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  Cant build medusa
Posted by: Amnesia1000 - 03-11-2019, 12:41 AM - Forum: Development - Replies (1)

I know that medusa is in alpha phase, or pre alpha xD, but I wanted to know if there is any dependence out of the common with mgba, because when trying to compile medusa I get this error.


Code:
[0%] Built target version-info
[0%] Building C object CMakeFiles/medusa-emu.dir/src/arm/decoder.c.o

during GIMPLE pass: wrestrict
In the 'ARMDisassemble' function:
at pp_format, at pretty-print.c:1387
 int ARMDisassemble(struct ARMInstructionInfo* info, uint32_t pc, char* buffer, int blen) {
     ^~~~~~~~~~~~~~
make[2]: *** [CMakeFiles/medusa-emu.dir/build.make:583: CMakeFiles/medusa-emu.dir/src/arm/decoder.c.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:73: CMakeFiles/medusa-emu.dir/all] Error 2
make: *** [Makefile:152: all] Error 2

Im in Menjaro Linux

This is the procedure I followed to clone the repository and compile

Code:
git clone -b medusa https://github.com/mgba-emu/mgba.git medusa
cd medusa
mkdir -p build && cd build
cmake ..
make

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  Record video log
Posted by: Amnesia1000 - 03-10-2019, 04:22 PM - Forum: General - Replies (1)

One question, what is Record video log for? I create a file "xxx.vml", but the system does not recognize it...

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Question How can I change webcams for Game Boy Camera?
Posted by: tmangamer10 - 03-03-2019, 05:58 PM - Forum: General - Replies (5)

Huh  Is there a way to change webcams for Game Boy Camera? If you know if you can and/or how, PLEASE COMMENT ASAP!

Wink

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  Fast Forward in Wii?
Posted by: hamid1455 - 03-03-2019, 12:31 AM - Forum: General - No Replies

How to fast-forward in MGBA on wii? I did not see any key mapping in the options. I am new to using this emulator and checked the FAQ, was not able to find anything.

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  No Video
Posted by: Skiddoom - 03-01-2019, 12:58 AM - Forum: General - Replies (2)

Hello. I am currently trying to emulate a game on mGBA, but there is no video. Just audio, nothing else. How can I fix this? Also, if anyone answers, thanks!  Big Grin

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  [Suggestion] Discord-rich presence
Posted by: DeepWeeb - 02-25-2019, 01:01 AM - Forum: General - Replies (1)

While this is not a very important feature, it would be neat nonetheless, especially for when online multiplayer becomes available and people can join request for Pokémon trading or MegaMan Battle Network battles.  Big Grin

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  Trying to integrate Wanderbar with mGBA, but need some advice
Posted by: Mato - 02-21-2019, 09:31 PM - Forum: Development - Replies (7)

Hello! I've been working on integrating my Wanderbar sidebar thingy into Windows mGBA 0.6.1, but I know almost nothing about Qt and threads, plus the mGBA source code is light-years more advanced and cleaner than anything I could ever produce.

Still, I've been poking at the code and learning how things work. I've mostly got my Wanderbar working with mGBA now, but the biggest (and probably final) snag is that I need to call my Wanderbar's "doLogic" function before each GB/GBC/GBA CPU instruction.

Currently, I do that call in thread.c, around this part. (This actually works fine until my Wanderbar needs to update the browser, after which it crashes & I can't debug the cause, but it appears to be thread-related)

[Image: thread.c.jpg]

The issue is that I need to move this call out of thread.c and make it so that GameController.cpp (or maybe Window.cpp) calls my Wanderbar logic function instead. So basically I can't find a clear way to make it so that GameController.cpp knows when a core CPU instruction is about to be executed.

I figure that's probably not even how something like this should be handled, but again, I'm out of my league here with threads and Qt and such. Is there any way to make this work somehow? Currently my best guess is to try to create something like the debugger that's in the "if" statement in the code above, but that's also all written in C and part of the core, so I don't think that'll work either Sad

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  3DS Port EEPROM issues.
Posted by: E-ZombieHERO - 02-11-2019, 05:57 AM - Forum: General - Replies (2)

Sorry to post this here but couldn't find elsewhere to report an issue and not sure if this has been addressed.

When attempting to play Legacy of Goku II or Buu's Fury it becomes impossible to progress because of the save type and the option to switch doesn't exist on the 3DS Port afaik.

If there is a fix for this I've overlooked or plans to add support in the future I'd appreciate it greatly.

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  [Issue] Pokémon FRLG
Posted by: DeepWeeb - 02-10-2019, 06:44 AM - Forum: General - No Replies

Playing Pokémon Fire Red on mGBA 0.7.0, on entering on a Pokémon Center I can see that all characters on screen remain black for 14 frames, instead of fading in smoothly like in every other indoor area or even Pokémon Ruby and Sapphire. (The music still plays normally while loading)

[Image: eIJbHq4.gif]


I tested in 0.6.3 and the issue was present as well. Also tested on VBA-M and the issue was not present.

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  Is it possible to save in 128k/Pokemon Mystery Dungeon?
Posted by: poobee02 - 02-08-2019, 03:14 PM - Forum: General - No Replies

Hi all,
I've been trying to play Pokemon Mystery Dungeon on mGBA, but I've been using savestates to get through it because I can't save the game properly (Save failed error message).  Is there any way to change the save type to Flash 128k, because the save modes available in Game overrides still give me 'Save failed.'  Thanks for any help in advance.

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