The Hottest DCEmu Posters
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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December 20th, 2008, 06:23 Posted By: Dwedit
New version of the Best Nes emulator for the GBA:
New in 11-10-08 version:
* Hack to make Bill & Ted, Rocket Ranger etc work
* Faster CPU core
* Some CPU instructions have more accurate timing (improves Battletoads)
* Fixed the stupid bug where you scrolled to the bottom in unscaled mode and it crashes
http://www.dwedit.org/dwedit_board/viewtopic.php?id=409
(to those who wonder why a month late release is being posted, well we must have all missed it, even the best miss news sometimes :P)
Download At the url above.
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December 11th, 2008, 17:43 Posted By: wraggster
News via aep
A new Beta version of the VirtualBoy emulator RealityBoy was released.
Wow, another long stretch! DogP made a very nice contribution to the emulator and I had been doodling around with it for the past several months so I decided it was time to release a new version. DogP added sound support (win32 only) and added link port emulation using tcp/ip. He also fixed some major bugs in Affine mode and in the opcodes. Now all commercial roms run and all but the direct draw games are fully playable. I have been cleaning up the code in preparation of porting it to both SDL and the XBox. This should open things up to being ported to more interesting platforms like the Nintendo Wii. You can grab reality boy 0.84 for windows here and the source code here. I decided to stop distributing the compiled versions of both linux and dos, you can still compile them from source if you need them.
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December 6th, 2008, 00:56 Posted By: wraggster
cosmic4z posted some demos he has been working on, named Racer 1, 2 and 3, heres the details and screens:
Over the years, I've worked on and experimented with, a lot of new technologies and novel ways of doing things. Very often, they've never seen the light of day. It's shocking how many things I've worked on that never got published.
Anyhoo, just for fun, I'm releasing some demos I made some time back. It's for the GBA (so, rom files), you'll need a GBA emulator to run these on a PC. There are 3 different versions here, all at different stages of development.
  
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December 4th, 2008, 21:59 Posted By: wraggster
News/release from megab

After three very long months my project is finally complete. For my senior seminar class I chose to make a game for the game boy advance. After going through a few excellent tutorials I was well on my way to making a great game. Gravity Ball Advance is a game where you fight gravity and avoid objects such as walls. There are a total of 9 levels with different environments such as reverse gravity, space, fans, and switches and three difficulty levels to choose from. At the end of every third level there is a boss you must defeat.
Controls:
Up/A - Move up
Down/B - Move down
Start - Pause game
Left/Right - Move left/right
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thanks to pdroms for news info
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December 4th, 2008, 21:52 Posted By: wraggster
Kojote posted this over at GBADev:
The Giana's Return Team is probably bringing out a Gameboy Advance version of their "The Great Giana Sisters" sequel. Read on...
Quote:
Widdy ( http://www.widdy.de ) a smart guy from Bavaria / Germany and member of a bunch of demogroups has started to conduct a study if a GBA version of Giana’s Return would be doable and to all our surprise the chance is pretty high.
He already has a platform engine which is highly adjusted to the GBA hardware so he just needs to push in the Giana’s Return elements and also the appropriated stuff around.
As the GBA is tile wise limited in color, he has to repixel few parts. The music we use for Giana’s Return is .XM, which can’t be handled on a GBA without too much CPU use, BUT am-fm, our new music support guy will rearrange things, so even .MOD’s will sound fine.
Let’s see how this GBA attempt will end!
http://forum.gbadev.org/viewtopic.php?t=16230
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November 30th, 2008, 20:59 Posted By: wraggster
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November 27th, 2008, 20:17 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS, PSP and GBA, heres whats new:

