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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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January 20th, 2013, 20:24 Posted By: wraggster
The wait is already over, bigmak hereby releases the ROM dump of his Niko-Chan Battle (aka Faceball) prototype for everyone's enjoyment! If you don't know what the heck I am talking about, please scroll down two news posts for the (short) full story.
Bigmak is now accepting donations a well. Unlike previously stated, there will not be any complete-in-box reproductions given out in return for donations, due to a lot of bad feedback received from people who simply did not understand what this is all about. Instead, the already produced carts will be given out for free! Details will be made known soon.
Let us all show our appreciation and help bigmak to recoup as much of his huge investment as possible! Click the button below to make a donation.
http://www.planetvb.com/modules/news...hp?storyid=361
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January 15th, 2013, 01:32 Posted By: wraggster
via http://emu-russia.net/en/
Super Nintendo/GameBoy/GameBoy Color/GameBoy Advance/Nintendo DS emulator previously known as bsnes has been updated recently.
I decided to take advantage of MinGW-w64's ability to generate 32-bit Windows executables with the -m32 flag for v092. Apparently this was a mistake, as it produces executables that do not actually run on true 32-bit operating systems.
So I've uploaded new builds of higan, this time using the 32-bit MinGW to build the 32-bit release. I also took the opportunity to fix a few minor issues that were noted after the release. So if you've already downloaded higan v092, please download the updated version.
http://byuu.org/
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January 6th, 2013, 22:41 Posted By: wraggster
news via http://www.planetvb.com/modules/news...hp?storyid=359
A lot is happening at the moment related to Bulletproof Software's unreleased "Faceball" game for Virtual Boy, thanks to some noble souls going to great lengths to do great things for the community.
To make a long and twisted story short: an about 80% complete prototype of the game has been in private hands for many years, but last September, everything changed when detailed descriptions of said prototype had been posted on our forum by Japanese "Mr. G".
A bit later, the prototype had found its way into the hands of Virtual Boy enthusiast and PVB member bigmak, who has successfully dumped the cartridge by now and is going to release the ROM for free later this year! To recoup a part of the five-figure(!) sum spent to make all this possible, a special fundraiser is going to happen soon, in which people will have a chance to show their support for bigmak and receive complete, boxed reproduction copies of the game in return! Check out the respective thread in our forum for all the yummy details.
Even more goodness is added by the fact that substancial progress has already been made by thunderstruck in hacking the game. Chances are good that the game will eventually be completed by fans and released in a special edition. Find all the info in our forum here.
Unaware of the great things that would happen, elite homebrew coder DanB chose a completely different approach to let everybody enjoy Faceball: he coded a clone of the game called "Ballface", using the detailed descriptions provided by Mr. G. Don't miss to check out the freshly released first demo of this impressing homebrew achievement in our forum!
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January 6th, 2013, 22:13 Posted By: wraggster
Planet Virtual Boy forum users stumbled on a copy of the unreleased Faceballgame for Virtual Boy. Known as NikoChan Battle in Japan, iterations of the game were published on a number of platforms by Bullet-Proof Software, including Game Boy and SNES.
Those looking to add the rare game to their collection are in luck; reproduction cartridges for Virtual Boy will be released in February for $100, while the ROM of the game will be free to download.
http://www.planetvb.com/modules/newb...mode=0&start=0
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December 12th, 2012, 00:55 Posted By: wraggster

[Jani 'Japala' Pönkkö] found a way to make his old Game Boy Advance exciting again. He poured a ton of time and craftsmanship into building a miniature arcade cabinet. He did such a good job it’s easy to think this is a commercial product. But when you open the back of the case to switch games one look at what’s crammed inside let’s you know this is custom work.
What’s most surprising to us is that he didn’t draw out a full set of plans before beginning. He simply measured the circuit board and LCD screen from the Game Boy and went with his gut for everything else. The case itself is crafted from baltic birch plywood, which was primed and painted before applying the decals. There is also a screen bezel made of acrylic with its own decal like you’d find on coin-op machines. These were made using printable sticker paper. The electronic part of the build involves no more than extending contacts from the circuit board to buttons mounted on the case. But he did also replace the stock speaker for one that produces better audio.
http://hackaday.com/2012/12/11/build...e-boy-advance/
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December 10th, 2012, 16:43 Posted By: wraggster

For their final project in a microcontrollers course, [Trudy] and [Josh] designed a pair of morse code transceivers. To send the message, they used an array of IR LEDs. The message is received using a Gameboy Color Camera, which takes care of basic image processing. This allows a 8-bit ATMega1284p microcontroller to handle transmitting and receiving messages.
The transmission LEDs form a square pattern with one LED in the center. The four outside LEDs are used to help the receiver locate the center LED, and the center LED is used for transmitting the message.
The Gameboy Color Camera is based on a M64282FP image sensor. This sensor uses an SPI-like protocol, which they implemented on the ATMega. It allows them to grab frames from the camera, and get the value of specific pixels. From this data they find the center LED and process the message.
The result can transmit messages of 200 letters at a time, but the speed is limited by the frame rate of the camera. If you have a Gameboy Color Camera lying around, their detailed write up might provide some inspiration and information on how to use it in a hack.
http://hackaday.com/2012/12/10/morse...-color-camera/
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November 29th, 2012, 15:26 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1149 is compiled. VisualBoyAdvance-M(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.
VisualBoyAdvance-M SVN changelog:
r1148
merge Fix for SDL colours on OSX as indicated by x3ro
r1149
OSX/Mac buildfix changes to GBALink
http://www.mediafire.com/?7st81e0dk8t913u
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November 28th, 2012, 15:33 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/11/26) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- image-resize update.
- image-resize library update.
http://gameboy.grantgalitz.org/
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November 25th, 2012, 00:39 Posted By: wraggster

