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A Game Boy / Game Boy Color / Game Boy Advance emulator for the Nintendo GameCube, Wii and Wii U, built on VBA-M and the shared libgui framework.
The README and CHANGELOG in the repository are the single source of truth for this project, so this wiki is only a signpost to them and holds no instructions of its own. Everything below links straight to the relevant section.
| Platform | Latest build |
|---|---|
| Wii / vWii | VisualBoyAdvanceGX-Wii.zip |
| GameCube | VisualBoyAdvanceGX-GameCube.zip |
| Wii U (native, Aroma) | VisualBoyAdvanceGX-WiiU.zip |
These are rolling builds of the latest master (Nightly Builds). Tagged versions and the Wii forwarder channel installer are on the releases page. Not sure which Wii U option you want (vWii, VC-style injection or native)? See the Wii U comparison.
Visual Boy Advance GX is homebrew, so your console needs to be set up to run unsigned code first. The README walks you through it for each console:
- SD card and folder layout (all platforms)
- Wii, including the forwarder channel
- GameCube
- Wii U: native Aroma build, vWii, and VC-style injection
- Initial Setup
- Features
- Configuration: Button Mappings, Video, Emulation, Saving & Loading, Menu, Language & Custom Fonts, Artwork and Network Shares (SMB)
- File Browser and Gameplay
- Cheats
- Dynamic Recompilation (JIT) - the GBA JIT, including on Wii U
- Super Game Boy Borders
- Patches (IPS/UPS)
- Special Wii Controls
- Turbo Mode
- Importing and Exporting SRAM
See the CHANGELOG for every release, newest first.
- Building from Source: the make commands and output files for this project.
-
libgui Building guide: the full toolchain and dependency setup (devkitPro,
libogc2/wut,libsmb2,libmocha,libdvm), shared by all of our projects. - build.yml: the CI workflow, a complete working reference.
Found a bug or have a request? Open an issue. We are always looking for volunteers to help with coding, documentation, translations, or anything else, and pull requests are welcome.