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GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgAND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GNU AS ARM REFERENCE Macro Directives Directive Description Syntax Example.macro Define a macro. .macro name {args, } A macro can be defined without arguments,.macro NoArgsMacro and can be called simply by specifying its name. name {args, } GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =) GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgAND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GNU AS ARM REFERENCE Macro Directives Directive Description Syntax Example.macro Define a macro. .macro name {args, } A macro can be defined without arguments,.macro NoArgsMacro and can be called simply by specifying its name. name {args, } GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =):
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgSOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 3. I hope you brought a can of coding whup-ass, cause today we're going to tackle the inconspicuously difficult task of writing a tool to convert MOD files into a more usable format for a player on GBA. While MOD is said to be one of the simplest of music formats, it hasSOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 6. Getting close! Today's article was meant to teach all there is to know about effects, but due to the large amount of new code needed, I've decided to break it up into two parts. This way the core functions won't be modified too much, so it should be easier tofollow.
SOUND MIXING
Sound on the Gameboy Advance Day 7 Last time we set up a nice base for effects, but unfortunately, I ran into a number of bugs and miscalculations while finishing things upGBASPRITEEDITOR
Main page Screen shots 1 of 3 EQ NE CS CC HS LO MI PL VS VC HI LS GE LT GT Opcode 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 LSL Rd, Rm, # 00000 # Rm Rd LSR Rd, Rm, # 00001 # Rm Rd ASR Rd, Rm, # 00010 # Rm Rd ADD Rd, Rn, Rm 00011 00 Rm Rn Rd SUB Rd, Rn, Rm 00011 01 Rm Rn Rd ADD Rd, Rn, # 00011 10# Rn Rd SUB Rd, Rn, # 00011 11# Rn Rd MOV Rd, # 00100 Rd # CMP Rn, # 00101 Rn # ADD Rd, # 00110 Rd # SUB Rd, # 00111 Rd # AND Rd, Rm 01000 00 00 0 Rm Rd EOR Rd, Rm GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team:
Created Date: 2/24/2001 5:58:18 PM GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION The registration has closed. YOU'RE TOO LATE! Main Pre-Order Rules Register Submit Contact GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgAND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GNU AS ARM REFERENCE Macro Directives Directive Description Syntax Example.macro Define a macro. .macro name {args, } A macro can be defined without arguments,.macro NoArgsMacro and can be called simply by specifying its name. name {args, } GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =) GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgAND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GNU AS ARM REFERENCE Macro Directives Directive Description Syntax Example.macro Define a macro. .macro name {args, } A macro can be defined without arguments,.macro NoArgsMacro and can be called simply by specifying its name. name {args, } GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =):
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgSOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 3. I hope you brought a can of coding whup-ass, cause today we're going to tackle the inconspicuously difficult task of writing a tool to convert MOD files into a more usable format for a player on GBA. While MOD is said to be one of the simplest of music formats, it hasSOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 6. Getting close! Today's article was meant to teach all there is to know about effects, but due to the large amount of new code needed, I've decided to break it up into two parts. This way the core functions won't be modified too much, so it should be easier tofollow.
SOUND MIXING
Sound on the Gameboy Advance Day 7 Last time we set up a nice base for effects, but unfortunately, I ran into a number of bugs and miscalculations while finishing things upGBASPRITEEDITOR
Main page Screen shots 1 of 3 EQ NE CS CC HS LO MI PL VS VC HI LS GE LT GT Opcode 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 LSL Rd, Rm, # 00000 # Rm Rd LSR Rd, Rm, # 00001 # Rm Rd ASR Rd, Rm, # 00010 # Rm Rd ADD Rd, Rn, Rm 00011 00 Rm Rn Rd SUB Rd, Rn, Rm 00011 01 Rm Rn Rd ADD Rd, Rn, # 00011 10# Rn Rd SUB Rd, Rn, # 00011 11# Rn Rd MOV Rd, # 00100 Rd # CMP Rn, # 00101 Rn # ADD Rd, # 00110 Rd # SUB Rd, # 00111 Rd # AND Rd, Rm 01000 00 00 0 Rm Rd EOR Rd, Rm GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team:
Created Date: 2/24/2001 5:58:18 PM GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION The registration has closed. YOU'RE TOO LATE! Main Pre-Order Rules Register Submit Contact GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.org GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
AND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =) GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.org GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
AND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =):
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
SOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 3. I hope you brought a can of coding whup-ass, cause today we're going to tackle the inconspicuously difficult task of writing a tool to convert MOD files into a more usable format for a player on GBA. While MOD is said to be one of the simplest of music formats, it hasSOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 6. Getting close! Today's article was meant to teach all there is to know about effects, but due to the large amount of new code needed, I've decided to break it up into two parts. This way the core functions won't be modified too much, so it should be easier tofollow.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgSOUND MIXING