Two new exciting changes in this release. First we have a new spell: Animate Forest, for those who were wondering what the point of the Grow Forest spell was. Second we have the run mode which lets you auto-follow corridors, hopefully cutting your keystrokes substantially.
Daemon now has the a in the summon daemon spell description. (FEG)
If a daemon decides not to be summoned, an a is put in the daemon's name.
PSP character dumps should now say PSP Version rather than Linux version. (Dave Hong)
If you were in the habit of quitting without saving, the random number seed would keep being the same between games, resulting in very similar games. For those keeping track, yes, this was caused by my naive attempts to make things *more* random. (Erik Spigel)
If you manually climb a ladder while autoprompt is enabled you no longer are immediately prompted to climb back up the ladder when you get to the other side.
New Run command, 'r' for SDL users, which will cause you to run in that direction until something interesting happens. You will turn corners if there is only one way to do so. You can interrupt by hitting a key / pressing a button, useful if you find yourself running a closed loop. As the name implies, this is not meant to be some super safe way to explore the map. (PBP)
Vi keys now support the Ctrl modifier to turn them into safe walk (David Damerell, Cuboidz)
New spell: Animate Forest (Adam Boyd)
When level teleporting via Wishing, do not start on same square as a monster.
Diminishing returns on piety gains when gods already like you.
List of items in character dump should now match order of list in inventory. (Meddyan, Cuboidz)
Soul Suck spell no longer grants caster spells or skills that are present only due to items such as staves. (Eilu)
Creatures that die underground should no longer have their corpse and items float to the surface. (Meddyan)
Properly assign guilt to party responsibly for filling holes with boulders. (Meddyan)
Properly credit kills for creatures that die from suffocation from a boulder you place. (Meddyan)
The support programs now include cstring.h so should compile with the latest gcc. (Joe B)
Fixed the #define guard in stdafx.h (Malte Helmert)
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November 27th, 2008, 20:00 Posted By: wraggster
New from Mr Modchips

A set of 2 screwdrivers that allows you to open your Wii, Nintendo DS, Nintendo DS Lite, Gameboy and Gameboy SP. One classic screwdriver to open the outside of the Wii, and one Tri-Wing that opens the inside of your Wii or the DS/DSLite.
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November 18th, 2008, 19:21 Posted By: wraggster

[Mark] had a broken TI-83 graphing calculator and an overwhelming urge to play Pokemon in math class. The solution to his predicament, obviously, is to hack a GameBoy color into the body of his TI-83. He gutted the calculator and connected the front buttons to the contacts on the GameBoy. After some cramming and taping bits together, he got it all working. Now he just needs to find a way to make the cartridge a little bit less conspicuous.
http://hackaday.com/2008/11/18/gameb...or-in-a-ti-83/
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November 5th, 2008, 21:33 Posted By: wraggster

While I've long been a supporter of the custom console movement, sometimes I see a project that really makes me wonder what the point is. Take this portable, Gameboy-sized NES, based off of a Super Joy III Nintendo clone. Sure, it's slightly smaller than the original Gameboy and contains 72 built-in games, but oh my god is it hideous to look at. "But it's all about the convenience!" you say? I have at least five devices within my reach that are smaller, prettier, and more than capable of tackling an 8-bit Nintendo title should I deem it necessary.
I say if you really, really want to make a tiny, portable NES, at least make it look less like Doctor Who prop from the late 70's and more like something you'd actually want to play a game on. Hit the link for more pictures, sadly not including ones of the sliced-up thumb after it gets caught on the hastily-cut metal sheeting.
http://kotaku.com/5077390/gamer-buil...d-nes-portable
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October 28th, 2008, 20:00 Posted By: wraggster
Mednafen has been updated today with a new release, heres the changelog:
0.8.A:
NES: Cleaned up the iNES loading code a bit, and added support for WRAM on a few mappers that nominally shouldn't
have WRAM, enabled if the battery-backed bit is set in the iNES header. Fixes "Family BASIC", and probably
a few bootleg games as well.
NES: Added partially-broken support for mapper 163.
NES: Added support for mapper 241.
Fixed string constant-to-(char *) problems in drivers/cheat.cpp
Added setting "osd.state_display_time", to control the length of time, in milliseconds, the save state/movie
screen is displayed after selecting a save state or movie.
The most recently-saved save state slot will now be colored differently when selecting a save state slot.
Increased the brightness of non-empty save state slots.
Empty save state slots are now black instead of being partially transparent.
PC-FX: Fixed bugs in "Play Audio Track Index" and "Read Subchannel" MMC commands, fixing the totally broken
cinematic sequences in "Boundary Gate". There may still be bugs in these commands that don't cause any known
problems with games, so I will need to run tests on a real system.
GBA: An error loading the custom colormap file is now treated as fatal.
Win32: The German and Russian translation files are now included in the Win32 precompiled binary distribution
ZIP file. Note that Mednafen always assumes the locale to be UTF-8, so the stdio.txt file will need to be
opened with a viewer that can handle UTF-8(though filenames with non-7-bit-ASCII components will appear fubar).
(I am aware that assuming the locale's character encoding to always be UTF-8 is a design flaw with
various insidious consequences when the encoding is not UTF-8).
Updated the Russian translation with the translation done by rubicon.
Added configure script option "--enable-altivec/--disable-altivec (default: enabled)" for compiling on
PowerPC architectures where AltiVec is not supported, or causes problems. This configure script option is
untested, however.
Input for the virtual device on virtual port N will be disabled when the buttons on the virtual device on virtual
port N are being configured. The last button pressed when in button configuration may still be taken as
virtual device input, however(a fix for this would be too invasive, and so will be done in the 0.9.x unstable
tree).
PCE: Added several missing input-related state variables to save states, fixing several netplay/movie
desynchronization issues under certain situations.
Fixed a bug when creating an SDL source surface, whose negative effects(clipping rightmost columns) could be
triggered when the "sdl" vdriver setting was used with certain xscale and yscale settings that would
cause a 1:1 pixel copy operation.
PC-FX: Improved PSG LFO emulation again(Tyoushin Heiki Zeroigar uses it for some sound effects, other
games likely use it as well in similar roles).
PCE: Improved PSG LFO emulation again(Hanii in the Sky, Juuouki, and Flash Hiders use LFO).
PCE: Altered the Street Fighter 2 autodetection code to be data-agnostic. The SF2 mapper will now be enabled for
any ROM images 2MiB and over in size.
Fixed a call to putenv(), to pass a static character array initialized to a string constant instead of a string
constant directly.
Fixed a few argument descriptions(invoked with the -help command-line switch) that weren't properly gettextized.
Debugger: Fixed a bug in the trace log code. It would cause the emulator to lock up if the user pressed
Enter/Return in the prompt popup without any text in the input field.
SMS: Removed the old unused Z80 emulator code from when SMS Plus was assimilated.
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October 24th, 2008, 19:40 Posted By: wraggster
New from Divineo China

