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GBA, Gameboy and Virtual Boy, We have all the latest emulators,
homebrew and all the downloads oê this site, we also cover commercial
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From February 2013 we have returned this site to only having news for Gameboy, Gameboy Advance and Virtual Boy.
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May 27th, 2012, 23:32 Posted By: wraggster
Eliminator GBA
-Unofficial conversion-
Converted from Atari ST by Foxy
The conversion was first done on a PC for SDL model for mobile, our editors have not given away, I threw myself into his adaptation on the GBA.
The graphics come from the Atari version but have been completely reworked by Cyb0rg in 256 colors (graphic designer assigned to the Magic Team).
Description:
At the command of a vessel, a track strewn with obstacles and enemies of all kinds will be your mission ... survive!
It will take serious reflexes, and nerves of steel will be needed to complete the 14 levels of this game.
Full working on real hardware.
Download: eliminator.zip
http://www.gbadev.org/
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May 27th, 2012, 23:30 Posted By: wraggster
Snowman GBA
-Unofficial conversion-
Converted from Atari ST by Foxy
The demo "The Snowman" is taken from a story by Raymond Briggs published in 1978. The music is digitized on Atari by Howard Blake.
I have no information on the original coder on ST.
Description:
Just for fun and for the beauty of this demo. Absolutely useless, so obviously imperative. 
I just doubled the resolution of the images to fill the screen of the GBA, the music used is the original sample.
Full working on real hardware.
Download: snowman.zip
http://www.gbadev.org/
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May 27th, 2012, 23:28 Posted By: wraggster
Goldrunner GBA
-Unofficial conversion-
Converted from Atari ST by Foxy
Original game on Atari ST by Steve Bak, Pete Lyon, Rob Hubbard.
GFX from Atari ST version
Digit sounds using Krawall library (http://mind.riot.org/krawall/)
Full working on real hardware.
How to play:
Pad to move.
Button A : fire
Button B/L/R : Boost when available
Select to pause game.
Download: goldrunner.zip
http://www.gbadev.org/
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May 27th, 2012, 23:28 Posted By: wraggster
Flood GBA
-Unofficial (and unfinished) conversion-
Converted from Atari ST by Foxy
Original game on Atari ST by Bullfrog and Electronic Arts.
Description:
Superbly playable platformer with a host of humorous twists and features
Digit sounds using AAS library
Download: flood.zip
http://www.gbadev.org/
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May 24th, 2012, 01:20 Posted By: wraggster
png2gba is a python script, that generates header data for gba sprites, similar to pcx2gba.
I wrote this, because pcx2gba isnt available for GNU/Linux. In addition png2gba can convert more then one file at once, so nobody has to stumble upon palette issues. Im afraid there is no support for transparency at the moment, but it will be available soon.
Download: png2gba.zip
http://www.gbadev.org/
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May 24th, 2012, 01:16 Posted By: wraggster
This is a short sequenz of the Ranma Anime that was converted to the GBA to test the compression under hard conditions. RLE-XOR-LZSS Compression made by Goldmomo was used for the frames and Tepples 8ad Audio Compression for the sound.
This is the german version of the anime.
The part for the GBA was written completely in ASM or converted to ASM like the 8ad Compression. The source for this demo is also available on www.jimb.de.
Some Facts:
Length of animation: 23 Seconds
Number of frames: 231
Speed: 10 FPS
Size of the pictures (compressed): 4592 KB (52 % compression)
Size of the sound: 149 KB
Download: AkaneRanma.zip
http://www.gbadev.org/
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May 23rd, 2012, 17:24 Posted By: Squall Leonhart
General Info:
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:
r1097
commit latest nasm and kode54's change to gb_oscs that has seemed to have resolved the channel 3 issue in a number of games.
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r1096
how did the spanish version of fire red get its save type set to eeprom (savetype=1)
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r1095
Added support for detected FFMPEG include path
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r1094
cleans up a unary minus unsigned still unsigned warning also includes a bit of a hackfix for Super star saga
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r1093
DEBIAN: Add manpages for gvbam and wxvbam, thanks to Jeremy Newton for writing them.
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r1092
FFMPEG: Fix build for newer versions of the library.
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r1091
Fix build errors with zlib-1.2.6.
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r1090
CMake: Enable GBA linking by default. Fixes Sonic Advance 2.
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r1089
added a note that the unpatched MSVC2010 has a bug that causes SSE2 to be applied on some operations when the /SSE flag is set, which causes an illegal instruction on processors not supporting SSE2
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r1086
update FSF address
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Download:
VisualBoyAdvance-M SVN1097 (click to download)
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May 11th, 2012, 12:46 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/05/10) 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:
- Software scalar update.
- Software scaling lib update.
http://www.grantgalitz.org/gameboy/
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April 10th, 2012, 00:25 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/04/08) 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:
- Modifying the audio buffering levels to work against the 2048 limit in web audio and flash slightly better.
http://www.grantgalitz.org/gameboy/
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April 2nd, 2012, 01:47 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/03/29) 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:
- Thanks to Exophase for noticing the x-coord resolving for DMG sprite priority was more inefficient than it should have been.
- Prevent buffer overrun.
- Minor update
http://www.grantgalitz.org/gameboy/
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April 2nd, 2012, 00:11 Posted By: wraggster
Advance Wars 2 - Black Hole rising was the second of the quirky turn based strategy wargames that got released outside of Japan on the Gameboy Advance. While not as well recognised as its partner series Fire Emblem, it has a cult following of some extremely skilled players.
