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4 player link, controller...
Last Post: PolygonSlayer
05-29-2023, 06:34 PM
mGBA on New 3DS XL
Last Post: squigglygurgle
05-25-2023, 08:07 AM
My Favorite Games
Last Post: Marioipod13
05-11-2023, 02:30 PM
RTC management 3DS
Last Post: endrift
05-11-2023, 12:37 AM
Wireless Adapter??
Last Post: endrift
05-04-2023, 08:47 AM
Last Post: endrift
04-24-2023, 03:57 AM
Shaders not appearing in ...
Last Post: endrift
04-24-2023, 03:55 AM
RTC problems on recent bu...
Last Post: NaKrul
04-07-2023, 11:56 PM
Cheat codes for emerald
Last Post: endrift
03-28-2023, 01:04 AM
how to change palettes of...
Last Post: bloonchipper
03-25-2023, 11:05 PM

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  4 player link, controllers cause slowdown?
Posted by: PolygonSlayer - 05-29-2023, 06:34 PM - Forum: General - No Replies

Hi all,

I got a strange issue that I wonder if anyone can help me with or have encountered. Smile
So I got a autohotkey script I wrote to boot up 4 mgba (via new window instances) to be able to easily play Zelda etc. 4 players.
However I notice a weird problem.
If I run the script without controllers connected (all xbox controllers, 1 series x and 3 360 pads) everything runs at 60fps. Same result if I try 1 pad, 2 pads, 3 pads...
However if I have 4 pads connected, then it drops to about 39fps no matter what. It also happens if I only have 2 instances for example, still same, 39fps.
I can even see if it I got 4 instances running and I unplug and plug the pad in and out it slows down and then goes back to normal speed.

Anyone got any idea? is it some driver issue?


And just after I posted this I had an idea to try and change the controllers I was using. So I have another spare 360 controller around and tried to swap it out and for some bizarre reason one of the 360 pads I was using would cause my games to run slower if it is connected alongside 3 other controllers... if it's on itself.. fine, with another pad fine etc.. just that if there are 3 other controllers. It breaks the universe! haha, ok... I don't know why, but this fixed it so will use this one 360 controller for just the console itself then since the pad does work fine on its own.
Just weird..

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Thumbs Up My Favorite Games
Posted by: Marioipod13 - 05-11-2023, 02:30 PM - Forum: Gaming - No Replies

Thanks for developing MGBA, I'm Marioipod13 and I really like playing my old GameBoyAdvance games with this.

My favorite Game Boy Advance games are:
* Pokemon Sapphire
* Pokemon FireRed
* Super Mario Advance (the Super Mario 3 and World versions)

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  RTC management 3DS
Posted by: Fhakym - 05-10-2023, 09:36 AM - Forum: General - Replies (1)


Is there way to manage RTC in the 3DS version of mgba ? I want to have Fixed Time Clock for speedrun (pokemon emerald).

Thank you in advance for your responses !

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  Wireless Adapter??
Posted by: vm_goggle - 05-03-2023, 04:53 PM - Forum: General - Replies (1)

Is there any hope for Wireless Adapter emulation on mGBA in the future?? Sorry if the question has already been answered. I gave a little search and didn't find any thread dealing with this topic. It would be a dream come true, honestly.

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Posted by: godwxn2001 - 04-17-2023, 02:13 AM - Forum: General - Replies (4)

So I played with two friends via mGBA and we all separately have a folder with the mgba rom and we all separately when we want to save export a game shark file and then save within the game (in this case pokémon). But after playing for so long when we close after saving them open it restarts the game. How can i fix this or avoid this!?

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Bug Shaders not appearing in folders when using mGBA
Posted by: UTDballer69 - 04-08-2023, 04:43 PM - Forum: General - Replies (3)

Hi guys,

I'm trying to apply shaders to my games but when I go into settings and click on shaders, the folders appear to be empty.

However, when I access the folders through the file explorer (not through the mGBA settings that link you to the folder), the shader files are present.

For whatever reason, mGBA cant see the .fs and config files. Any idea what might be going on?

I have an i5 3470 running intel hd 2500, which apparently supports openGL 4.

I've attached two images of the problem.

Image 1 is accessing the shader folders through mGBA.

Image 2 is accessing them normally through the file system.

Attached Files
.png   troubleshoot2.PNG (Size: 92.98 KB / Downloads: 1)
.png   troubleshoot1.PNG (Size: 195.91 KB / Downloads: 1)
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  RTC problems on recent builds
Posted by: NaKrul - 04-07-2023, 02:12 PM - Forum: General - Replies (2)


I am having some issues with the RTC on pokemon games since the builds that add the time into the save files and wanted to know if it was normal and if there was a way to fix this.

I am playing Emerald on PS Vita, and everytime I save and reset the game, the clock always change to a random hour and found no solution but to install the time patch that lets you change it in the pokecenter.

I finally find someone somewhere having the same problem and the solution was to use the build 7704,and the RTC finally works fine.

Is it possible to always use the hw clock on Vita and / or not to save the time into the save files ?

Thanks for helping me out.

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Question how to change palettes of gameboy advance games in mgba?
Posted by: bloonchipper - 03-22-2023, 09:24 PM - Forum: General - Replies (4)

trying to change the palette used by gameboy advanced games in mgba but can't figure out how to do so

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  This is how I imagine GBA network multiplayer .
Posted by: sergiotarxz - 03-15-2023, 02:03 AM - Forum: General - Replies (1)

I read a message from the admin of this forum where they shared how they imagined the online multiplayer, something involving the two machines involved doing the complete emulation for both mCores.

That was featured by the admin as something hard to implement and the problem to do traditional communication between the two machines each one with one mCore was the tight timing required that discards the chance to do that without risking to frequent timeouts.

I have come to think that other way that is between these two may exists and I am trying to implement something similar.

We know local cable link communication in a single machine between multiple mCoreThreads already work almost flawlessly. (At least for the games I tried.)

Then a approach that I thought may be worth to try is that every mCores involved in the multiplayer is played in a single machine, the Host, and every other machine involved is simply a Client for that Host that receives via network sockets the video and audio and sends the emulation input for its core like key presses.

And what it is better, it can be done without the user even noticing without "restarting" the emulation thanks to savestates.

In a hello packet the client sends its rom and its savestate and magically the emulation continues in the remote host.

I do not know if the forum will penalize me or delete the message if I share the git repositories of my proof of concept using libmgba to achieve remote emulation, so I will share it in a follow up message.

(I have been kindly asked to stop using the github issues of mgba as a support forum.)


These are the codes, still undocumented, but obvious to configure/compile to someone that knows Perl and C.

I will document it more when I actually achieve something more than simply getting the remote video.

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Question Is it possible to use host rng for games?
Posted by: elmeow3 - 03-14-2023, 11:32 AM - Forum: General - Replies (1)

I was thinking since games like Pokemon Red use a pseudo rng that is obviously dated and restricted by hardware, if it's possible to inject the Windows/Mac/Linux rng into the games rng?

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