Sound on the Gameboy Advance Day 5 Ok time to look at the list. Sound mixer, check, MOD converter, check, music playernope. It's certainly been more than a day since day 4 of the series, but now with the completion of my first professional project, I actually have some free time to spend writing again.GBASPRITEEDITOR
Main page Screen shots 1 of 3 EQ NE CS CC HS LO MI PL VS VC HI LS GE LT GT Opcode 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 LSL Rd, Rm, # 00000 # Rm Rd LSR Rd, Rm, # 00001 # Rm Rd ASR Rd, Rm, # 00010 # Rm Rd ADD Rd, Rn, Rm 00011 00 Rm Rn Rd SUB Rd, Rn, Rm 00011 01 Rm Rn Rd ADD Rd, Rn, # 00011 10# Rn Rd SUB Rd, Rn, # 00011 11# Rn Rd MOV Rd, # 00100 Rd # CMP Rn, # 00101 Rn # ADD Rd, # 00110 Rd # SUB Rd, # 00111 Rd # AND Rd, Rm 01000 00 00 0 Rm Rd EOR Rd, Rm GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION We are no longer accepting entries. Sorry! =) Main Pre-Order Rules Register Submit Contact GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION The registration has closed. YOU'RE TOO LATE! Main Pre-Order Rules Register Submit Contact GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.org GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
AND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =) GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.org GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
AND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =):
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
SOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 3. I hope you brought a can of coding whup-ass, cause today we're going to tackle the inconspicuously difficult task of writing a tool to convert MOD files into a more usable format for a player on GBA. While MOD is said to be one of the simplest of music formats, it hasSOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 6. Getting close! Today's article was meant to teach all there is to know about effects, but due to the large amount of new code needed, I've decided to break it up into two parts. This way the core functions won't be modified too much, so it should be easier tofollow.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgSOUND MIXING
Sound on the Gameboy Advance Day 5 Ok time to look at the list. Sound mixer, check, MOD converter, check, music playernope. It's certainly been more than a day since day 4 of the series, but now with the completion of my first professional project, I actually have some free time to spend writing again.GBASPRITEEDITOR
Main page Screen shots 1 of 3 EQ NE CS CC HS LO MI PL VS VC HI LS GE LT GT Opcode 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 LSL Rd, Rm, # 00000 # Rm Rd LSR Rd, Rm, # 00001 # Rm Rd ASR Rd, Rm, # 00010 # Rm Rd ADD Rd, Rn, Rm 00011 00 Rm Rn Rd SUB Rd, Rn, Rm 00011 01 Rm Rn Rd ADD Rd, Rn, # 00011 10# Rn Rd SUB Rd, Rn, # 00011 11# Rn Rd MOV Rd, # 00100 Rd # CMP Rn, # 00101 Rn # ADD Rd, # 00110 Rd # SUB Rd, # 00111 Rd # AND Rd, Rm 01000 00 00 0 Rm Rd EOR Rd, Rm GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION We are no longer accepting entries. Sorry! =) Main Pre-Order Rules Register Submit Contact GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION The registration has closed. YOU'RE TOO LATE! Main Pre-Order Rules Register Submit Contact GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.org GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
AND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =) GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION GBADEV.ORG has hosted a few GBA development competitions before, but this years competition is a bit different. Instead of just releasing the games (this is a game only competition) on our website, we will manufacture 500 real GBA cartridges with the best games. We expectabout 7
GBASPRITEEDITOR
GBASpriteEditor is a free, cross-platform sprite editor developed specifically for Nintendo Gameboy Advance development. Programmed in Java, GBASpriteEditor provides support for extra tool plug-ins as well as import and export plug-ins. GBASpriteEditor is licensed under the GPL and full source code is available for download.SOUND MIXING
Sound on the Gameboy Advance Day 1 After how many replies I've made on the GBADev forums about how to write sound mixers, I've finally decided to write up an article series on them. I'll start out with the basics, just getting sounds to play and creating a good framework to work off of, and work my way into writing a full fledged music player and delving into the world of hardcore assembly:
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.org GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Rules: You can download a .txt version of the rules by clickinghere!here!
AND RD, RN, RM OP
AND Rd, Rn, Rm OP # CDP p,,CRd,CRn,CRm, Meaning Mnemonic Opcode Status Flags Equal EQ 0 0 0 0 Z = 1 Not Equal NE 0 0 0 1 Z = 0 GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION If you have any questions, feel free to e-mail simonbgbadev.org, or ask your question in this thread on the forumgbadev.org, or ask your question in this thread on the forum GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Submit your entry: We are no longer accepting entries. Sorry! =):
October 5, 2001 Hello. Game Shark Day. Here's some fun stuff I've determined about the GBA Game Shark so far. Be aware, I do makemistakes sometimes.
SOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 3. I hope you brought a can of coding whup-ass, cause today we're going to tackle the inconspicuously difficult task of writing a tool to convert MOD files into a more usable format for a player on GBA. While MOD is said to be one of the simplest of music formats, it hasSOUND MIXING
Sound Mixing - Deku's Tree of Art. Sound on the Gameboy Advance. Day 6. Getting close! Today's article was meant to teach all there is to know about effects, but due to the large amount of new code needed, I've decided to break it up into two parts. This way the core functions won't be modified too much, so it should be easier tofollow.
GBASPRITEEDITOR
GBASpriteEditor - Plug-in development document Version 25/11/2003 Please donate if you plan to use this editor for commercial development gbaspriteeditor.gbadev.orgSOUND MIXING
Sound on the Gameboy Advance Day 5 Ok time to look at the list. Sound mixer, check, MOD converter, check, music playernope. It's certainly been more than a day since day 4 of the series, but now with the completion of my first professional project, I actually have some free time to spend writing again.GBASPRITEEDITOR
Main page Screen shots 1 of 3 EQ NE CS CC HS LO MI PL VS VC HI LS GE LT GT Opcode 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 LSL Rd, Rm, # 00000 # Rm Rd LSR Rd, Rm, # 00001 # Rm Rd ASR Rd, Rm, # 00010 # Rm Rd ADD Rd, Rn, Rm 00011 00 Rm Rn Rd SUB Rd, Rn, Rm 00011 01 Rm Rn Rd ADD Rd, Rn, # 00011 10# Rn Rd SUB Rd, Rn, # 00011 11# Rn Rd MOV Rd, # 00100 Rd # CMP Rn, # 00101 Rn # ADD Rd, # 00110 Rd # SUB Rd, # 00111 Rd # AND Rd, Rm 01000 00 00 0 Rm Rd EOR Rd, Rm GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION Pre-order: SOLD OUT! Thanks for the interest! /The gbadev.org team GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION We are no longer accepting entries. Sorry! =) Main Pre-Order Rules Register Submit Contact GBADEV.ORG 2004MBIT DEVELOPMENT COMPETITION The registration has closed. YOU'RE TOO LATE! Main Pre-Order Rules Register Submit ContactMENU
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SS6PLAYERFORGBA V1.1By laqieer
DEMOS : TECH DEMO
Permalink
SS6PlayerForGBA is a 2D skeletal animation engine for GBA. It comeswith a demo.
ABOUT:
This is a program for playing animation data created with OPTPiX SpriteStudio 6 on GameBoy Advance.
FEATURES:
• Multiple models
• Multiple motions• User key input
CHANGES:
• More models
• More motions
• Added user key input For more information check: https://github.com/laqieer/SS6PlayerForGBA DOWNLOAD: SS6PlayerForGBA-1.1.zip SS6PLAYERFORGBA V1.0By laqieer
DEMOS : TECH DEMO
Permalink
SS6PlayerForGBA is a 2D skeletal animation engine for GBA. It comeswith a demo.
ABOUT:
This is a program for playing animation data created with OPTPiX SpriteStudio 6 on GameBoy Advance.
For more information check: https://github.com/laqieer/SS6PlayerForGBA DOWNLOAD: SS6PlayerForGBA-1.0.zipGBA JAM 2021
By krom
NEWS : GENERAL
Permalink
If you had not heard already, there is a GBA Jamon atm:
THIS YEAR MARKS THE 20TH ANNIVERSARY OF THE GAME BOY ADVANCE! To celebrate, we're running a homebrew compo. You have 3 months to make something cool that runs on the GBA, using whatever tools you like. Come join us on Discord for help getting started, and head over to gbadev.net for usefullinks & resources!
The Game Boy Advance is a wonderfully unique, fun and accessible machine to develop for. It upholds the graphical techniques of the 8/16-bit era, such as hardware-accelerated tilemaps, sprites and palettes. Yet its 32-bit CPU is powerful enough that you can program for it in high level languages such as C, C++, Rust, Zig and Nim. This blend of capability and limitations, in addition to being highly portable and widely emulated, makes GBA dev a very rewardingexperience!
PRIZES:
The total prize pool is already over 400$ and will be split in thisway*:
• 1st place: EZFlash Omega Definitive Edition+
$100
• 2nd place: $90
• 3rd place: $75
• 4th place: $60
• 5th place: $40
SPECIAL PRIZES:
• Most Original entry: IPS modded GBA SP, courtesy of
klomp
• Most Technically Impressive entry: 50$OPEN SOURCE BONUS!:
If you publish your game source code and assets on a public repository (e.g. GitHub) under an open source license (GPL, MIT, Apache, CC0) you get 20% more of the prize as a bonus! _*Prize tiers are still work in progress, expect changes. Money prizes are subject to fees and conversions. They may be delivered as gift cards of your choice. The open source bonus applies to the monetary part of the prize, even if you get two (e.g. an entry wins the 4th place + the most technically impressive prize, 20% is applied on60+50)_
ACKNOWLEDGEMENTS:
The entire prize pool is community funded. You can donate here.
