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Vita settings file?
Forum: General
Last Post: stharocks77
01-14-2017, 03:14 PM
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[Android] Invoking CMake ...
Forum: Development
Last Post: ds84182
01-13-2017, 12:25 AM
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Load .sav file from vba
Forum: General
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Mods to the Forums?
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01-10-2017, 04:14 PM
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How to patch 3ds
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01-10-2017, 09:28 AM
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[New Feature] Add network...
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Official mGBA Ports
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Performance issues in Pok...
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Framerate and controller ...
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01-04-2017, 09:00 PM
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FPS in 3DS
Forum: General
Last Post: endrift
01-04-2017, 03:25 AM
» Replies: 1
» Views: 174

Brick [Android] Invoking CMake from Gradle instead of the opposite
Posted by: ds84182 - 01-13-2017, 12:25 AM - Forum: Development - No Replies

Copied from BB:

Also I recommend that native builds should utilize Android Build Tool's new CMake integration feature. Currently we copy and template build.gradle files, which are hard to work with inside of Android Studio because running make can overwrite my build.gradle changes, and upgrading dependencies becomes a hassle. Also, the build system limits us to compiling one native per arch at a time, which forces the Android source to be compiled multiple times if we want to target multiple architectures (even though the code is the same). We also don't benefit from the ability to make a single APK that supports multiple architectures...

I've tested the NDK integration (with ndk-build, not CMake) in my music application to compile SoundTouch and my JNI wrapper. It works well and also allows me to deploy to my x86 Android emulator without having to switch projects and do another full recompile.

So, to summarize:

[h3]Current Build System (CMake calling Gradle)[/h3]

* Simple to get the app compiled without getting into Gradle at all.
* Integrates nicely with the buildbot (probably, I haven't looked at the buildbot at all)


* Doesn't allow for an APK to have multiple architectures inside.
* Entire Android project has to be built multiple times for each architecture.
* Hard for me to work with when I have to deal with Gradle.

[h3]Proposed Build System (Gradle calling CMake)[/h3]

* Builds the app once, which saves time and disk space.
* We can export multiarch builds.
* No more manual "build.gradle.in" synchronization for me.


* Doesn't utilize CMake to start compilation, so it isn't straightforward how to build it.
* Doesn't integrate with the buildbot well. (I'm assuming... again I haven't looked into how the buildbot works)

Optimally, we would want multiarch builds, because some users have NO clue what arch their phone is. Sure, arm7 can run on aarch64, but that is optimal. x86 devices like the ZenPhone and Android x86 use libhoudini which lets arm7 code run on x86, but its really slow (no compilation cache, for example).

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  Load .sav file from vba
Posted by: Bschlenk - 01-11-2017, 05:29 PM - Forum: General - Replies (1)

I started playing minish cap on visual boy advance. A few things bugged me about it, like no support for diagonal on Xbox controller and no aspect lock on full screen. 

I found mGBA which handles both of these perfectly. However, I can't get mGBA to load the .sav file from VBA. The logs do say "Detected EEPROM savegame". I opened a fresh mGBA save file next to the VBA save file in a hex editor and both start with the same 2 bytes of data. 

Is there a way to convert the save over to mGBA?

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Tongue How to patch 3ds
Posted by: Rathlacken - 01-10-2017, 08:12 AM - Forum: General - Replies (1)

Just got homebrew on 3ds and it already had mgba installed however I dont know if it's the most recent version. I downloaded the 5.2 and replaced it with the mgba folder on my 3ds. I dont know if this is what I was supposed to do or not because I cant find instructions on how to patch it.

Also only attempted to patch due to practical inability to play a game i.e audio and glitches, I dont know if this was fixed or not..

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  Performance issues in Pokemon games
Posted by: forhonorandpizzas - 01-04-2017, 08:52 PM - Forum: General - Replies (2)

Seems like mGBA can't run Pokemon games at 60fps. Pokemon Emerald, for instance, definitely runs below 60fps, unlike other GBA emulators. Setting audio buffer to 512 improves a bit, but still doesn't reach 60fps.

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  FPS in 3DS
Posted by: Bomber Gamer - 01-04-2017, 02:00 AM - Forum: General - Replies (1)

Today I tested mGBA for 3ds homebrew (N3DS here). It's worked, but sometime with not so good fps, and chopped audio. I wonder if is it normal, and if the cia version is faster.

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  AGB and AGS Shaders bug
Posted by: Bomber Gamer - 01-03-2017, 06:11 PM - Forum: General - No Replies

I really like the AGB shader, and it work perfect with integer scaler (x2, x3, x4, etc) but it do not work perfectly, for example in full screen (4.5x for a 720p TV). In these case you start to see a really strong pixel color division, and it seems irregular. Try setting 4x and fullscreen, then see the difference. Can you add Integer Scaler for Fullscreen ou fix this? Thanks

One more thing. All the time i open mGBA i have to load the shader again and again.

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  Boktai 1 & 2 save bug
Posted by: WiiPlayer - 01-02-2017, 09:34 PM - Forum: General - Replies (2)

Hey guys, anyone can help me? I tried to play Boktai 1 & 2 but, after I configure the solar sensor setting, the game dont save on date 'n time settings, and if i try to create a new game he says "data not created" but in the android emulator (MyBoy) the game can save and load without problem. You guys know the problem?

Version of mGba: latest (dec 31)
ROM version: (U) downloaded from [snip]

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  Generic controllers + mGBA
Posted by: Bomber Gamer - 01-01-2017, 09:06 PM - Forum: General - Replies (1)

Hi, i have two chinese generic controller. One imitates a snes controles and other a dual shock, but no one works with mgba. Some keys can not me cleared when the controllers are pluged.

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  Super Mario Land 2 (GB) Crashes
Posted by: Flexico - 01-01-2017, 05:13 AM - Forum: General - Replies (2)

Most of the time when I try to enter the final level at the castle, the game screen goes white and stays there. Sometimes it lets me in, and sometimes it teleports me to a (seemingly) random level elsewhere on the map. I've tried it in Windows and Linux, and with different versions of the ROM. At first I thought it might have been a corrupted save file, but I deleted it and started fresh, and the same thing happened, even though the level wasn't unlocked yet. What's going on?

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  Change Settings in Linux?
Posted by: Flexico - 01-01-2017, 03:00 AM - Forum: General - Replies (2)

I just installed the Linux version, and there doesn't seem to be any kind of GUI; just the "mgba" command to run with the file name of the ROM. How do I program in my controller? I tried running the Windows version through Wine, but it crashed when I tried to load up a ROM. Is there at least a list of what keys are bound to what buttons on the console?

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