|
|
Raycaster Level Maker
By 3DSage [Friday March 20th 21:09:42 UTC 2020] |
Demos : Tech Demo |
| Permalink |

I made this GBA program so you can create your own "3D" level!
Watch my video to learn and program your own Raycaster!
https://www.youtube.com/watch?v=gYRrGTC7GtA
---------TOP VIEW------------
D-PAD - Move the brown courser
L and R button - cycle through texture
A button - Add a wall
A button - If the grey texture is selected, A Button will delete a wall
B Button - Turn wall into a door. (doesn't work well)
Select Button - Set the player's start position
---------3D VIEW--------------
Start Button - Enter 3D view. Pressed again, Back to 2D view
L and R button - Strafe left and right
B Button - Open door
Check out my YouTube channel if you want to see more random fun stuff.
www.youtube.com/3dsage
Thank you and have fun programming on the GBA!
Download: Raycaster_Level_Maker.zip
|
byuu v3
By byuu [Saturday March 14th 21:53:33 UTC 2020] |
Tools : Emulator |
| Permalink |
byuu is a multi-system emulator that aims to combine the accuracy of higan with the simplicity and performance of bsnes.
byuu currently emulates the following systems:
• Nintendo Famicom
• Nintendo Famicom Disk System
• Nintendo Super Famicom
• Sega SG-1000
• Sega Master System
• Sega Mega Drive
• Sega Mega CD
• NEC PC Engine
• NEC SuperGrafx
• MSX
• MSX2
• Nintendo Game Boy
• Nintendo Game Boy Color
• Nintendo Game Boy Advance
• Sega Game Gear
• Bandai WonderSwan
• Bandai WonderSwan Color
• Benesse Pocket Challenge V2
• SNK Neo Geo Pocket
• SNK Neo Geo Pocket Color
Changelog:
• Famicom: emulated the X24C01 EEPROM for Bandai-FGC boards (no X24C02 support yet)
• Mega CD: CDC PCM DMA can only write to current bank [EkeEke]
• Mega CD: CDC DMA address setting now clears d0-d2 for proper transfer alignment [EkeEke]
• Mega CD: improve power-cycle handling (not perfect; best to restart the emulator between each Mega CD game still ...)
• PC Engine: trigger VDC coincidence IRQs at start of scanline (fixes Bomberman '94, Air Zonk start screen rendering issues)
• PC Engine: improved RCR interrupt emulation (fixes Air Zonk in-game)
• PC Engine: fix VDC DCR writes (fixes Gaia no Monshou, Magical Chase, etc)
• PC Engine: reduced VDC access delays (fixes Wonder Momo, but may not be hardware accurate)
• PC Engine: improved instruction timing
• PC Engine: added Avenue Pad 6 emulation (higan only for now)
• WonderSwan: window emulation improvements
• byuu: BIOS firmware settings window improvements
• byuu: can now load firmware from inside ZIP archives
• byuu: added trace logging tool
• byuu: added manifest viewer tool
• byuu: add path overrides for saves, BPS patches, and DSP firmware files
• nall: fixed a subtle yet important issue with Natural/Integer::bit() that allowed out-of-range bits to be set
Link: https://byuu.org/byuu/
|
GBADoom V1.7
By gamefreaks [Friday February 21st 05:01:06 UTC 2020] |
Games : Shootem Up |
| Permalink |

A port of prBoom to the GBA.
I've been working on a port of Doom to the GBA over the last couple of months.
Big thanks to all of the posters on here whose posts helped me find my feet with GBA Development.
The project is hosted on Github here: https://github.com/doomhack/GBADoom
There are roms with the shareware wad on the releases page.
Will work on a real GBA if you have a flash card or most emulators.
(I used mGBA and No$GBA during development)
Enjoy!
Controls:
Fire: B
Use / Sprint: A
Walk: D-Pad
Strafe: L & R
Automap: SELECT
Weapon up: A + R
Weapon down: A + L
Menu: Start
Features:
• Supports Doom Shareware, Retail, Ultimate and Doom2 IWADS.
• Renderer is largely intact. Z-Depth lighting is gone and there is mip-mapping but it's otherwise complete.