GitHub will match your amount, doubling the effect on the prize pool! We're extremely grateful to the following contributors: exelotl, AntonioND, Mte90, klomp, GValiente, oshf, fleroviux, avivace, sunbro, MagicBottle, mnktuk, 10v5m1ch9n5, Evan Bowman, gbdev community. For more information head over to the GBA JAM 2021 page: https://itch.io/jam/gbajam21MGBA 0.9.1
By endrift
TOOLS : EMULATOR
Permalink
mGBA is a new generation of Game Boy Advance emulator. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally played without problems. mGBA has only gotten better since then, and now boasts being the most accurate GBA emulator around. Other goals include accurate enough emulation to provide a development environment for homebrew software, a good workflow for tool-assist runners, and a modern feature set for emulators that older emulatorsmay not support.
mGBA is licensed under the Mozilla Public License 2.0, and the code can be found on GitHub . Up-to-date news and more downloads can be found at mgba.io.
A new release of mGBA, version 0.9.1, is available. This version is a bugfix release, which contains many important fixes for bugs not caught before 0.9.0 was released. Importantly, fixes for save states affecting both GBA and GBC, the OpenGL renderer lagging when fast-forwarding, and improved detection of Pokémon ROM hacks. An extensive list of changes follows after the cut. SUPPORTED PLATFORMS: • Windows Vista or newer • OS X 10.7 (Lion) or newer• Linux
• FreeBSD
• Nintendo 3DS
• Nintendo Switch
• Wii
• PlayStation VitaMAJOR FEATURES:
• Single Pak game linking now works with most games. • Accuracy and speed improvements for the OpenGL enhancementrenderer.
• Running mGBA for Wii as an injected Wii U VC title now supportsthe game pad.
• Preliminary support for Game Boy cartridges with MBC6 flash memory (for Net de Get @ 100) and additional unlicensed mappers. • A bug compatibility mode for ROM hacks that were only tested in VBA enables many broken ROM hacks to work in mGBA now, too. This mode is enabled by default for FireRed ROM hacks and must be manually enabled in overrides for other games. • Dozens and dozens of bug fixes.FEATURES:
• e-Reader card scanning • New tool for converting between different save game formats • WebP and APNG recording • Separate overrides for GBC games that can also run on SGB orregular GB
• Game Boy Player features can be enabled by default for allcompatible games
• Frame and I/O viewer support for Game Boy • Bug report tool for gathering information helpful for reportingbugs
• Mute option in homebrew ports • Status indicators for fast-forward and mute in homebrew ports • VBA bug compatibility mode for ROM hacks that don’t work on realhardware
• Read-only support for MBC6 flash memory • New unlicensed GB mappers: Pokémon Jade/Diamond, BBD, and Hitek • Stack tracing tools in ARM debugger (by ahigerd) • Command scripts for CLI debugger (by ahigerd) • Scheduled event dumping in CLI debugger • ARM disassembler now resolves addresses to symbol names • Add Game Boy Player feature support to ports • Individual window types can now be toggled in debugging views • Support for the Wii U GamePad when running as an injected VC titleEMULATION FIXES:
• ARM: Fix LDM^ with empty rlist (fixes #2127) • Core: Fix first event scheduling after loading savestate • GB Serialize: Fix switching speed modes when loading a state(fixes #2097)
• GB: Fix skipping BIOS • GBA Memory: Fix loading Thumb savestates when in ARM mode • GBA Video: Fix window start on modes 3-5 with mosaic (fixes #1690) • GBA Video: Fix mode 3-5 overflow with mosaic (fixes #1691)OTHER FIXES:
• GBA: Fix non-USA 1.0 FireRed misdetecting as a ROM hack (fixes#2100)
• GBA: Fix crash when ROM loading fails • GBA e-Reader: Fix bitmap short strip scanning • GBA Video: Fix mode 5 frame 1 caching (fixes #2075) • GBA Video: Don’t attempt to copy invalid registers whenswitching renderer
• Qt: Fix crash when switching from high-resolution OpenGL rendererto software
• Qt: Fix OpenGL renderer lagging behind when fast-forwarding (fixes#2094)
• Qt: Fix smudged window icon on Windows • Qt: Fix saving settings enabling camera when camera name changes(fixes #2125)
• Qt: Fix frames getting backlogged (fixes #2122) • Qt: Restore maximized state when starting (fixes #487)MISC:
• Core: Truncate preloading ROMs that slightly exceed max size(fixes #2093)
• GBA: Default-enable VBA bug compat for Ruby and Emerald ROM hacks • GBA Memory: Log GPIO writes on non-GPIO carts as Pak Hardwareinstead of Memory
• Qt: Add ROM filename and size to bug reporter • Qt: Improve handling of disabling VBA bug compat mode (fixes#2129)
DOWNLOAD: mGBA-0.9.1-win32.zipMGBA 0.9.0
By endrift
NEWS : GENERAL
Permalink
mGBA is a new generation of Game Boy Advance emulator. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally played without problems. mGBA has only gotten better since then, and now boasts being the most accurate GBA emulator around. Other goals include accurate enough emulation to provide a development environment for homebrew software, a good workflow for tool-assist runners, and a modern feature set for emulators that older emulatorsmay not support.
