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#1 (permalink) |
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bass...
![]() Join Date: Jun 2004
Location: blahland!
Posts: 94
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So.....is VBA a dead/finished emulator?
^ topic. I'm curious because the site has not updated in 2 years and i havent heard a word here. so is it offically done/dead?
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#3 (permalink) | |
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Registered User
Join Date: Dec 2006
Location: Hungary
Posts: 22
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Quote:
The latest updated build was VBA-S I believe and the best ones to use are Vba-Rerecording and Kode54's Vba along with VBA-S.I personally prefer Re-rec based on 1.7.2. |
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#6 (permalink) | |
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bass...
![]() Join Date: Jun 2004
Location: blahland!
Posts: 94
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Quote:
I know ive been using it for years the best GBA emulator ive ever used. I really rather not. bugging him with such a small thing isnt worth it.
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#10 (permalink) | |
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bass...
![]() Join Date: Jun 2004
Location: blahland!
Posts: 94
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Quote:
look here it says Version 1.8.0 beta 3 and that was made back in 2005!
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#11 (permalink) |
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THE Hentai M@ster
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: MAKAI
Posts: 1,423
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i believe is dead too (just my opinion), it's sad... i was waiting for a totally remade cheat list GUI... or at least take off the limit of 8kb... other than that, vba is perfect for me.
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#12 (permalink) |
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Extra Large Member
![]() ![]() ![]() ![]() Join Date: May 2003
Posts: 934
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Forgotten announced that he was retiring from VBA just after the 1.80 beta came out, I believe he also asked for someone else to take over in the same post (or said he was open to someone else taking over, or something to that effect). Spacey made quite a few builds & updates and appeared to be VBA's new developer, but none of his works were ever made official, they only appear her on the forums. A while ago, he too said something about not working on it anymore. Unless/until someone else steps in to take up the reins, VBA is dead.
[OT] btw Hiei, that sig is obnoxiously long, especially on 1 line posts like that last one. There should be a limit to the length of text sigs.
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#13 (permalink) |
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Registered User
![]() ![]() Join Date: Mar 2007
Location: In yer mom's bedroom.
Posts: 227
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........... fuk that means im misinformed. Anyways, the emu aint quite dead as long as there are GBA fans without money in the ghetto WITH(strangely) an comp and decent internet. Or just regular folks which have more money but same thing.
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#15 (permalink) |
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Registered User
Join Date: Jun 2006
Location: Omaha, NE
Posts: 5
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The 1.8 betas had new features, emulation improvements, bug fixes, etc. but were slower.
Spacy added some new features, and made some tweaks in his unofficial builds, called VBA-S builds. Then later he became an official developer with access to the CVS repository on Sourceforge. The latest code uploaded to Sourceforge is 8 months ago, so there was some work in the past two years. Some people have made forks based off the 1.7 code because it is faster. The project needs some new blood, and I see two possible major improvements to inject new life into the project. 1 - Get a good assembly programmer. ZSNES for instance features assembly, and thusly is very fast. Converting some of the code to assembly would definately help speed issues. 2 - Merge with a major DS emulator. There is vastly more interest in DS emulation, which I think is silly (how do you really replicate all the DS features on a computer?). However, since more people are willing to code on a DS emulator, bring them into the fold. VisualBoyAdvance already handles GB, GBC, and GBA games. A proper DS is backwards compatible anyway. A proper DS emulator should handle the whole family. Integration with VBA allows the DS project to inherit a great start, with support for GB, GBC and GBA games. And as far as I know, the DS is based somewhat off the same hardware architecture as the GBA. They could share some basic hardware emulation coding. Getting someone to write some good base assembly code for the hardware would be VERY useful for both projects. That's just my opinion. |
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#16 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Germany
Posts: 368
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Well, I think you got a point, but in my opinion it would be better to integrate the GBA core into an already existant NDS emulator, so the code would be a cleaner in the end.
Unfortunately I do not have enough skills for doing something like that. Moreover, I am currently using my little spare time to write a DPG (Nintendo DS MPEG) multiplexer/demultiplexer console app in C, so it will be easier to create videos for my Nintendo DS in Multimediapackages (like MediaCoder for example, which already has a PSP muxer). |
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