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  Virtual Gameboy printer
Posted by: FerdinandoPH - 12-01-2018, 09:04 PM - Forum: Development - Replies (2)

Hi!
I was just wondering if you could implement an option to make a virtual gameboy printer that instead of printing, it saves an image (.jpg or .png). It would be like in VisualBoy Advance
This is just an idea, but I think it could be nice
P.D : If you decide to do it, please enable this function in 3ds

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  Save File exists but will not load?
Posted by: kittiesandchaos - 11-27-2018, 02:06 PM - Forum: General - No Replies

Hello there. I have been playing PokeMon Sapphire on mGBA version 0.6.1.0 and I saved a state last night to state 7. This morning when I try to load that state mGBA says "Save state 7 failed to load". The save state file is in the folder with the other save files, it is the same size as all the others. Is there anyway to fix it so that save state will load? All the other save states load perfectly fine. I will attach the save file for reference if that helps.

Happy to add any other info if needed. Thank you in advance!



Attached Files
.ss7   Pokemon - Sapphire Version (U) (V1.1).ss7 (Size: 388 KB / Downloads: 0)
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Thumbs Up Can this be possible ?
Posted by: Konoz - 11-24-2018, 01:02 AM - Forum: General - Replies (1)

i recently got mGBA for my 2ds xl and i wanted to know if there can be any 
- any cheats ( like gameshark action replay etc )
- fastfoward
-filters
- made the games hd

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  How do I make custom VC icons with mGBA 3DS?
Posted by: YSBunny573 - 11-19-2018, 10:28 PM - Forum: General - Replies (1)

I really want to make custom GameBoy VC titles for games like Kirby Tilt 'n' Tumble or Game Boy Camera using mGBA, but there doesn't seem to be an option for it in New Super Ultimate Injector (NSUI) or any special tool. It would also be nice to be able to turn off the SGB borders and change the palettes as well. Thanks!

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  Help with adding cheat codes
Posted by: cibomatto2002 - 11-06-2018, 12:33 AM - Forum: General - No Replies

How do I add cheats I make from search memory to the Cheats? I don't see a add to Cheats or anything like that.


mGBA-build-2018-11-03-win32-5390-ed0a7c68eab07e4dca5b2744b2a45ef7b00917b1

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Thumbs Down Cannot build mGBA on Linux
Posted by: pinhead - 11-05-2018, 05:58 PM - Forum: Development - Replies (1)

Hello!

I've been trying for a while now but i can't compile mGBA on Fedora29 with cmake version 3.10.2. All recommended commands execute without any errors but in the end there are no files in either '/usr/bin' or '/usr/lib/. Has anyone else have that problem and/or a solution?

Thanks for your help!

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  Issues with 0.7 beta1
Posted by: Lightcatcher - 11-04-2018, 01:03 AM - Forum: General - No Replies

Despite my last thread (I'm still very happy) i found some problems with the newest beta:

Turtles II - Back From The Sewers (Gameboy)
Everytime you reach a new level you should hear a voice shouting "Cowabunga". And if you press pause there should be a voice shouting "Pizza Time". 
But instead of the voices you hear only a deep distorted noise. Sounds a little bit like a 8bit explosion sound.

Prehistorik Man (Gameboy)
In this case the music is buggy. Because actually you can't hear all 4 channels (Square 1, square 2, Wave, Noise). 
To be sure I downloaded the .gbs file and opened it with foobar2000 and the "Game Emu Player" plugin.
And now I can say that 0.7 beta1 only plays the Wave and the Noise channel with this game. Square 1 and 2 should be there but are inactive.
Here is a video how the game music should sound:
https://www.youtube.com/watch?v=Zji0hguQ1JU

That's all for now, but I let you know if I find more issues.

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Heart Thank you for 0.7 beta 1
Posted by: Lightcatcher - 10-31-2018, 10:53 PM - Forum: General - No Replies

Dear endrift,

almost two years ago I discovered this site and mGBA. At that time I wrote this post:
Sound Quality & Palette Customizing
Since then I used mGBA more than any other emulator and updated to every new version of it. I may be a quite follower (never wrote another post) but I visited this site very often. 
mGBA is still my favourite for GB, GBC and GBA games! 

Yesterday I installed the 0.7 beta 1 version and was soooo impressed and really happy. Because finally mGBA has all the improvements I adressed in my post back in Februar 2017.
The sound is now absolutely clear for me in 0.7. I love it!
But my favourite improvement is the new color function for backgrounds and sprites.
And it is not just like I wished for it... it is even better!  Heart
VBA just had the option to customize the background color and all sprites. And until now I thought this is the best of what is possible in a Gameboy emulator. 
It blew me away that mGBA 0.7 has two palettes for sprites! o_O I tried it with a few games and it looks awesome. In Zelda: Link's Awakening e.g. the second sprite palette is for all liftable items and some special effects. Thank you so much for this!  Smile

Thank you for bringing the features I wished for in the new version. And thank you for all the time and effort you put in this project. I really appreciate it!

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  What does "64 MiB GBA Video cartridge support" mean?
Posted by: 7743 - 10-29-2018, 06:41 PM - Forum: General - Replies (1)

>mGBA 0.7 beta 1
>GBA Memory: 64 MiB GBA Video cartridge support

What does "64 MiB GBA Video cartridge support" mean?

I understand that the maximum capacity of GBA's ROM is 32 MB.
Is this function to support it up to 64 MB?

If so, it is very interesting.
Expanding the available capacity broadens the possibilities of Hack Rom.

I tested it using nightly builds.
I added 0x00 behind the ROM with hexeditor to create a ROM that exceeds 32 MB.
When reading it, the following error occurred and it did not work.

Crash
The game has crashed with the following error:
Jumped to invalid address: 5AFFFFF8

Is the upper limit of the GBA ROM capacity 32 MB?
If so, what does "64 MiB GBA Video cartridge support" mean?

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Lightbulb Macro Recording feature (input automatization)
Posted by: Endor 8 - 10-28-2018, 10:34 AM - Forum: General - No Replies

Hi there, I'm new here and I don't know much how does this work at all.

I have been searching for a while for a GBA emulator which allowed some macro recording function (similar to that of M$ Office Word or Excel), however I found none, but this forum seemed like a fine place to propose it.

I've also tried searching in this forum and I found nothing on the topic, yet it might have been discussed with a different name. In such case I apologise for creating a repeated thread.

The main core of the idea is very simple: A shortcut from the emulator menu which would prompt a dialog to input a name for the macro, and then entering into a recording mode which would write into a log file every GBA input made by the user with a relative time reference. And another option from the menu to stop recording, to execute or to delete a macro.

The productive use of this feature would be in games which would require many repetitive actions different to 'turbo A or B', and I think making it compatible with fast forward would be a point. (I mean, like recording in normal speed and executing it "x" times faster)

With my modest level of programming knowledge I think the most problematic part of this feature would be that of the accurate timing, either recording or executing.

Please note that I don't actually know how this emulator works, so I understand there might exist certain limitations to what can be done around this feature. I fear for the timing tbh.

I hope this is the correct place to post this.

(Also, I'm not native-english speaker so I'm open to corrections on this matter)

What do you think about this idea? Is it really new? Do you think it would be actually useful, or just a waste of time? Would you either suggest some other interface for it?

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