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  latest version gamepad issue
Posted by: PegOrg - 08-29-2018, 05:58 PM - Forum: General - No Replies

First time poster, so I hope you're all gentle on me.

So I'm using a Retrolink SNES gamepad and I've had some serious issues
getting the emu to properly set the d-pad. First off, I checked that Win
has it calibrated and everything seemed working on that end. When I
select "controllers" in settings and click "set all" it selects, in order, up,
right, B, Select, Start, left shoulder, and ends w right shoulder. If I click
(without using "set all") down left or whatnot, it goes thru a different set
of buttons, but still skips some. 

Now, that would be an inconvenience only, but, left can't be set properly.
For instance in DD Advance, pressing left makes my character headbutt
or crouch and he does eventually move left... but it's a mess. Another thing
is setting right or down on the d-pad changes the setting on the left input.

I've tried all the different settings, along with the proper left input, yet the
issue still exists. Some of the new inputs set by pressing other d-pad 
directions are even worse, either no response or doesnt even move anymore
when left is pressed.

Version is 0.7-5200, and thank you for any help provided. I appreciate it!

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  mGBA got stuck on libretro
Posted by: winktj - 08-23-2018, 03:27 AM - Forum: General - Replies (3)

I compiled mGBA as a libretro core and rans on RetroARCH (ARMv7 + OpenGLES + EGL + DRM/KMS + toolchain:arm-linux-gnueabi without hard float).

Core and ROM was loaded successfully, but it hangs on a white screen and didn't  responds any inputs.
   
I added some debug log prints on RetroArch source codes and I found that the main loop of RetroARCH stucks on core_run function, that is why RetroARCH can not response all input events.
I also added debug log prints into mGBA source codes:

Code:
static void _GBACoreRunFrame(struct mCore* core) {
    struct GBA* gba = core->board;
    int32_t frameCounter = gba->video.frameCounter;
    printf("TJDEBUG %s %d: frameCounter = %d\n", __func__, __LINE__, frameCounter);
    while (gba->video.frameCounter == frameCounter) {
        ARMRunLoop(core->cpu);
    }
    printf("TJDEBUG %s %d: video.frameCounter = %d\n", __func__, __LINE__, gba->video.frameCounter);
}

The result shows that when frameCounter equals 6, core will run infinitely at ARMRunLoop(core->cpu);, can not break out the while loop.

This problem has been bothering me for a while, and I would be grateful if someone could give me some ideas to debug the issues.

Thank you!

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  Libretro core
Posted by: TBM - 08-21-2018, 11:09 PM - Forum: General - Replies (6)

The libretro core has considerably worse video and audio quality than the standalone. What is causing this?

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  Apply more shaders
Posted by: Blake - 08-21-2018, 10:51 PM - Forum: General - No Replies

Hi, just wanted to know if is possible to download and apply more shaders besides the "default" ones, and how

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  mGBA Save File Location
Posted by: Thorusofer - 08-21-2018, 10:16 PM - Forum: General - Replies (8)

I want to import my save files from No$GBA and move them over to mGBA to try and solve a problem I'm having on the original emulator. Before its asked, I have tried looking into the files and I can't find where the files would be saved to. I even did a quick save at the beginning of my Pokemon Emerald Z Rom hack to try and get the location to appear with the other mGBA files, but that didn't work at all. I need this solved as soon as possible, it is actually legitimately vital.

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  Language Issue
Posted by: Amatum - 08-15-2018, 11:32 PM - Forum: General - Replies (1)

Yo! I wanted to request help, on latest version of mGBA (0.6.3) on MAC OSX, when I load up for the first time, its not in english. I assumed maybe I downloaded the wrong language version, then I realize thats not available at least that I saw. I believe its in dutch, which I know is a supported language. If anyone knows how to help or advice, it would be greatly appreciated. I have seen some threads covering this, but have the issue automatically fixed with a restart. Not the case for me sadly. EDIT: I forgot to add that the game I'm attempting is pokémon emerald, and I made sure i downloaded the english version of the ROM.

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  Romhacks targeting VBA-M: Accuracy vs (bug-for-bug) "Compatibility"
Posted by: jimbo1qaz - 08-14-2018, 08:38 AM - Forum: General - Replies (1)

I'm new to GBA romhacking, and my first impressions are absolutely negative. I tried downloading the Moemon romhack (please don't judge my tastes), but it crashes after the intro screen on mGBA.

I kinda made an unpleasant first impression in their Discord server, complaining about their usage of IPS patches (inability to tell which revision to use), and incompatibility with mGBA (and likely hardware). They complained I hadn't read the readme, which specified the ROM name (which doesn't help) and CRC32 (facepalm, it's a horrible and insecure checksum) to use.

In the project Discord, one user specified this:

Quote:Until mGBA is completed, it's still and experimental emu
Compatibility=Ability to play every title and rom hack without crashing or bugging
Which mGBA haven't
In response to me arguing that:
Quote:"bug-compatibility with vba-m = Ability to play every rom hack which doesn't work on hardware"
"compatibility = behaving like real hardware"
they responded:
Quote:Do what you want, but you're still wrong
Behaving like real hardware is not conpatibility
It's emulation
A good emulator is able to work like real.hardware
And a compatible emulator can do both work like real hadware and go out of the way to work like a slighty different one
and a good vba-m workalike supports anything that runs on vba-m. that's not a compatible emulator, merely one broken in the same ways
Quote:i wont stat a pointless argument about emulators. We use VBA-M as a base and that's it. We won't debug or support other emulators

I assume, given the Holy Grail articles and discussion on byuu's forum, that mGBA is the most accurate emulator, and that  Higan is second but slow. I'm assuming that hacks that break on mGBA are broken on hardware, so they're making a VBA-M game, not a GBA game. Are my assumptions correct? Having to deal with this kind of mindset is frustrating.

----------

Additionally are there any ways to detect VBA-M in GBA mode, and display a "only tested on VBA" warning when running on other emulators? I brought this up, the community mocked me and demanded me to "show them how". Echo RAM? VRAM locking? Are these GB-specific?

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  Need help with hacked Pokemon Rom not working
Posted by: Fuey - 08-04-2018, 10:20 AM - Forum: General - No Replies

I am trying to to play the Nameless Fire Red Rom. The game work on vba-(m) emulator but for some reason that emulator has massive frame drops and de sync problems on my mac. Usually after starting up the rom on mGBA the game crashes right before professor Oak is supposed to show up and set you on your journey, so I get the title screen and everything.

I got the game working but loading a .sav file that I had from the other emulator but during the first battle the game crashes giving me the Jumped to invalid address: 09FE209C error. Any help would be appreciated.

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  mGBA 0.6.3 on Ubuntu 18.04
Posted by: Linko - 07-31-2018, 03:10 PM - Forum: General - No Replies

How do I install mGBA 0.6.3 on Ubuntu 18.04.1 LTS? 
Thanks if anyone can answer that.



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  Vita: Any news on a dynamic recompiler?
Posted by: liznaith - 07-30-2018, 07:16 PM - Forum: General - Replies (2)

Is there a dynamic recompiler for the vita version coming out?

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