mGBA is licensed under the Mozilla Public License 2.0, and the code can be found on GitHub . Up-to-date news and more downloads can be found at mgba.io.
After the seemingly longest year possible, mGBA 0.9.0 is finally here. It’s been a difficult year for the entire world and that definitely had an impact on development this cycle too. While progress marched on with mGBA for the first few months of last year, I was able to release 0.8.1 through 0.8.3 picking up most of the bug fixes I made along the way towards 0.9. After several months there were lots changed under the surface, but not many user visible new features. In the interest of releasing an properly exciting new version of mGBA I decided to hold onto releasing 0.9 until it was polished and featureful. During the latter half of the year I finally started a push for features, and released 0.8.4 as the last of the 0.8 line. Remember, mGBA currently only has one major developer, so things can take quite a long time to finish, and if I’m not actively working on it any given week then there isn’t progress made that week. While this did lead to 0.9 being effectively “coming soon” for many, many months in a row, it has led to what I believe to be an extremely polished release, so I’m now happy to announce that mGBA 0.9.0 is done and out. Though it has dozens and fixes and tweaks under the hood, there are some pretty major features to announce, including full e-Reader support, some new enhanced utilities such as a save type converter and a bug report tool, and more. The most exciting features added in this release are detailed after the cut, along with a full change log. SUPPORTED PLATFORMS: • Windows Vista or newer • OS X 10.7 (Lion) or newer• Linux
• FreeBSD
• Nintendo 3DS
• Nintendo Switch
• Wii
• PlayStation VitaMAJOR FEATURES:
• Single Pak game linking now works with most games. • Accuracy and speed improvements for the OpenGL enhancementrenderer.
• Running mGBA for Wii as an injected Wii U VC title now supportsthe game pad.
• Preliminary support for Game Boy cartridges with MBC6 flash memory (for Net de Get @ 100) and additional unlicensed mappers. • A bug compatibility mode for ROM hacks that were only tested in VBA enables many broken ROM hacks to work in mGBA now, too. This mode is enabled by default for FireRed ROM hacks and must be manually enabled in overrides for other games. • Dozens and dozens of bug fixes.FEATURES:
• e-Reader card scanning • New tool for converting between different save game formats • WebP and APNG recording • Separate overrides for GBC games that can also run on SGB orregular GB
• Game Boy Player features can be enabled by default for allcompatible games
• Frame and I/O viewer support for Game Boy • Bug report tool for gathering information helpful for reportingbugs
• Mute option in homebrew ports • Status indicators for fast-forward and mute in homebrew ports • VBA bug compatibility mode for ROM hacks that don’t work on realhardware
• Read-only support for MBC6 flash memory • New unlicensed GB mappers: Pokémon Jade/Diamond, BBD, and Hitek • Stack tracing tools in ARM debugger (by ahigerd) • Command scripts for CLI debugger (by ahigerd) • Scheduled event dumping in CLI debugger • ARM disassembler now resolves addresses to symbol names • Add Game Boy Player feature support to ports • Individual window types can now be toggled in debugging views • Support for the Wii U GamePad when running as an injected VC titleEMULATION FIXES:
• ARM: Fix ALU reading PC after shifting • ARM: Fix STR storing PC after address calculation • ARM: Fix Addressing mode 1 shifter on rs == pc (fixes #1926) • ARM: Fix long multiply-and-accumulate register write order (fixes#1956)
• ARM: Fix long and accumulate multiply timing • GB: Partially fix timing for skipped BIOS • GB: Downgrade DMG-only ROMs from CGB mode even without boot ROM • GB: Fix marking BIOS as unmapped when skipping BIOS (fixes #2061) • GB Audio: Fix serializing sweep time • GB Audio: Fix some channel 4 timing edge cases • GB MBC: Fix MBC1 mode changing behavior • GB MBC: Fix some MBC3 bit masking • GB Video: Fix state after skipping BIOS (fixes #1715 and #1716) • GBA: Fix timing advancing too quickly in rare cases • GBA: Clear GBP connection on reset • GBA Audio: Revamp FIFO emulation (fixes #356, #875, #1847) • GBA BIOS: Implement dummy sound driver calls • GBA BIOS: Improve HLE BIOS timing • GBA BIOS: Fix reloading video registers after reset (fixes #1808) • GBA BIOS: Make HLE BIOS calls interruptable (fixes #1711 and#1823)