• Monster behaviour is all intact. (I.e sound propagation etc.)
• Framerate is pretty variable. Simple areas run at ~25fps. Complex areas (Eg: E4M2) chug along at about 5 FPS. It's running around the same as the original GBA Doom1 and Doom2 ports. Doom1 Episodes 1-3 are all completely playable. Episode 4 chugs.
• Sound and music support. Big thanks to BloodShedder for his Chiptune Doom MOD files.
V1.7 Changes:
This build fixes a compatibility issue on the GBA Micro.
Turns out that fiddling with the memory timings causes issues on this model.
Download: GBADoomV1.7.zip
|
Celeste
By Isabel Schmidt [Friday February 21st 04:36:33 UTC 2020] |
Games : Platform |
| Permalink |

For the past few months, I've been working on a recreation of sorts for Celeste on GBA.
In spite of it's ever changing and improving nature, I feel it's of a good quality to post on the demo's section.
Cheers!
~ Isabel
Download: celeste.zip
|
mGBA 0.8.1
By endrift [Thursday February 20th 03:41:38 UTC 2020] |
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 emulators may 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 0.8.1, is available. This version is a bugfix release, which contains many stability and accuracy fixes. Notably, many Qt frontend bugs have been fixed, and the SDL version was updated. An extensive list of changes follows after the cut.
Supported Platforms:
• Windows Vista or newer
• OS X 10.7 (Lion)[3] or newer
• Linux
• FreeBSD
• Nintendo 3DS
• Nintendo Switch
• Wii
• PlayStation Vita
Emulation fixes:
• GB Serialize: Fix timing bug loading channel 4 timing
• GBA: Fix multiboot entry point while skipping BIOS
• GBA BIOS: Fix undefined instruction HLE behavior
• GBA DMA: Fix invalid audio DMA parameters
• GBA Memory: Misaligned SRAM writes are ignored
• GBA Serialize: Fix serializing DMA transfer register
• GBA Serialize: Fix audio DMA timing deserialization
• GBA Video: Fix OAM not invalidating after reset (fixes #1630)
• GBA Video: Fix backdrop blending on lines without sprites (fixes #1647)
• GBA Video: Fix OpenGL sprite flag priority
Other fixes:
• Core: Fix race condition initializing thread proxy
• Core: Fix integer overflow in ELF loading
• FFmpeg: Fix crash when -strict -2 is needed for vcodec or container
• FFmpeg: Disallow recording video with no audio nor video
• GBA: Automatically skip BIOS for multiboot ROMs
• Qt: Only dynamically reset video scale if a game is running
• Qt: Fix race condition with proxied video events
• Qt: Fix color selection in asset view (fixes #1648)
• Qt: Fix missing OSD messages
• Qt: Fix crash unloading shaders
• Qt: Fix toggled actions on gamepads (fixes #1650)
• Qt: Fix extraneous dialog (fixes #1654)
• Qt: Fix window title not updating after shutting down game
• Qt: Fix GIF view not allowing manual filename entry
• Qt: Fix non-GB build (fixes #1664)
• Qt: Fix pausing Qt Multimedia audio (fixes #1643)
• Qt: Fix invalid names for modifier keys (fixes #525)
• SDL: Refresh stale pointers after adding a joystick (fixes #1622)
• Util: Fix crash reading invalid ELFs
• VFS: Fix handle leak when double-mapping (fixes #1659)
Misc:
• FFmpeg: Add more presets
• Qt: Fix non-SDL build (fixes #1656)
• SDL: Use DirectSound audio driver by default on Windows
• Switch: Make OpenGL scale adjustable while running
Download: mGBA-0.8.1-win32.zip
|
mGBA 0.8
By endrift [Wednesday January 22nd 17:12:56 UTC 2020] |
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 emulators may 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 little late (okay, a lot late), mGBA 0.8.0 is finally available as a stable release. This is a major feature release and includes some highly anticipated features. Notably, the high-resolution OpenGL renderer for GBA games, BattleChip Gate support, interframe blending, and much more. Additionally, it includes over 50 bug fixes and hundreds of other changes. A full list of changes follows after the cut.
