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December 1, 2010 // 2:14 am - Today halsafar has released a VBA PS3 port v0.9.9 which is a GameBoy / GBA Emulator that includes shaders followed by some updates below.

Download: VBA PS3 v0.9.9 Port (3.41 FW only) / VBA PS3 v0.9.9.1 Port (3.41 FW only) / Visual Boy Advance PS3 1.01 (FW 3.41/Geohot CFW 3.55) / SVN / vba-ps3-981ca66ff284.pkg (9.3 MB) by altimit

To quote: I am pleased to finally release my teams port of VBA (Visual Boy Advance) to the public. It is a clean port of the most recent VBA-M emulator, that is fully functional, equal to our teams SNES9X-PS3 and FCEU-PS3 releases.

We spent some time optimizing it. The VBA-M source is not conducive to being run on the PPU. After applying many small optimizations we have obtained 60fps in all the important games. Enjoy GB and GBA with shaders!

From the VBA PS3 Version 0.9.9 readme file:


* Saving/loading of SRAM
* Savestate loading/saving support
- Savestate slot selectable in-game
- Up to 10 saveslots



Up - Go up
Down - Go down
Left - Go back five file entries
Right - Go forward five file entries
L1 - Go back one page
R1 - Go forward one page

Cross - (If directory selected) enter directory/ (if ROM selected) start ROM
Triangle - (If ROM selected) start ROM with multitap support
Circle - (If not in root directory) Go back to previous directory
L2 + R2 - (If you previously exited a ROM) return to game
Select - Go to settings menu (see 'CONTROLS IN SETTINGS MENU' section)


Up - Go up one setting.
Down - Go down one setting.
Left - Change setting to the left.
Right - Change setting to the right.

Circle - Go back to ROM menu/Go back to previous Settings screen
Start - Reset the setting back to the default value.
R1 - Go to the next Settings screen
L1 - Go to the previous Settings screen
L3 + R3 - Return back to game (if a ROM is loaded)


Nothing worth really explaining here -

R3 + L3 - Press these two buttons together while in-game to go back to the ROM browser menu.

R3 + R2 - Save to currently selected save state slot
L3 + L2 - Load from currently selected save state slot

Right analog stick - Left - Move current savestate slot one slot backwards
Right analog stick - Right - Move current savestate slot one slot forward

To play a game with a USB controller as Player 1, start up your PS3 and rather than using the Sixaxis/DualShock3, plug in an USB port before connecting the controller to the PS3 - your USB pad should then become Controller 1.

Visual Boy Advance PS3 1.01 (FW 3.41/Geohot CFW 3.55) Changelog:

• Settings save again - ROM path/SRAM path/savestate path can be changed again.

• UI enhancements - up-to-date with the other emulators (SNES9x PS3/Genesis Plus GX PS3/FCEU PS3)
• RSound support.
• Configurable controls.
• Geohot 3.55 CFW build.

Finally, from altimit comes another build of VBA-PS3 (Visual Boy Advance) GB/GBA Emulator for PS3 who states the following:

I built the code from here:

You can download the package from here (linked above). To be fair, I did not test the emulator beyond installing the pkg on my PS3 and booting it to the ROM select screen.

VBA PS3 Port v0.9.9 - GB / GBA Emulator with Shaders Arrives

VBA PS3 Port v0.9.9 - GB / GBA Emulator with Shaders Arrives

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#23 - PS4 News - July 9, 2011 // 6:42 am
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For those following, here is an update from squarepusher2 on the launch of VBANext PS3:

As of today, VBA PS3 has evolved into VBANext. All future development will happen on this page:

In short, VBA PS3 is dead – long live VBANext. The same will happen to SNES9x PS3 shortly when it blossoms into SNES9x Next (new name for SNES9x Slim).


This new project will be a faster, slimmed-down version of VBA-M that is currently aimed at three platforms:

  • PlayStation 3
  • Xbox 360 (WIP)
  • Mobile (WIP)

It will replace both VBA PS3 on PlayStation 3 and Lantus’ VBA360 0.03 on Xbox 360. In addition to that, a port to mobile platforms is tentatively in the works.

A few screenshots (taken from the PS3 version) can be viewed here:

PlayStation 3

As for the PS3 port – a lot of progress has been made over the past few weeks. Super Game Boy border support is now in – when you select a game that is Super Game Boy-compatible from the ROM menu, it will display the border that would be visible on a real SNES with a Super Game Boy add-on cart.