• GBA BIOS: Fix invalid decompression bounds checking • GBA DMA: Linger last DMA on bus (fixes #301 and #1320) • GBA DMA: Fix ordering and timing of overlapping DMAs • GBA I/O: Green swap register should be readable • GBA I/O: Ignore high bits on IME • GBA Memory: Improve gamepak prefetch timing • GBA Memory: Stall on VRAM access in mode 2 (fixes #190) • GBA Memory: Improve robustness of Matrix memory support • GBA Memory: Mark Famicom Mini games 22 through 28 as non-mirroring • GBA Memory: Return correct byte for odd ROM open bus addresses • GBA Memory: Improved AGBPrint emulation of edge cases (fixes#1867)
• GBA Memory: Fix masking of misaligned jumps • GBA Serialize: Fix alignment check when loading states • GBA SIO: Fix copying Normal mode transfer values • GBA SIO: Fix Normal mode being totally broken (fixes #1800) • GBA SIO: Fix deseralizing SIO registers • GBA SIO: Fix hanging on starting a second multiplayer window(fixes #854)
• GBA SIO: Fix Normal mode transfer start timing (fixes #425) • GBA Timers: Fix toggling timer cascading while timer is active(fixes #2043)
• GBA Video: Latch scanline at end of Hblank (fixes #1319) • GBA Video: Fix Hblank timing • GBA Video: Implement green swap (fixes #1609) • GBA Video: Emulate sprite cycle limits in OpenGL renderer (fixes#1635)
• GBA Video: Fix OBJWIN erratic rendering in OpenGL renderer • GBA Video: Fix x offset in 256-color BG mosaic (fixes #1684) • GBA Video: Fix transposed BG mosaic parameters in GL renderer • SM83: Emulate HALT bug • SM83: Improve mid-M-cycle interrupts • SM83: HALT should not consume an extra T-stateOTHER FIXES:
• 3DS: Fix thread cleanup • All: Improve export headers (fixes #1738) • Cheats: Fix indirect write cheats (fixes #2026) • CMake: Fix build with downstream minizip that exports incompatiblesymbols
• CMake: Link with correct OpenGL library (fixes #1872) • Core: Ensure ELF regions can be written before trying • Core: Fix threading improperly setting paused state whileinterrupted
• Core: Fix loading ELF files that have unexpected empty programheaders
• Core: Fix destroying an mVL with an invalid channel count • Debugger: Don’t skip undefined instructions when debuggerattached
• Debugger: Close trace log when done tracing • Debugger: Fix change watchpoints (fixes #1947) • Debugger: Call CLI debugger system init • FFmpeg: Fix some small memory leaks • FFmpeg: Fix encoding of time base • GB: Fix crash when changing ROM while in banked address space • GB: Fix loading model overrides • GB MBC: Force minimum SRAM size on rare MBCs that always have SRAM • GB Serialize: Fix crash when loading pre-0.7 SGB savestates • GB Video: Fix SGB video logs • GB Video: Discard SGB packets in non-SGB mVLs • GB Video: Fix deserializing negative LX state • GB Video: Don’t rendering negative batches • GBA: Fix loading multiboot ELF files (fixes #1949) • GBA: Fix loading subsequent save files (fixes #2067) • mGUI: Don’t attempt to preload files larger than can fit in RAM • Qt: Force OpenGL paint engine creation thread (fixes #1642) • Qt: Fix static compilation in MinGW (fixes #1769) • Qt: Fix a race condition in the frame inspector • Qt: Load/save bytes from memory viewer in the order visible (fixes#1900)
• Qt: Fix running proxied video if it gets pushed to the main thread • Qt: Fix game display sometimes disappearing after closing load/save state screen • Qt: Fix cancelling pausing before the frame ends • Qt: Fix gamepad event dispatching (fixes #1922) • Qt: Pre-attach GDB stub when launching with -g (fixes #1950) • Qt: Fix crash when editing shortcuts with none selected (fixes#1964)
• Qt: Fix crashing when no OpenGL context can be obtained • Qt: Fix issues with I/O viewer not properly synchronizing state • Qt: Fix loading a new game crashing on Wayland (fixes #1992) • Qt: Fix inability to clear hat bindings • SM83: Simplify register pair access on big endian • SM83: Disassemble STOP as one byte • Switch: Fix GB game height in pixel accurate mode (fixes #2073) • Wii: Fix crash on unloading irregularly sized GBA ROMsMISC:
• 3DS: Use “wide mode” where applicable for slightly betterfiltering
• 3DS: Batch directory reads • Core: Add savedataUpdated callback • Core: Add shutdown callback • Core: Rework thread state synchronization • Core: Improve support for ROM patch cheats, supporting disablingoverlapping patches
