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Configure save state on 3...
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  Switching saves between emulators
Posted by: BlackBaron - 06-27-2019, 01:19 AM - Forum: General - Replies (1)

I have recently switched from no$gba to mGBA. I was in the middle of a game of pokemon emerald and I tried bringing my save file over but mgba doesn't load it when I load the rom, even though the .SAV file is in the same folder. I have tried "load temporary save file", but it didnt work. I'd be really glad if someone here knew how to make it work since it would suck to start over Sad

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  Save files between bios
Posted by: spyksaturn - 06-26-2019, 02:48 AM - Forum: General - Replies (16)

So I'm playing Pokemon blue and was really impressed with the super Gameboy emulation. Looks and plays great. Cruising through the game having a blast when I say "I need an Alakazam on my team". Pop in Pokemon red and get to trade point but hold up nothing is connecting. Well fool it might be you are trying to do this on the super Gameboy bios. There was no connection cable for that 😂. 

So we try loading it up on the Gameboy color bios and that was a no go. Had to try it a couple times and it still just showed up in black and white. No big deal we just trading so let's go to original Gameboy. Great it's loaded but hold up, it's not reading my save file. I just have new game and options setting when starting up past the start screen. 

Do some research and some said just save state in one and load in the other. Still a no go. Save state seem to be bios specific and you get a fresh amount of slots dedicated to that bios. 

One last thing I found was to try and edit the .sav file. I can't remember what it said to change the extension to but we tried it and that bad boy would not open. 

So I'm at a loss here. I would hate to have to start Pokemon again and be forced to play it in black and white. I feel like I would end up abandoning that nostalgia ship. Thanks guys. Love the emulator. It is amazing!!!!

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  Game runs way too fast, and the way to fix it makes my game slow down.
Posted by: dumboi003 - 06-18-2019, 10:13 PM - Forum: General - Replies (4)

I've been trying to play Pokemon Gold on mGBA, and I discovered that it ran way too fast. Somewhere around 1000 FPS, and it wasn't in Fast Forward.  I looked it up online and found that I can check sync video/sync audio, and it mostly does the trick. However, I will frequently encounter slowdown and dips in framerate. Does anyone know a way for it to run smoothly at a constant, normal framerate?

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  Game is always speeding up even when speedup is off. Help!
Posted by: Brapdop14 - 06-18-2019, 04:16 PM - Forum: General - Replies (2)

The title says it all. I hit a bunch keys on my keyboard the other day after being mad at progress I lost and now I don't know how to play anything without it being super sped up. Any suggestions?

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  Where to find screenshots on mGBA 3ds?
Posted by: mariofan426 - 06-17-2019, 06:29 PM - Forum: General - Replies (2)

I recently got the newest version of mGBA on the 3DS and was intrigued to see that there's a screenshot function, but when accessing the Micro SD card I can't find them anywhere? Am I missing something or does it not work?

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  Fast forward
Posted by: zeromentu - 06-15-2019, 03:20 PM - Forum: Development - Replies (6)

I was wondering if its possible to get faster fast forward

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  New dependencies
Posted by: Amnesia1000 - 06-13-2019, 01:12 PM - Forum: Development - Replies (2)

Hello again, I'm trying to compile mGBA in windows, I follow the instructions but to perform "cmake .. -G "MSYS Makefiles" tells me that it doesn't find the file libglu32.a. I can't find any package with a similar name, I looked in google and it seems to be a library of some openGL package. You could update the readme and add the new dependencies. And what would this dependency be?. Thank you very much

Edit: I just checked the terminal log and it seems that QT5 is the problem that looks for a dependency and doesn't find it. Do you know how I can solve this? Or is something wrong? What I'm doing to compile is what Readme from github says.



-- Checking for one of the modules 'libswresample'
-- Checking for one of the modules 'sdl2'
CMake Error at C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfig.cmake:15 (message):
The imported target "Qt5::Gui" references the file

"C:/building/msys32/mingw64/x86_64-w64-mingw32/lib/libglu32.a"

but this file does not exist. Possible reasons include:

* The file was deleted, renamed, or moved to another location.

* An install or uninstall procedure did not complete successfully.

* The installation package was faulty and contained

"C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake"

but not all the files it references.

Call Stack (most recent call first):
C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake:45 (_qt5_Gui_check_file_exists)
C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake:70 (_qt5gui_find_extra_libs)
C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfig.cmake:212 (include)
C:/msys64/mingw64/lib/cmake/Qt5Multimedia/Qt5MultimediaConfig.cmake:105 (find_package)
src/platform/qt/CMakeLists.txt:25 (find_package)


-- Configuring incomplete, errors occurred!

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  lua-developement?
Posted by: UpDate - 06-12-2019, 08:04 PM - Forum: Development - Replies (2)

Hey!
I really love mGBA - great effort - works amazingly for me.
Yet i wanna know how far the lua implementation is.
Is it maybe already available in the developement-builds?

Greetings!

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  Should ARMS Have Different Moves?
Posted by: rockyglock - 06-03-2019, 05:59 PM - Forum: Gaming - No Replies

•Something some people think of when talking about additions to a possible ARMS Sequel is that the characters should have more unique movesets, or just more moves in general. Then the question would be, what moves, or more specifically, what TYPE of moves? Here’s something to consider, that plays a huge part in ARMS...distance and depth-perception.
•The reason the Attacks are extendable to begin with, is to make a behind-the-back, third person fighting game work. So adding any moves that you would need to judge short distance from a behind-the-back angle to use properly, wouldn’t really work in this type of game. Otherwise, just make more abilities for more characters. In which case, they wouldn’t be “moves”, they would be “abilities”, which ARMS already has. Springtron is the only character with different Attack, his EMP. However that doesn’t do damage. It’s to disable the opponent’s Arms, to make an opening TO do damage.
•If this game was shot from the side, like most fighting games, of course having one type of move, or means of attack would be ridiculous, but in a game like this, you have to consider why they made “long-ranged punches” the only means of dealing damage to begin with. It’s hard to reliably tell if your attack will hit the opponent from the third person view, so they made each attack stretch across the stage to help you tell when it’s gonna land.

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  Bugs in a Couple More Games
Posted by: Lincon - 06-03-2019, 04:20 PM - Forum: General - Replies (1)

Hello everyone,,
I've come across a couple of games with issues in mGBA.

The first is Penny Racers (E) AKA Gadget Racers (U) or Choro Q Advance (J)

This game runs fine but the main player car sprite is all glitched up. It's the same in all 3 versions.

The other game is Rampage Puzzle Attack.

The game loads fine but the sound is borked. Nothing but screeches and whines. In the RetroArch build there is no sound at all.

These bugs occur in the latest dev build, 0.6.1 and the RetroArch version.

I hope it's okay to post the bugs here - I didn't see a general bugs thread. But I am old and blind so might've missed it!

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