Recharge your GBA console with any USB devices such as PS2 and PC. It comes with a led to indicate when in use.
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October 24th, 2008, 19:26 Posted By: wraggster
New from Divineo China

This glass-made protector is features high pervious to light, wearproof and hardness. It improves the articulation of the pictures, enrichs the original pigment with the liquid screen, and prevents screen wear and shape changes.
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October 19th, 2008, 18:24 Posted By: wraggster
News via aep
VisualBoyAdvance-M the GBA Emulator for Windows has had a new beta release, no idea whats new but try it and let us know.
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October 1st, 2008, 21:09 Posted By: wraggster
Flubba has released a new version of his NeoGeo Pocket Colour Emulator for GBA (DS via the GBA Slot)
Heres whats new:
A couple of fixes for NGPAdvance, some more games should be playable.
*Fixed copy protection in "Metal Slug 2" (SNK logo in VRAM).
*Fixed control problem in "Rockman Battle & Fighters" (MIRR opcode).
*Fixed background glitch in "Memories of Pure" (HCount register).
*Fixed problems with DMA probably affecting many games.
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September 28th, 2008, 22:17 Posted By: wraggster
To help all users who visit our Sites we are asking for the DCEmu Public to help us gather as many links for each console and a little bit of info about the site in question.
It Should start like this, for example heres our site that covers GBA
Url = http://gbaemu.dcemu.co.uk/
Description - DCEmus Site that covers all things GBA such as Emulators, Homebrew, Development, Hacking, Gaming and Hardware News with discussion forums too.
Please add as many GBA sites to the list as you know
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September 18th, 2008, 17:22 Posted By: wraggster
British modder Bacteria really likes cartridges. The bigger the better. He turned an entire N64 console into a gigantic, beige cart, then took a slew of cheap plug 'n play games and did the same -- though smaller and minus the neutral tones. He dubbed that latest creation the Mini-Platform Plug'n'Play Console System, and promised that Game Boy Advance integration was coming soon. Two weeks later it's here courtesy of a little solder and hot glue, opening up the massive library of Game Boy and Advance titles. Yeah, the system isn't much to look at, and with an entire GBA hanging off the back it's pushing the limits of the word "mini." But, it is an intrepid hack and, like his others, he's more than happy to tell you how he did it.
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