• Core: Adding to library is now recursive • GB: Allow pausing event loop while CPU is blocked • GB: Add support for sleep and shutdown callbacks • GB: Redo double speed emulation (closes #1515) • GB: Support loading CGB-on-AGB boot ROM • GB Audio: Add channel 4 batching back (fixes #1313) • GB Core: Return the current number of banks for ROM/SRAM, nottheoretical max
• GB I/O: Implement preliminary support for PCM12/PCM34 (closes#1468)
• GB MBC: Remove unused SRAM size • GBA: Allow pausing event loop while CPU is blocked • GBA BIOS: Division by zero should emit a FATAL error • GBA Cheats: Allow unlimited ROM patch-type codes per set • GBA Video: Convert OpenGL VRAM texture to integer • GBA Video: Skip attempting to render offscreen sprites in OpenGL • GBA Video: New GL palette approach, no more batch splitting onpalette edits
• GBA Video: Avoid integer division using reciprocal tricks • Debugger: Keep track of global cycle count • FFmpeg: Add looping option for GIF/APNG • FFmpeg: Add CRF support for applicable codecs • mGUI: Show battery percentage • mGUI: Skip second scan loop when possible • mGUI: Improve loading speed (fixes #1957) • Qt: Renderer can be changed while a game is running • Qt: Add hex index to palette view • Qt: Add transformation matrix info to sprite view • Qt: Memory viewer now supports editing decimal values directly(closes #1705)
• Qt: Add copy button to GB printer dialog • Qt: Window title updates can be disabled (closes #1912) • Qt: Redo OpenGL context thread handling (fixes #1724) • Qt: Discard additional frame draws if waiting fails • Qt: Unify monospace font usage • Qt: Add button to jump to log settings • Qt: Use relative paths in portable mode when applicable (fixes#838)
• Qt: Better initial shortcut editor column sizes • SDL: Fall back to sw blit if OpenGL init fails • Switch: Optimize font rendering (fixes #2078) • Switch: Allow switching between CPU and GPU renderers withoutreloading
• Util: Reset vector size on deinit • VFS: Change semantics of VFile.sync on mapped files (fixes #1730) DOWNLOAD: mGBA-0.9.0-win32.zipNO$GBA V3.04
By Martin Korth
TOOLS : EMULATOR
Permalink
no$gba is a GAMEBOY ADVANCE / NDS / DSI emulator & debugger forWindows.
The no$gba debugger is a powerful programming tool for professional developers. If you are a developer, please see no$gba homepage formore info:
https://problemkaputt.de/gba.htm 23 MAR 2021 - VERSION 3.04 _• web: released new gbatek version with separate htm pages perchapter
• help engine: allows to export gbatek to multple chapter-name.htmpages
• help engine: added search/prev/next functions, and goto prev/nextchapter
• help engine: save_as adds vgwort markers to htm pages (for usagestats)
• debug: added simple ARM CPU tracelog function (in tty debugmsgwindow)
• debug: added nds-wifi IE/IF interrupt enable/flags (in io mapwindow)
• nds-ir-help: cartridge infrared port SPI commands and memory map • nds-ir-help: activity meter IR commands and memory map • nds-ir-help: p-walter IR commands, memory map, LCD and Accelregisters
• nds-ir-help: component lists for infrared carts and pedometers • nds-ir-help: H8/386 exception vectors and SFRs, H8/300H registersand opcodes
• nds-cart-help: SanDisk rom supports max 200h-byte blocks (paddedwith FFh)
• dsi-i2c-help: added ACK/NACK notes (thanks lidnariq) • nds-wifi-help: much better specs for nintendo beacons (zone anddownload play)
• nds-wifi-help: much better specs for ds download play transferprotocol
• nds-wifi-help: added CMD/REPLY multiplay specs (thanks Arisotura) • nds-wifi-emu: multiplay cmd/reply transfers (semi-stable) • nds-wifi-emu: data frame rxhdr cmd/reply type, and txhdr replystatus
• nds-wifi-emu: data frame rxhdr bssid match flag (per from/tosta/ds)
• nds-wifi-emu: rxfilter for da=mac, and broadcast with/withoutbssid=bssid
• cmdline: added fullscreen mode commandline switch (see /? for allswitches)
• multimachine: mount_system (and init MAC address) now after initmachine_id
• multimachine: fixed vram-remapping on add machne (moved afterchain_in arm7)
• multimachine: fixed crash on non-existing sinline-dealloc on nds7side
• multimachine: fixed 2-player no$gba.ini dsi-detect crash (thanksLorenzo)_
DOWNLOAD: no$gba34.zip LEAF VISUAL NOVEL SYSTEM V0.1 ALPHABy laqieer
GAMES : MISC
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Create your own games on GBA without coding! No programming skills arerequired!