It will perhaps be possible to add fourplayer gamepad support at a later date for Super Game Boy games as well – certain games like Wario Blast made use of the Super Gameboy’s access to the host hardware (SNES) to allow for multiplayer support with regular SNES pads. VBA-M supports this out of the box – so it would be a shame to let it go to waste.

On the display front – FBO mode will be added – this will allow for two shaders to be selected at once. All the features that are currently in SNES9x PS3 and other emulators will be added as well – for instance, border support (different from the Super Game Boy border support which is built into VBA-M) and possibly game aware shaders as well.


The porter can define many compile-time switches that will let him/her rip out huge parts of the original VBA-M codebase. A list of the defines and what they do can be read here:

#22 - PS4 News - June 20, 2011 // 9:48 pm
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The VBA (GBA) emulator for PS3 has been updated to Build 97b00.

Download: VBA (GBA) Build 97b00


  • InGame menu savestate loading fixed

PS3 VBA / Game Boy Advance (GBA) Emulator VBAM-C7116 Update:

Download: VBA (GBA) Build VBAM-C7116


  • Various optimizations
  • Bug fixes
  • Triple buffering option in settings menu

#21 - rdurbin - December 1, 2010 // 10:40 pm
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it works, you just gotta wait a while for it to unzip, takes me like 2 mins. It might be better to just unzip your gba games.

another update:

Download: VBA (GBA) Build a740d

#20 - z00pster - December 1, 2010 // 9:56 pm
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Squarepusher2 - just wanted to say a huge thanks for your efforts and that of the other members of the team pushing out these awesome emulators.

There may be a small bug in VBA - whenever I try and load a rom within a zip it shows the GBA rom but then freezes. The roms are stored on an external USB drive.

If you have the spare time I would love to see an Amiga port or even better an X68000 port.


#19 - zeromx - December 1, 2010 // 9:39 pm
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I'm always glad to see emulator related news!...

#18 - aries2k6 - December 1, 2010 // 8:55 pm
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Nice job on the emulator and thanks for coding it.

It is very nice not having to rely on frame skipping. keep up the great work.

#17 - lithium210 - December 1, 2010 // 8:37 pm
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amazing emu!! love that i can run ff6 at full speed without frame skipping!!!

#16 - lilshortwun - December 1, 2010 // 8:22 pm
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Quote Originally Posted by squarepusher2 View Post
No$GBA (and anything by Martin Koth for that matter) is closed source I think.

I'm quite curious actually as to how well DeSmuME runs DS games and what the system requirements are.

Here are the system requirements taken from:

What are the minimum hardware requirements for DeSmuME ?

From a purely technical viewpoint, there are no real minimum requirements. However, for bearable speeds in most games (with a few exceptions), you would need at least the following:

* Windows OS: Windows XP or newer
* Linux OS: Any recent Linux distribution with a 2.6 kernel.
* 2 GHz Processor Core2 processor or equivalent
* 512 MB Available RAM
* Available Hard Drive Space: A few MB for the emulator
* Reasonably modern 3D Acceleration (Nvidia GeForce 6800 or better), ATI cards are not recommended.
* Optional: Sound Card, if you want sound support
* Optional: Microphone, if you wish to make use the Microphone feature
* Required: a brain

What are the recommended hardware requirements for DeSmuME?

The following configuration should assure that almost every game can be played at full speed:

* Windows OS: Windows XP or newer
* Linux OS: Any recent Linux distribution with a 2.6 kernel.
* 3 GHz Core2 Duo processor or better
* 512 MB Available RAM
* Available Hard Drive Space: A few MB for DeSmuME, 100MB or so for a bunch of savestates and savefiles.
* Sound Card.
* Microphone.

In general, the better a CPU, the better the performance. The faster the memory, the better. DeSmuME benefits a little but from multiple cores but not as much as it does individual cores being faster. DeSmuME is slower than no$gba, and is likely always to be.

Other than that the game ran perfectly fine on my older computer with Pentium 4 at 3.0Ghz and 1GB of ram.

#15 - squarepusher2 - December 1, 2010 // 8:01 pm
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No$GBA (and anything by Martin Koth for that matter) is closed source I think.

I'm quite curious actually as to how well DeSmuME runs DS games and what the system requirements are.

#14 - lilshortwun - December 1, 2010 // 7:54 pm
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Good job porting VBA to the PS3! However I must ask is it possible to port programs such as DeSmuME to the PS3 since the source code is available for download to the public?

How about porting No$GBA to the PS3? I suppose it would be a wiser decision to port something that could play not only GBA but also the DS.