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July 12, 2011 // 6:38 pm - A few days back PlayStation 3 developer squarepusher2 announced that the Nintendo Gameboy / GBA Emulator PS3 Port known as VBA PS3 would soon become VBANext, and today subcon959 has made available an unofficial VBANext PKG file for PS3 users to try out while awaiting an official release.

Download: VBANext PS3 Build 44ed4409 / VBANext PS3 Build 44ed4409 (WT/GH CFW) / SVN

Some recent changes from the SVN include the following:

  • (PS3) Auto-aspect ratio setting + plus more aspect ratios
  • (PS3) Cleaned up menu code some more.
  • (PS3) Cut down on some more menu code duplication
  • (PS3) Uses systemDrawScreen() macro now instead of IFDEF __CELLOS_LV2__ hackery to make a direct call to Graphics->Draw and psglSwap.
  • (PS3) Cleaned up code duplication in menu code (Core) Doesn't try to set regparm attribute now for non-x86 platforms
  • Changed blip_med_quality back to blip_good_quality
  • Patches to PS3 sound driver so it works with the new sound approach
  • Dumps VBA samples all at once, reports NUM SAMPLES
  • Rearranged damn headers again - we need a common.h NOW
  • Added USE_CACHE_PRETCH around instrinsics
  • Added USE_CACHE_PREFETCH around intrinsics
  • Had to move some #defines around - broke the build last commit
  • reordered top of file so headers come first - added string.h and stdio.h under __GNUC__ preprocessor
  • added string.h and stdio.h #includes under ANDROID preprocessor
  • Removed unused friend class 'Blip_Reader' from Blip_Buffer
  • Removed garbage files from PS3 buildtools
  • (Core) Removed GEKKO defines for cheat code (PS3) Had to add Cellframework1 for FileBrowser and OSKUtil - needs to be rewritten for Cellframework2 though.
  • Removed reinserted files from unused directory
  • Removed revert garbage files ending with '.orig'
  • (Core) USE_AGBPRINT and USE_CHEATS defines can now be used - reinserted files that were necessary for these parts to work.
  • (Core) There were some calls to doDMA in both the if and else blocks of certain conditionals - cut down on the amount of times this function is called by giving doDMA parameters instead that are defined inside these if-else codeblocks.
  • (Core) Removed CPUisGBAImage - this was a copy of utilIsGBAImage in GBA.cpp that was strangely never used at all. Perhaps this was never properly refactored and moved to Util.cpp. (PS3) changed buffer.c into and included it into audioport.c.
  • Expanded iteration macros
  • Changed NO_DEBUGGER defines to USE_DEBUGGER - no more double-negative define
  • Cleaned up a lot of header files - Cut down on GEKKO defines - Changed 'FRAMESKIP' define to 'USE_FRAMESKIP' to fit in with the rest of the VBANext switch naming convention. It will automatically define USE_FRAMESKIP if you define 'FRAMESKIP' - so it is backwards compatible in a sense.
  • Cleaned up a lot of unnecessary includes and cut down on some GEKKO ifdefs.
  • Added ifdef defines for ppu_intrinsics.h (should be PS3/360 only)
  • Added 'USE_SWITICKS' define.
  • Added FRAMESKIP defines and added back frameskipping code to GBA.cpp (but defined)
  • Initial commit of VBA-PS3 codebase - now VBANext and no longer PS3-specific.

VBANext PS3 Gameboy / GBA Emulator Unofficial Build 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.