Leaf Visual Novel System for GBA is a VN/AVG/ADV/Gal game engine on GBA. It comes with a demo project. Messages, events and animations are written in Script Markup Language.FEATURES:
• Story branching
• Save & load at any point • Skip to the next branch point & return to the previous branchpoint freely
• Environment configuration• Logging
For more information check: https://github.com/laqieer/gbalvns DOWNLOAD: gbalvns-0.1-alpha.zip ARMIPS ASSEMBLER V0.11By Kingcom
TOOLS : BUILD
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The assembler includes full support for the MIPS R3000, MIPS R4000, Allegrex and RSP instruction sets, partial support for the EmotionEngine instruction set, as well as complete support for the ARM7 and ARM9 instruction sets, both THUMB and ARM mode. Among the other features of the assembler are: • a full fledged C-like expression parser. It should behave exactly like in any C/C++ code, including all the weirdness. All immediate values can be specified by an expression, though some directives can't use variable addresses including labels • you can open several files in a row, but only one output file can be open at any time. You can specify its address in memory to allow overlay support. Any file can cross-reference any other included file • local, static, and global labels (see 4.3)
• table support for user defined text encodings (see 4.7)
• several MIPS macros to make writing code easier and faster (see5.1 )
• user defined macros (see 6.3)
• built-in checks for possible load delay problems (see 4.6)
• optional automatic fix for said problems by inserting a nop between the instructions • output of the assembled code to a text file, with memory addresses and origin (see 1.1 ) • a directive to ensure that data is not bigger than a user definedsize (see 4.8 )
VERSION 0.11 CHANGE LOG: • new .aligna directive for absolute address alignment • new expression functions: org(label), orga(label),headersize(label)
• new expression functions: min and max • fixed major bug in MIPS LO/HI ELF symbol relocation • COP2, TLB*, RFE instructions added to PSX • fixed output of RSP VMOV/VRSQ*/VRCP* instructions • RSP CTC2/CFC2 control register name support added • fixed edge case bugs in ARM shift handling • new -definelabel command line argument for defining label • -equ command line option now normalizes the case of the name • additional validations of command line arguments • relativeinclude settings now respected in table directives • fixed bugs in float exponential notation parsing • fixed NaN and string comparisons with <, <=, >, >= • negative initial header sizes now allowed (with warnings) • correct line and column numbers for equ invocations • other bugfixes and enhancements Check the homepage for the source code & more information here: https://github.com/Kingcom/armips DOWNLOAD: armips-v0.11.0-windows-x86.zipVGBA 6.4
By Marat Fayzullin
TOOLS : EMULATOR
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VGBA-Windows and VGBA-Linux are free for everyone to use and share. The latest VGBA, released on MARCH 10 2021, enables most command line options in the Windows version and adds optional framerate display. I've also fixed random audio initialization failures on Windows. TheVGBA-Android
version is also available for your phones, tablets, and TV sets. If you like VGBA-WINDOWS and VGBA-LINUX, and would like to support their further development, consider downloading VGBA-Androidfor your phone or
tablet. The Android version comes with many cool extras, such as built-in _Cheatopedia_ with codes for dozens of popular games, _State Exchange_ for exchanging gameplay states with other users, and more. Give it a try and report any encountered problems in the discussiongroup .
The complete list of features and the list of new features and fixes can be found in the documentation.
WHAT IS VIRTUAL GAMEBOY ADVANCE? Virtual GameBoy Advance (VGBA) is a program that emulates Nintendo's GameBoy Advance on your computer. It runs GameBoy Advance games on PCs, TVs, phones, tabets, or just about any other sufficiently fast gadget. It also helps debugging GameBoy Advance software without using a costly development system. I have previously written another emulator, VGB , that runs older GameBoy and GameBoy Color games. Because GameBoy Advance has completely different hardware, I had to write a new emulator for it, and VGBA runs ONLY GameBoy Advance games. As far as I know, when I released VGBA in 2000, it was the first GameBoy Advance emulator in the world, soon to be joined by other emulators. You can find the latest version of VGBA here: https://fms.komkon.org/VGBA/ DOWNLOAD: VGBA64-Windows-bin.zipGOOGLE-DINO-ADVANCE
By fritzem
GAMES : PLATFORM
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Google Dino Advance is a recreation of the google dinosaur game for Nintendo's 2001 handheld: the Gameboy Advance.CONTROLS:
Up on the D-pad and the A button make Dino jump, down on the D-pad crouches or speeds up Dino's fall.NOTES:
Referenced the original chromium source heavily. Game has been balanced to run as the actual game plays in a 240p sized window. The max speed was scaled down the same way the starting speed is scaled down in the original game. All game art is property of Google :) Source code is available here: https://github.com/fritzem/Google-Dino-GBA You can build a rom of your own with the included makefile. Requires devkitPro and the TONClibrary.
DOWNLOAD: Google-Dino-Advance.zip6191795
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