Some smaller and experimental features were also added in 0.8.0:
• mGBA now has Discord Rich Presence integration for displaying the current game you’re playing. Turn it on in the Interface panel in settings.
• A work-in-progress “XQ” audio feature that works with most GBA games is included in the Enhancements pane in settings. It’s a very early WIP and not production ready but may work decently with some games. It also does not work yet with A/V recording due to implementation limitations.
• Support for loading a few additional cheat code file formats. However, VBA .clt files are still not supported at this time.
• Several smaller debugging features, such as an improved map viewer, an improved sprite viewer, and memory range dumping.
Supported Platforms:
• Windows Vista or newer
• OS X 10.7 (Lion)[3] or newer
• Linux
• FreeBSD
• Nintendo 3DS
• Nintendo Switch
• Wii
• PlayStation Vita
Changes from 0.8 beta 1:
Emulation fixes:
• ARM: Fix STR writeback pipeline stage
• ARM: Partially fix LDM/STM writeback with empty register list
• ARM: Fix stepping when events are pending
• GBA DMA: Fix case where DMAs could get misaligned (fixes #1092)
• GBA Memory: Fix open bus from IWRAM (fixes #1575)
• GBA Timers: Improve timer startup emulation
• GBA Video: Fix OpenGL renderer 512x512 backgrounds (fixes #1572)
• GBA Video: Fix BLDY for semitransparent sprite on non-target-2 backgrounds
• GBA Video: Fix effects blending improperly in some non-last windows
• GBA Video: Copy higher priority target 1 flag
Other fixes:
• 3DS: Fix screen darkening (fixes #1562)
• Core: Fix uninitialized memory issues with graphics caches
• Core: Return null for out of bounds cached tile VRAM querying
• GBA Video: Fix OpenGL fragment data binding
• GBA Video: Fix mosaic in modes 1-5 in OpenGL (fixes #1620)
• Debugger: Fix tracing skipping instructions (fixes #1614)
• OpenGL: Only invalidate texture if dimensions change (fixes #1612)
• Qt: Fix fast forward mute being reset (fixes #1574)
• Qt: Fix scrollbar arrows in memory view (fixes #1558)
• Qt: Fix several cases where shader selections don’t get saved
• Qt: Fix division by zero error in invalid TilePainter state
• Qt: Fix “restart needed” dialog after first config (fixes #1601)
• Qt: Fix undesired screen filtering when paused (fixes #1602)
• Qt: Fix sprite view using wrong base address (fixes #1603)
• Qt: Fix inability to clear default keybindings
• Qt: Release held actions if they get rebound
• Qt: Fix crash double-clicking menus in shortcut settings (fixes #1627)
• Qt: Fix record A/V window not updating resolution (fixes #1626)
• Vita: Fix analog controls (fixes #1554)
• Wii: Fix game fast-forwarding after slowing down
• Wii: Improve audio buffering (fixes #1617)
Misc:
• GB Memory: Support manual SRAM editing (fixes #1580)
• GBA: Trim non-movie ROMs to 32 MiB if applicable
• GBA Audio: Redo channel 4 batching for GBA only
• GBA I/O: Stop logging several harmless invalid register reads
• GBA Video: Changing OpenGL scaling no longer requires restart
• Debugger: Separate aliases from main commands
• Debugger: Print break-/watchpoint ID when breaking in CLI
• Debugger: Minor interface cleanup
• SDL: Use controller GUID instead of name
• SM83: Rename LR35902 to SM83
• Tools: Allow using threaded renderer in perf.py
• Tools: Clean up unused argument in mgba-perf
Download: mGBA-0.8.0-win32.zip
|
Happy New Year 2020!
By krom [Tuesday January 7th 16:08:17 UTC 2020] |
News : General |
| Permalink |
Happy New Year from the gbadev.org team, me & SimonB hope that you all have a fun & productive 2020!
|
no$gba v3.00
By Martin Korth [Monday December 2nd 02:14:43 UTC 2019] |
Tools : Emulator |
| Permalink |
no$gba is a Gameboy Advance / NDS / DSi emulator & debugger for Windows.