We hope our readers are familiar with the vast number of ROM hacks for the original 1st-gen Pokemon games. With certain sequences of button presses, it’s possible to duplicate items in the player’s inventory, get infinite money, or even catch a glimpse of the elusive MissingNo. [bortreb] is familiar with all these hacks, but his efforts to program a Game Boy from inside Pokemon is by far the greatest Pokemon glitch ever created.
This ‘total control’ ROM hack was inspired by [p4wn3r]‘s extremely impressive 1 minute and 36 second long speed run for Pokemon Yellow. The technique used in [p4wn3r]‘s run relies on the fact the warp points in Pokemon Yellow are right after the item list in the Game Boy’s memory. By corrupting the item list, [p4wn3r] figured out how to make the front door of his house warp directly to the end of the game resulting in the fastest Pokemon speed run ever.
Realizing this ROM hack is able to control the CPU with only the player’s inventory, [bortreb] wanted to see how far he could push this hack. He ended up writing a bootstrapping program by depositing and discarding items from the in-game PC, and was then able to reprogram the Game Boy with a number of button presses on the D-pad, select, start, A and B buttons.
The resulting hack means [bortreb] can actually make Pong, Pacman, a MIDI player, or even a copy of Pokemon Blue. In the video after the break, you can see all of [bortreb]‘s speed run along with the finale of playing a MIDI file of the My Little Pony theme song. [bortreb] has a really amazing hack on his hands here that really pushes the definition of what can be done by tinkering around with a Pokemon ROM.
http://hackaday.com/2012/11/24/progr...aying-pokemon/
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November 12th, 2012, 14:59 Posted By: wraggster
Big fish eat little fish! thunderstruck and Virtual_Ben have releases a first demo of their game "Fishbone". In this demo you play as a fish and go for a highscore in one of 3 levels by eating as many smaller fish as you can, while avoiding the ones bigger than you, bombs and other harmful things.
Fishbone is the first game to utilize the promising new "Thunder Engine" that is currently in development by thunderstruck.
Discussion Thread
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November 5th, 2012, 14:10 Posted By: wraggster
via http://www.emucr.com/
Vba-ReRecording SVN r450 is released. VBA rerecording 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.
VBA rerecording changelog:
r446
Restructured some code.
Fixed a buffer overflow bug in GBASound.cpp when reading/writing a savestate.
r447
Fixed GB time_t problems.
Fixed emulator version problems.
r448
Restructured sound code.
r449
All the three branches merged into one.
Now you can #define/#undef USE_GB_CORE_V7 and/or USE_GBA_CORE_V7 to choose which cores to compile.
SDL support might be broken again.
r450
Fixed MSVC2010 compiling... how did they break it?
http://www.mediafire.com/?ql6vknu7zi0kolp
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October 16th, 2012, 01:56 Posted By: wraggster
via www.emucr.com
[/URL]
Vba-ReRecording SVN r442 is released. VBA rerecording 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.
VBA rerecording changelog:
r441
test bot
r442
test bot again
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October 8th, 2012, 13:55 Posted By: wraggster
via www.emucr.com[/URL]
VisualBoyAdvance-M SVN r1147 is compiled. VisualBoyAdvance-M(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.
VisualBoyAdvance-M SVN changelog:
r1145
GTK: Fix an invalid memory access in the joypad config dialog
r1146
GTK: Fix a GCC warning
r1147
CMake: Disable ffmpeg support by default since it is only used by the WX port which is disabled by default
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September 24th, 2012, 18:59 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1138 is compiled. VisualBoyAdvance-M(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.
VisualBoyAdvance-M SVN changelog:
r1137
LINK: Make more variables static
r1138
LINK: Don't silently fail when unable to connect to Dolphin
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September 20th, 2012, 01:59 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1131 is compiled. VisualBoyAdvance-M(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.
VisualBoyAdvance-M SVN changelog:
r1121
CMAKE: sem_timedwait is found in pthread on newer linuxes
r1122
LINK: Create a new branch for my link WIP
r1123
LINK: New API to initialize link modes
r1124
LINK: Don't init IPC unless asked to do so
r1125
MFC: Fix build, still not working properly
r1126
LINK: Remove useless inheritance
r1127
LINK: Continue simplifying the link init oode
r1128
LINK: Remove some of the internal linn state from the interface
r1129
LINK: Treat joybus like every other link mode
r1130
LINK: Hide more implementation details
r1131
file type fixes
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September 20th, 2012, 00:44 Posted By: wraggster
via http://www.gbadev.org/
This is an Arkanoid clone programmed for the gba.
Features:
* 32 predefined levels
* Level editor built-in
* All extra pills of original version
screenshot and download via comments
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