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mGBA Xbox 1 controller is...
Last Post: Pokemonredfan
10-02-2024, 12:16 PM
Some help is needed
Last Post: endrift
09-30-2024, 11:54 PM
Hello, just joined this c...
Last Post: Hazstar98
09-28-2024, 05:41 PM
Pokémon GSC internal clo...
Last Post: endrift
09-12-2024, 11:39 PM
Cheats on emudeck steam d...
Last Post: Drag0n_f@fnir
09-08-2024, 10:03 PM
Multiplayer Window Cannot...
Last Post: endrift
08-27-2024, 02:58 AM
How do i load my game sav...
Last Post: MazkaSantos
08-22-2024, 12:58 AM
Multiple link cable emula...
Last Post: TikiAndJade
08-21-2024, 08:32 PM
mGBA Creates Issues After...
Last Post: Vespuria
08-21-2024, 01:30 AM
Help with mGBA and tradin...
Last Post: germproof6
08-18-2024, 07:17 AM

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Lightbulb mGBA Xbox 1 controller issue
Posted by: Pokemonredfan - 10-02-2024, 12:16 PM - Forum: Gaming - No Replies

Anyone else have trouble with the mGBA controller configuration? I'm trying to map my wired Xbox one controller and I can't save my configuration or remove it or do anything. I got qjoypad and mapped it there and it works but the problem is mGBA still reads my controller too so they conflict, how can I just disable controller completely for mGBA?

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  Some help is needed
Posted by: Hazstar98 - 09-30-2024, 11:14 PM - Forum: General - Replies (1)

I am planning to start a playthrough of Pokemon, and one of the Pokemon that i am planning to use is a trade evolution. But whenever i start up a multiplayer tab in order to trade, the multiplayer tab loses all of it's save data and I have to play through again, any idea on how to fix that???

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  Hello, just joined this community
Posted by: Hazstar98 - 09-28-2024, 05:41 PM - Forum: Gaming - No Replies

Pretty much all I have to say rn

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  Pokémon GSC internal clock
Posted by: LetalStreams - 09-12-2024, 09:46 AM - Forum: General - Replies (3)

Is there any way to make it so that when I fast forward the Gen II Pokémon games, the in-game clock also goes forward at the same speed? Right now a minute in the game is a minute, whether I'm playing at normal speed or not.

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  Cheats on emudeck steam deck
Posted by: Drag0n_f@fnir - 09-08-2024, 10:03 PM - Forum: Gaming - No Replies

Hi guys, I'm new here, I have my Steam Deck and want to use master ball cheat on pokemon but I don't know how to do it, can anyone help me going through it please? 🥺
Thank you in advance.

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  Multiplayer Window Cannot Load Save
Posted by: D28 - 08-23-2024, 11:04 AM - Forum: General - Replies (1)

I recently downloaded mGBA, really liking it.

However, it appears that whilst I can open and play a ROM on an opened multiplayer window, I cannot load the associated save. Does anybody know of a solution?

Thanks.

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Sad How do i load my game save
Posted by: MazkaSantos - 08-22-2024, 12:58 AM - Forum: General - No Replies

I need help regarding my save data that I have it's not a save state its a .sav file and no matter what i do it wont load and just keeps making me restart my game

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Heart Multiple link cable emulation
Posted by: TikiAndJade - 08-21-2024, 08:32 PM - Forum: General - No Replies

Hello! I recently made an in depth issue, or I guess... A desperate attempt at asking for help on Project Pokemon, and here's the forum I made that incorporate's mGBA, and the main issue is mGBA.

https://projectpokemon.org/home/forums/t...emulation/

But in short, I'm using a GBA ROM that can allow a transfer between any 1st or 2nd generation of pokemon to the 3rd generation. Using real hardware, this is completely possible, with only needing a Gameboy Color link cable, but that's the problem.

mGBA doesn't specify which link cable to emulate, and seems to default to a GBA link cable. I specifically need both multiplayer windows to use a emulated Gameboy Color cable instead. How easy is a add-on to mGBA that allows Gameboy link cable specifications, and is it possible?

The creator of the said transfer ROM states that a middle-man program that emulates the Gameboy color cable instead of the GBA link cable that connects to mGBA would clunkily work too, and would that also be possible?

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Exclamation mGBA Creates Issues After Re-Injecting Sav Into a NSUI VC Game
Posted by: Vespuria - 08-04-2024, 07:48 PM - Forum: General - Replies (2)

I recently started playing a game of Pokemon Emerald Version on my 3DS running CFW. I created a Virtual Console game of Pokemon Emerald Version using New Super Ultimate Injector and used the save type "Flash 1Mbit (Macronix, ID: 0x09C2) + RTC" to create the .cia. After playing for a few day, I dumped the .sav onto my PC and ran it using mGBA in order to trade Pokemon with myself on another rom. Everything was going great until I tried to inject the .sav back into my VC game of Emerald on my 3DS which gave me an error. After troubleshooting, I discovered that mGBA adds 16 bytes of data onto the end of the .sav to keep it's RTC. Once I discovered this, I was able to edit the data by removing those 16 bytes which allowed me to successfully inject the .sav back into my VC of Emerald.

Fast forward 2 IRL days and I've noticed that my berries aren't growing, but they were growing just fine before I used mGBA. Using PKHex I was able to see that my RTC had not progressed in 2 days. I figured it was the missing code and upon rebooting the .sav in mGBA, the berries have grown and opening it in PKHex shows that the RTC has progressed again.

The issue now is that I cannot inject the .sav the way it is since it has 131,088 bytes of data and it must have exactly 131,072 to be injected back into my VC running Pokemon Emerald. Removing those 16 bytes allows me to inject the .sav but the RTC is disabled which disables many important functions of the game. Sadly, the .sav file is missing data that it not need before.

I have tried checking the "Reset RTC" flags in PKHex does not progress the RTC either. I see my only options as restarting a new game and never touching mGBA again (regrettably) or continuing to play the game on an emulator on my 3DS (which sadly does not run as smoothly or seamlessly as a virtual console title).

Given these symptoms, does the community have any ideas as to what I could try to do to fix my .sav and make it work properly again? I have included my most recent .sav without the 16 bytes that mGBA added. Running it through mGBA makes the RTC work again, but the real solution would be for mGBA to not add these 16 bytes to the .sav in the first place and to emulate an RTC itself.



Attached Files
.sav   Pokemon Emerald (08042024).sav (Size: 128 KB / Downloads: 0)
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  Can't get Lua example scripts to work
Posted by: ColemanSloth - 08-03-2024, 05:50 PM - Forum: General - Replies (2)

I'm trying to create a Lua script to alter keys in the midst of gameplay (specifically for the game Kingdom Hearts - Chain of Memories), but I can't seem to get any of the Lua scripts to work at all. I downloaded some from the GitHub repo and loaded them in the `Tools -> Scripting` window, but if I try to run them while a game is playing they'll throw errors like "attempt to index a nil value (global 'input')" for `analog-interpolate` and `gamepad-demo`, or "attempt to index a nil value (global 'image')" for `color-mask`.

Is there something I'm missing here, like a script you need to run beforehand to set up these global variables, or am I only supposed to run these against an example ROM or something? I've tried for over an hour now to find documentation, but all I can find is the Scripting API and the example Lua snippets. Would greatly appreciate any help or advice.

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