The no$gba debugger is a powerful programming tool for professional developers. If you are a developer, please see no$gba homepage for more info:
http://problemkaputt.de/gba.htm
27 Nov 2019 - version 3.00
• dsi/teak/help: mmio info from wwylele's .md files and lauterbach .per files
• dsi/teak/help: tested/added/clarified more/undocumented teak mmio details
• 3ds/teak/help: fixed errors in CFG11_SHAREDWRAM_32K_CODE/DATA descriptions
• 3ds/help: rev-engineered CSND sound/capture specs (mostly same as NDS sound)
• 3ds/help: rev-engineered most NDMA startup modes and CDMA peripheral IDs
• 3ds/help: basic notes on New3DS NFC hardware (Near-field communication)
• 3ds/help: basic specs for New3DS QTM io expander (whatever that is used for)
• 3ds/help: more or less working specs for New3DS C-stick and ZL/ZR buttons
• 3ds/help: full specs for accelerometer, and for both gyroscope chip versions
• 3ds/help: full specs for irda chip (yet no info on irda-software protocol)
• 3ds/help: full specs for corelink dma registers (still need opcodes though)
• 3ds/help: scanned SPI bus and I2C bus (with some new device id findings each)
• 3ds/help: added many i2c irq-sources (routed through gpio registers)
• 3ds/help: added comprehensive list of unknown lcd-i2c registers
• 3ds/help: removed lots of dirt from the official arm11 mpcore interrupt specs
• 3ds/help: rev-engineered event/fault irq numbers for XDMA, OldCDMA, NewCDMA
• 3ds/help: tested I2C+ARM camera access (and identified left and right cameras)
• 3ds/help: major rewrite of mcu chapter (focusing on actual info without blurb)
• tsc/help: added TSC flowcharts for touchscr,microphone,nds-mode and basic init
• mic/help: rev-engineered microphone, moved mic from unknown to sndex chapter
• 3ds/help: rev-engineered I2C clock config and manual/fifo SPI clock rates
• dsi/help: added 8mhz spi bus clock (not 3ds specific) (enable via scfg_ext7)
• 3ds/help: added complete New3DS XL Component List (and semi-complete Old3DS)
• 3ds/help: added basic MMU virtual memory table specs (in arm cp15 chapter)
• 3ds/gpu/help: completely rewritten Top/Bottom Screen/Framebuffer Setup chapter
• 3ds/gpu/help: added notes on unknown read/write-able bits in PICA registers
• 3ds/gpu/help: added list of unknown/unused/undocumented PICA registers
• 3ds/gpu/help: added specs for finalize/interrupt registers PICA(0000h..0035h)
• setup/controls: allows to use DEL/BS keys (toggles between none and that key)
• 3ds/cdma/xdma/help: added summary of all Corelink DMA registers and opcodes
• help/emu/disass: supports invalid arm/libgcc BX PC opcode (thanx scott norton)
• 3ds/help: better gpio specs, and various details here and there
• 3ds/help: added stubs with R/W masks for most unknown arm9/arm11 io ports
• 3ds/debug: assembler/disassembler supports all new ARMv6/ARMv6K opcodes
• 3ds/debug: start_direct can now load FIRM files to memory (for disass)
• 3ds/memory: started allocating some 3ds-specific memory (AXI, WRAM, etc)
• 3ds/arm11/help: arm/thumb opcode encoding specs for new ARMv6/ARMv6K opcodes
• 3ds/bptwl/help: added notes on (limited) bptwl i2c register emulation
• 3ds/mcu/help: RL78 opcodes, registers, flags, memory map, SFR I/O map
• 3ds/cpu/help: added notes on branch prediction affecting waitbyloop timings
• 3ds/config11/help: rev-engineered details for new3ds clk/mode change register
• wifiboot: uploader uses non-blocking tcp socket (for abort by keystroke)
• 3ds/disass: added RL78 disassembler (for 3DS.mcu or New3DS.mcu firmware image)
• debug/help: included no$gba debug help in gbatek (moved to bottom of text)
Download: no$gba30.zip
|
FPGBA
By krom [Sunday November 24th 22:07:47 UTC 2019] |
News : General |
| Permalink |
I just heard about a new FPGA implementation of the GBA HW called FPGBA which you can find here: https://github.com/RobertPeip/FPGBA
GBA Implementation in VHDL for FPGA from scratch.
