You're able to put GBA games on Vita?! Ooh is it simple to do?
you need a homebrew vita.(if you didn't do the newest update yet, you're fine) There should be a thread around here about the homebrew releases. here it is
You're able to put GBA games on Vita?! Ooh is it simple to do?
Why is this not possible?
It isn't impossible, it's just more work to create that wrapper than it is to throw you into the system's native BC mode. If they were to release GBA games for public consumption this would probably be their ultimate goal, and they could add savestate and suspend support to it.
Can anyone explain why if the 3DS was running the GBA code natively, it couldn't also run the 3DS menu stuff in the background? It seems as if it would be more than capable from a CPU point of view. I can't imagine the menu is that taxing.
You' think it could run the GBA code natively with some sort of 3DS layer that could interact with the GBA code, pausing it when needed. Like just put the GBA game in a temporary state of suspended animation, which when resumed, would be completely transparent from the view of the GBA code.
Why is this not possible?
Can anyone explain why if the 3DS was running the GBA code natively, it couldn't also run the 3DS menu stuff in the background? It seems as if it would be more than capable from a CPU point of view. I can't imagine the menu is that taxing.
You' think it could run the GBA code natively with some sort of 3DS layer that could interact with the GBA code, pausing it when needed. Like just put the GBA game in a temporary state of suspended animation, which when resumed, would be completely transparent from the view of the GBA code.
Why is this not possible?
You' think it could run the GBA code natively with some sort of 3DS layer that could interact with the GBA code, pausing it when needed. Like just put the GBA game in a temporary state of suspended animation, which when resumed, would be completely transparent from the view of the GBA code.
So this means the Ambassador GBA games are ports, not ROMs, right? How much does it potentially cost Nintendo to port a game?
No, they just want you to buy all those ugly NES and GB games instead.
I really don't think this is a good argument. Aren't there already original 3DS eShop titles that are arguably better than GB games? If that's not stopping Nintendo from releasing original games then why would it stop them from releasing GBA games?
I really don't think this is a good argument. Aren't there already original 3DS eShop titles that are arguably better than GB games? If that's not stopping Nintendo from releasing original games then why would it stop them from releasing GBA games?
If this is true, I think the deal-breaker has to be the no sleeping when the lid is closed. I could see them letting the rest slide, not so much that.
That is my opinion too.
While save states and other OS features are nice. I think GBA games not going into sleep mode is the deal breaker, and probably the main reason GBA games aren't on the eShop.
However most people are very happy with imperfect emulation, see SNE9X vs BSNES. So people would probably be very happy with an emulator just as capable as the PSP-GBA emulator, even if it's not up to Nintendo's standards.
Not Mario, Zelda, or Metroid titles. You forget the good eShop titles are mostly new IPs.
Isn't there a problem with this opinion?
didn't GBA have its own system wide Sleep Mode enabled by pressing L+R+start+select or something?
If so, that means the required interrupt commands already existed in the GBA's OS and it would just be a matter of passing those commands when the lid was closed..
Then again I don't remember if the original DS did this either, not sure why though..
Isn't there a problem with this opinion?
didn't GBA have its own system wide Sleep Mode enabled by pressing L+R+start+select or something?
If so, that means the required interrupt commands already existed in the GBA's OS and it would just be a matter of passing those commands when the lid was closed..
Then again I don't remember if the original DS did this either, not sure why though..
Isn't there a problem with this opinion?
didn't GBA have its own system wide Sleep Mode enabled by pressing L+R+start+select or something?
If so, that means the required interrupt commands already existed in the GBA's OS and it would just be a matter of passing those commands when the lid was closed..
Then again I don't remember if the original DS did this either, not sure why though..
Surprisingly, the DS seems to be the same way. Even though most titles support sleeping when the lid is closed, early launch titles like Zoo Keeper do not.Sleep mode for GBA was game dependent. Not every game had it and if they did it was up to the game itself to implement it, not anything system level.
I have an even better theory:
1. They release Earthbound (Mother 2) on the eShop this year.
2. Next year they'll release Mother on the Wii U NES VC and Mother 3 on the Wii U GBA VC.
3. Holidays 2014. Mother 4. Wii U exclusive.
4. ????
5. Profit.
There you have, the Nintendo Mother Machine.
I can only think of two reasons:
1. It isn't high on their list of priorities
2. They want people to buy GameBoy/NES games first
And it's probably both. Nintendo is extremely bone-headed when it comes to their digital stores, especially Virtual Console.
Sleep mode for GBA was game dependent. Not every game had it and if they did it was up to the game itself to implement it, not anything system level. Also the information at that link is inaccurate. GBA SP did not enter sleep mode when you closed the lid.
Surprisingly, the DS seems to be the same way. Even though most titles support sleeping when the lid is closed, early launch titles like Zoo Keeper do not.
Surprisingly, the DS seems to be the same way. Even though most titles support sleeping when the lid is closed, early launch titles like Zoo Keeper do not.
If you're only going to buy one Mario or Zelda game on your 3DS ever then you probably wouldn't want to be buying a Virtual Console game over a retail game anyway.
yep, I think that's why it was slightly different in each game. Some had it as a semi-transparent overlay, others just showed the menu.I'm not surprised. The DS probably shuts off any kind of operating system type stuff when a game boots and developers are just made to implement sleep mode as a standard thing in their games. I think I read that the Wii worked that way with the screen that pops up when you hit the home button actually having to be programmed into every game.
This is evidenced by any homebrew game ever, and whenever you pop in a Japanese game.I'm not surprised. The DS probably shuts off any kind of operating system type stuff when a game boots and developers are just made to implement sleep mode as a standard thing in their games. I think I read that the Wii worked that way with the screen that pops up when you hit the home button actually having to be programmed into every game.
I think they're understaffed/too busy. I believe the Virtual Console team has moved on to handling the entire eShop(s), so their focus has shifted.
Double post, but it contains some slightly more technical back-reasoning.
Games, on their native consoles, and at least in the past, relied on the processor speed. Games got their timings and such not from a system clock, but based on, if you will, the framerate. That's why games like Super Metroid have glitches that only existed in the PAL versions -- part of the game was based on time, and the other parts on framerate.
If you crack open a GBA emulator, and don't enable "Frame limiting", you are almost guaranteed to have a game running at 600% or so. Reason why, is that without frame limiting, it's spitting out the code as fast as it can -- which happens to be much faster than what a GBA can actually do. Turning on the frame limiter uses (at least in one possible implementation, I'm not sure of any real world implementations) a delta timer to instead use the system clock to tell the emulator when the processor would render the next frame. In other words, games only run at 100% because a delta timer is being used to tell the code to run at a certain speed. I'd imagine that pausing a software emulator is basically like taking that delta timer and telling it to have that single clock take an indefinite amount of time to process.
Probably, it just makes zero sense to me. Going through the same slow-ass trickle releases as on the Wii is just idiotic.
Thanks, that makes sense.
I hope programmers are smart enough to no longer tie stuff to clock speed knowing how their games might be used in the future. It seems short sighted.
Thanks, that makes sense.
I hope programmers are smart enough to no longer tie stuff to clock speed knowing how their games might be used in the future. It seems short sighted.
I'm not an actual developer, but I'm pretty sure more or less all of them run off of delta timers for their shit now. That was more for the 2D console era where your frame rate was usually rock solid. I think that's also a major source of why we call frame rate drops "slow down". Because it used to literally slow it all down.