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Nintendo GBA
EZ-FLASH OMEGA Definitive Edition Announced
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<blockquote data-quote="FAST6191" data-source="post: 9362217" data-attributes="member: 32303"><p>I have not checked the kernel source out properly yet but if those games already have a rumble setup in them which triggers on whatever events the devs thought good for it then whatever patching options exist (don't know how soft reset, savestates or cheats function here if they are not otherwise running clean ROMs) then in theory it would not be hard to tell it "don't do the thing with the save bus you normally do, instead do the <a href="https://gbatemp.net/threads/make-your-own-rumble-game-for-ez-flash-omega-definitive-edition.580909/" target="_blank">https://gbatemp.net/threads/make-your-own-rumble-game-for-ez-flash-omega-definitive-edition.580909/</a> routine ". Something which you (being one with control over the loader) may have slid on there when copying it across (or a more optimised version of that which overwrites the original game's rumble routine if that is a possibility and you feel like it), possibly also tripping or disabling any requirements for it to have been on a GB player if that is going to be a thing.</p><p></p><p>As it is a limited pool and not some unlimited potential list of all games then you could add a few check serial (and options selected) and if both match then do this patch to have rumble work with the omega DE that would only have otherwise worked with the GB player.</p><p></p><p>From where I sit that sounds more like a job for EZFlash (original games having original baked in support for rumble on some flavour of official GBA hardware after all) but still potentially within the remit of someone playing with the loader source code. I don't imagine however that you are coming out of this without getting your hands dirty on the GBA assembly and game debugging front.</p></blockquote><p></p>
[QUOTE="FAST6191, post: 9362217, member: 32303"] I have not checked the kernel source out properly yet but if those games already have a rumble setup in them which triggers on whatever events the devs thought good for it then whatever patching options exist (don't know how soft reset, savestates or cheats function here if they are not otherwise running clean ROMs) then in theory it would not be hard to tell it "don't do the thing with the save bus you normally do, instead do the [URL]https://gbatemp.net/threads/make-your-own-rumble-game-for-ez-flash-omega-definitive-edition.580909/[/URL] routine ". Something which you (being one with control over the loader) may have slid on there when copying it across (or a more optimised version of that which overwrites the original game's rumble routine if that is a possibility and you feel like it), possibly also tripping or disabling any requirements for it to have been on a GB player if that is going to be a thing. As it is a limited pool and not some unlimited potential list of all games then you could add a few check serial (and options selected) and if both match then do this patch to have rumble work with the omega DE that would only have otherwise worked with the GB player. From where I sit that sounds more like a job for EZFlash (original games having original baked in support for rumble on some flavour of official GBA hardware after all) but still potentially within the remit of someone playing with the loader source code. I don't imagine however that you are coming out of this without getting your hands dirty on the GBA assembly and game debugging front. [/QUOTE]
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