The War Room challenge is actually the second attempt at a full challenge mode for the game, with the first attempted in the very early days when the map format wasn’t even known so it was mostly substitutions and new goals for maps. This hack is a much fuller implementation of what was aimed at a good six years ago, aided by a huge understanding of how the game works and all the hacking advancements that have happened over that period.
The original intention for the project was to develop a new War Room challenge for Advance Wars 2 in about two months with some fun maps and a few new challenge. Instead, it has turned into something that’s taken over a year to put together, complete with a large amount of refinements and gameplay additions. Lots of music, graphics, maps and assembly code were generated solely for the hack. The more enthusiastic members of the Advance Wars community were also involved - helping with graphics, map design, utilities and playtesting.
Complete with new COs from the AW series, plenty of challenging maps and a bundle of hand-coded new features, this is a definitive hack to play for Advance Wars fans (or people who like turn based strategy games!). All the challenges present are hand-crafted by Xenesis and many, many members of the Advance Wars community with over a year’s worth of refinement.
Game Features:
- 30 New War Room Maps to play on - Some remixes of existing maps, most brand new from the AW Community.
- Tutorial map with summary of game rules, scoring and new hack features.
- Each map has an info dossier with the par time and author of the map.
- Each CO has unique combat abilities in the War Room setting. Some COs from Advance Wars Dual Strike and Days of Ruin make an appearance as well!
- Improved high score support - The game records S-ranks achieved on each map with each CO.
- Improved status screens - The unit status screen now shows CO abilities more accurately and with more stats.
- Pre-deployed maps provide unique army compositions depending on your CO selection - a feature returning from Advance Wars 1!
- New deterministic weather rules for fairer scoring!
- Extended Status Screen - Shows your rank in progress and whether you have S-Ranked this map with the current CO.
- Improved Enemy AI - Enemy COs no longer use CO powers when they’d have no reason to use them and use them more intelligently!
- Unlockables - Earn more COs by scoring S Ranks on maps!
- Play against or as the series’ evil villains - Caulder, Sturm and Von Bolt
RHDN Project Page
Relevant Link: (http://forums.warsworldnew....com/viewtopic.php?t=13051)
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March 19th, 2012, 00:02 Posted By: wraggster
news via http://www.emucr.com/
GameBoy Online (2012/03/14) 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:
- LLE APU unstable branch.
http://www.grantgalitz.org/gameboy/
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March 12th, 2012, 17:20 Posted By: wraggster
news via http://www.emucr.com
GameBoy Online (2012/03/08) 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:
- add -o-linear-gradients for Opera
- Merge pull request #20 from miketaylr/operagradients
- remove Opera errors and workarounds (CORE-41012 and CORE-43903 have been fixed)
- Merge pull request #21 from miketaylr/operafix
http://www.grantgalitz.org/gameboy/
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March 5th, 2012, 00:17 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/03/02) 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:
- Made the LCD blur user-configurable
https://github.com/grantgalitz/GameBoy-Online
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March 5th, 2012, 00:11 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...b02e78b06d72f5
Rough Up and La Paz offer " Mind Departure ", Mega Demo / Music Disk for Game Boy Advance, produced on the occasion of the Datastorm 2012 .
Quote:
A Gameboy Advance musicdisk / Megademo. La Paz joined Rough Up With Two new members, as a scientist and deadguy Soulcollector on the ink. To celebrate the 10 year independence Both with La Paz and the new injection flowing Into Rough We Give you Up: Mind Departure - a 6 track vinyl GBA and mind stimulator, Including LSD simulator year. Credits: Scientism by deadguy Ink by Soulcollector Monofonik development by Qwan Enjoy!
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March 4th, 2012, 23:19 Posted By: wraggster
Few days after the release of the SU 2011 sound engine, another (totally unrelated) program brings music in Virtual Boy homebrews to new heights with the first rhythm/music game to come to the system. thunderstruck's "GameHero" is a Guitar Hero clone for the Virtual Boy that let's you play 24 video game theme songs. Thanks to backup battery support, your best scores per song get saved. Highscore tables will be made available soon, so start rocking!
Release Thread
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March 1st, 2012, 02:34 Posted By: wraggster

Got an email today from shop i used to visit alot about the release of a USB Flash Cart for Gameboy and Gameboy Colour games, this can be used on not only the Gameboy and Gameboy Colour but also the GBA and GBA SP:
Heres the details:
· Build-in 64M memory. (2 pages, 32M per page)
· Supports GB / GBC / GBA / GBA SP
· Supports GB / GBC ROMs (include LSDJ)
· Multiple game ROMs burning is allowed
· Connect to PC via USB cable
· Supports Windows XP / Vista / Windows 7 (Beta)
· Easy replaceable battery (for SRAM - CR1220, 3V). No soldering is needed.
- Game saver is stored in SRAM. It could only store one game saver at the same time !
- Also compatible with GB Transferer I & II
- The USB <> miniUSB cable is include in this package !
- Switching between BANK 1 and BANK 2 after POWER OFF the handheld for a second, then POWER ON again. Green LED is ON, if switched to the second bank. If not, BANK 1 is active.
http://www.flashlinker-shop.com/gb-u...69.html?ref=30
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February 27th, 2012, 03:37 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/02/24) 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:
- Merged the LCD clear emulation with the LCD running emulation
http://www.grantgalitz.org/gameboy/
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