parts
- All: to centralize the definitions in a file. H
- Wav2son and Wav2bgm: to convert the music and sound effects
Hoping that this will drive away the ghosts that haunt me and gives a good time to those who did not know.
PS: the source is available here: http://brunni.dev-fr.org/dl/gba/sonic_src.7z
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February 12th, 2009, 21:41 Posted By: wraggster
Finally some great news from our friends at Neoflash, the Spring 2009 coding competition is now underway, heres the full details:
NEO Spring coding contest 2009 for NDS(GBA) and PSP first announcement
*** close time: March.20th 2009 ***
more info: http://www.neoflash.com/forum/index....ic,5484.0.html
* NDS(GBA) and PSP Game division
There are 10 winners for NDS(GBA) game and 10 winners for PSP game, total 10+10 winners.
* NDS(GBA) and PSP APP division
There are 10 winners for NDS(GBA) App and 5 winners for PSP App, total 10+5 winners.
In this neo coding contest, the main concept is for R6 Gold / MK6 Motion cart / PSP Motion kit applications, it's mean you will have more chance to win with an Apps using the full motion function.
The rules of NEO Spring coding contest 2009:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] With this contest we will keep to use the new judge way still --- everyone can become the judger! You just need test all contest entering and submit your very detailed test report to us , and you must give out your own top 10 winner judgement, from here you can find the "TOP REVIEWER" sample --- http://www.neoflash.com/forum/index....ard,108.0.html
We will keep the new award --- "NEO TOP REVIEWER" too, we will check all review reports and choose top 6 from NDS division and top 6 from PSP division too, so will have 12 top "NEO Professional Reviewer" will get our prize.
[3] The No.1 winner from last Neo contest can't use their same project (even it has updated a lot) to enter this contest again.
[4] You can enter the PSP/NDS/GBA's GAME contest and APP contest at the same time, without any limit.
[5] You must put the splash screen of "NEO Spring coding contest 2009" to your production.
[6] If your production have enter other contest before, you can enter this NEO contest still.
[7] If your project can support NEO Motion function, then you will get +5 "Motion Score".
[8] You don't need public your source code, but if you can PM to us for refer will be welcome.
The top 10 prize list for NDS(GBA) and PSP contest,4 divisions are same:
The No.1 : US$300 cash , OR choose anyone item from the final NEO product prize list.
The No.2 : US$200 cash , OR choose anyone item from the final NEO product prize list.
The No.3 : US$100 cash , OR choose anyone item from the final NEO product prize list.
The No.4 ~ No.10 : can choose anyone item from the final NEO product prize list.
The top 12 NEO Professional Reviewers (6 from NDS/GBA division and 6 from PSP division) can choose anyone item from the final No.4 ~ No.10 NEO product prize list too.
Total winners : 47
NEO Spring Coding contest 2009 close time : March.20th 2009
Winner prize send out time : April.20th 2008
Note: We will keep the right for use the neo contest production in the NEO products,like use for demo.
Good luck to all Coders, may the best woman/man win, remember you only have a few weeks to get cracking 5 weeks to be exact so get coding, let us know by replying if your entering and as normal DCEmu will have news on every single entry 
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February 8th, 2009, 10:12 Posted By: wraggster
News via Xtemu
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.
Changes in this release:
bgk: Initial version of the GTK GUI (forwardported from VBA's CVS)
xkiv: SDL: new option to slow down autofire (needed for it to work with some games)
bgk: Fixed MFC
ZachThibeau: Compiled release. used yasm instead of nasm. (nasm giving errors in release build but not in debug build), fixed url in about box to point to http://vba-m.mudlord.com
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January 26th, 2009, 21:47 Posted By: wraggster
Flubba has today released a new version of the Master System/Game Gear Emulator for GBA:
heres whats new:
New SMSAdvance with a couple of small fixes.
*Added support for GG Bios from Pogoshell.
*Added mapper support for new Korean games.
*Changed interrupt method so more cards should be able to patch SMSA.
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January 26th, 2009, 19:58 Posted By: Xtreme2damax
I was informed to pass this news along.
Here is a quote from mudlord:
I decided to post here, since clearly I am not welcome at the "other" place.
To put it very politely:
Due to the utterly atrocious malmanagement by certain groups of siteops (not us or Bobbi), the entire vba-m.ngemu.com domain is down.
As a complete replacement, vba-m.mudlord.com is now the new spot, as such a fully functional forum is back. Its all backed up, so it should be cool. As for the site content...well, I am not sure if we can save all the compiles and info we had. Though this might be the perfect time for a main page redesign.
http://vba-m.mudlord.com/forum
Again: Main page at vba-m.mudlord.com is down. Forum is back up and running fine.
For those who don't know, VBA-M (Mudlord) is an improvement upon the Visualboy Advance source, it not only combines the features of the different forks of VBA into one centralized build, it also improves upon sound, video and overall emulation compared to the official VBA builds and other forks.
Original announcement:
http://www.xtemu.com/forum/index.php?showtopic=1472
New location of the VBA-M forum:
http://vba-m.mudlord.com/forum
Mudlord has only announced it there and not anywhere else at this time so this is the only announcement I have to go by.
Feel free to move this thread/announcement to a more suitable section if necessary.
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