In scope:
• all videomodes including affine and special effects
• all soundchannels
• saving as in GBA
• turbomode(target is 2x Speed)
• pixelperfect-scaling with framebuffer
Out of scope:
• Multiplayer features like Serial
• GBA Module function(e.g. Boktai sun sensor)
• savestates
• debugging on hardware (VHDL simulation should be enough)
• all Peripheral like VGA/HDMI, SDRAM, Controller, ...
Target Boards:
• Terasic DE2-115 (done)
• Terasic DE-10(Mister) (WIP)
• Analogue Pocket(if jailbreak possible) - future work
• Xilinx ZCU104 - future work
Status:
~200 games tested until ingame:
• 95% without major issues (no crash, playable)
• some crashes open due to CPU bugs (don't happen in software model)
• some bugs open due to unknown reasons (also happen in software model)
VHDL:
• CPU done
• Graphic implemented (Mosaic missing)
• Sound implemented with missing Stereo, Bias, Clipping check
• Turbomode fully working
• saving with EEPROM/SRam/FLASH ok
• all registers implemented
Missing big parts:
• none
Software model, instruction-cycle-based Emulator in C#:
• all features done
• Armwrestler Tests 100% pass
• ~300 Games tested (due to lack of time, most only until getting ingame) -> considered complete for now, can be used as "known good" for 99%.
FPGA Ressource usage (GBA only, without Framebuffer):
• 26000 LE (LUTS+FF), 9500 CPU, 8000 GPU
• 2Mbit Ram used for WRAM fast, VRAM, Palette, OAM
• WRAM Slow, Gamepak and Saves(EEPROM, SRAM, Flash) are on SDRam.
This looks like the most feature complete FPGA GBA implementation I have seen, so if you feel you can help this project out, please do =D
|
mGBA 0.8 beta 1
By endrift [Thursday October 24th 19:13:45 UTC 2019] |
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 emulators may 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 downloads can be found at mgba.io.
After far too long in development, mGBA 0.8.0 is almost ready for release. While there are still a few missing features left to finish, I didn’t want to hold up 0.8 that much longer. While I’m working on those last features I’m hoping a final push for testing will help flatten out any more serious issues before the final release of mGBA 0.8.0, so I’m releasing the first beta for mGBA 0.8.
Some notable new features of mGBA 0.8 include:
• A high-resolution hardware renderer for enhanced GBA graphics
• Discord Rich Presence support
• BattleChip Gate emulation
There are also several smaller features, some incomplete features, new debugger capabilities, and more. While mGBA 0.8 beta 1 is relatively well tested for a beta, I encourage heavy testing before deeming this a stable release, while I work on the last few features. The final release of mGBA 0.8.0 will hopefully be within the next few weeks.
Supported Platforms:
• Windows Vista or newer
• OS X 10.7 (Lion)[3] or newer
• Linux
• FreeBSD
• Nintendo 3DS
• Nintendo Switch
• Wii
• PlayStation Vita
The following changes were made between 0.7.3 and 0.8 beta 1:
Features:
• Improved logging configuration
• One-Player BattleChip/Progress/Beast Link Gate support
• Add Game Boy Color palettes for original Game Boy games
• Debugger: Add unary operators and memory dereferencing
• GB: Expose platform information to CLI debugger
• Support Discord Rich Presence
• Debugger: Add tracing to file
• Enhanced map viewer, supporting bitmapped GBA modes and more displayed info
• OpenGL renderer with high-resolution upscaling support
• Experimental high level “XQ” audio for most GBA games
• Interframe blending for games that use flicker effects
• Frame inspector for dissecting and debugging rendering
• Switch: Option to use built-in brightness sensor for Boktai
• Ports: Ability to enable or disable all SGB features (closes #1205)
• Ports: Ability to crop SGB borders off screen (closes #1204)
• Cheats: Add support for loading Libretro-style cht files
• GBA Cheats: Add support for loading EZ Flash-style cht files
• Support for unlicensed Wisdom Tree Game Boy mapper
• Qt: Add export button for tile view (closes #1507)
• Qt: Add recent game list clearing (closes #1380)
• GB: Yanking gamepak now supported
• Qt: Memory range dumping (closes #1298)
Emulation fixes:
• GB: Fix using boot ROM with MMM01 games
• GB Audio: Only reset channel 3 sample in DMG mode
• GB Audio: Sample inactive channels (fixes #1455, mgba.io/i/1456)
• GB Audio: Fix channel 4 volume (fixes #1529)
• GB I/O: Filter IE top bits properly (fixes #1329)
• GB Memory: Better emulate 0xFEA0 region on DMG, MGB and AGB
• GB Video: Delay LYC STAT check (fixes #1331)
• GB Video: Fix window being enabled mid-scanline (fixes #1328)
• GB Video: Fix mode 0 window edge case (fixes #1519)
• GB Video: Fix color scaling in AGB mode
• GBA: All IRQs have 7 cycle delay (fixes #539, mgba.io/i/1208)
• GBA: Reset now reloads multiboot ROMs
• GBA BIOS: Fix multiboot entry point (fixes Magic Floor)
Other fixes:
• Core: Improved lockstep driver reliability (Le Hoang Quyen)
• FFmpeg: Drain recording buffers
• GB: Fix reading ROM immediately after unmapping BIOS
• GB SIO: Fix lockstep failing games aren’t reloaded
• GBA Cheats: Fix value incrementing in CB slide codes (fixes #1501)
• Libretro: Fix crash changing allowing opposing directions (hhromic)
• Qt: Fix some Qt display driver race conditions
• Qt: Fix menu bar staying hidden in full screen (fixes #317)
• Qt: Only show emulator restart warning once per settings saving
• Qt: Fix LibraryController initialization (fixes #1324)
• Shaders: Fix gba-color shader resolution (fixes #1435)
• Switch: Fix audio when video rate desyncs (fixes #1532)
Misc:
• CMake: Don’t use libzip on embedded platforms (fixes #1527)
• Core: Add keysRead callback
• Core: Create game-related paths if they don’t exist (fixes #1446)
• Core: Add more memory search ops (closes #1510)
• Debugger: Make tracing compatible with breakpoints/watchpoints
• Debugger: Print breakpoint/watchpoint number when inserting
• Feature: Switch from ImageMagick to FFmpeg for GIF generation
• FFmpeg: Support audio-only recording
• GB Memory: Support running from blocked memory
• GBA BIOS: Add timings for HLE BIOS math functions (fixes #1396)
• GBA BIOS: Fix clobbered registers in CpuSet (fixes #1531)
• GBA Savedata: EEPROM performance fixes
• GBA Savedata: Automatically map 1Mbit Flash files as 1Mbit Flash
• Debugger: Add breakpoint and watchpoint listing
• LR35902: Support PC-relative opcode decoding
• mGUI: Remember name and position of last loaded game
• OpenGL: Only resize textures when needed
• Qt: Don’t unload ROM immediately if it crashes
• Qt: Support switching webcams
• Qt: Cap window size on start to monitor size
• Qt: Open a message box for Qt frontend errors
• Qt: Increase maximum magnifications and scaling
• Qt: Add native FPS button to settings view
• Qt: Improve sync code
• Qt: Add option to pause on minimizing window (closes #1379)
• Qt: Scale pixel color values to full range (fixes #1511)
• Qt: Remove What’s This icon from dialogs
• Qt: Printer quality of life improvements (fixes #1540)
• Qt: Add copy and QoL improvements to graphic views (closes #1541)
• Qt: Show list of all sprites in sprite view
• Qt: Add option for disabling OSD messages
• Qt, OpenGL: Disable integer scaling for dimensions that don’t fit
• Switch: Dynamic display resizing
• Switch: Support file associations
• Vita: L2/R2 and L3/R3 can now be mapped on PSTV (fixes #1292)
Download: mGBA-0.8-b1-win32.zip
|
6100057 |
GBADEV.ORG Stats
|
Visitors: 6100057 Days Online: 7234 Articles: 550 Games: 391 Demos: 239 Tools: 176
|
|