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  Controller mapping Issue
Posted by: xDeuiii - 10-15-2018, 11:13 AM - Forum: General - Replies (2)

So I have 2 cheap USB SNES controllers that I've trying to use with mGBA. With the correct mappings in the settings, for some reason, the "UP" button is registering as "A" button even though "A" is already mapped to "A" on the controller. Every other buttons work as normal. Things I've tried:

1. Clearing the buttons and re-mapping, still same issue.
2. Trying the 2nd controller, still same issue.
3. Tried build 0.6.2, still same issue.
4. Mapping the "UP" to another button, tried mapping to "L", and it works correctly, the "L" button acts as "UP" but the physical "UP" button is still acting as "A".
5. Tried mapping "UP" to "DOWN" and "DOWN" to "UP". "DOWN" works as "UP" but "UP" still acting like "A".
6. Tried Revision 5381-a751cd5 under Development Downloads, older releases, and would you look at that, all the buttons correctly.

At this point, I think its an issue with the main builds. Both controllers work correctly in Desmume and joy.cpl in Windows 10. I will use the build I mentioned for now until there is some kind of fix released in the main builds.

 Also, why is Pokemon Red in colour in the development build? Also getting a white screen after the menu in Pokemon Red in build 0.6.2  but I can still hear the sounds and navigate in menus with the help of the sounds.

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  Link error when Trading (Pokemon)
Posted by: xDeuiii - 10-14-2018, 08:10 AM - Forum: General - No Replies

When I try to trade with myself with the same game (Pokemon Ruby), I get the "Link error" message everytime. What I did:
1st try:
File --> New Multiplayer Window
default settings
start trading as normal, tried trading Kadabra for Kadabra. Link error before Kadabra evolves

2nd try:
tried some settings I found on Youtube
Emulation --> Sync Video on, Sync audio off (I muted it personally cause the sound was annoying)
FPS target --> 30
"Pause when inactive" off
start trading as normal, tried trading Zigzagoon for Kadabra, Kadabra evolves successfully, but as soon as I try to walk out, Link error

3rd try:
Emulation --> Sync Video on, Sync audio off (I muted it personally cause the sound was annoying)
FPS target --> 15
"Pause when inactive" off
start trading as normal, gets Link error message in one of the emulation before even sitting down face to face

Using mGBA version 0.6.3. Using XBr lv3 shaders for all tries

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  mGBA Wii Framerate is 50 FPS on PAL Wii
Posted by: Dodain47 - 10-06-2018, 10:55 AM - Forum: General - Replies (2)

Hello Endrift. Smile 

I noticed that the Framerate in mGBA Wii stable and nightly is set at 50 frames on my PAL Wii.
Is there a way to for me to change how mGBA estimates the framerate to get full 60 frames?

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  mGBA Wii U Gamepad support?
Posted by: vbarros22 - 10-01-2018, 02:27 AM - Forum: General - No Replies

Hi, I'm new to the forum but I read before that it does not have official support for an Wii U version, but it is possible to add support for the Wii U Gamepad? The goal is only this but the WiiVC Injector also has an overclock to vWii (the Wii version works well but having more power will work better, isnt?)

Sorry for any english error, Im brazilian
And Thanks for anyone who can help

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  PsVita edition of mGBA not saving screenshots
Posted by: duckspacito - 09-30-2018, 05:50 PM - Forum: General - No Replies

After so much time has passed I finally beat Shantae Color! Pretty cool, right? I want to take a screenshot of the "The End" screen to show to my friends, but when I look in the rom's folder, the screenshot is nowhere to be seen. I attempted to make a save state right before the credits as a test, and plugging my PS Vita into my computer showed that it didn't save the savestate. But when I went back into mGBA, the savestate was there! Has anyone had this experience, and if so is there any way to fix it?

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  mGBA Save states on WII U
Posted by: sam - 09-29-2018, 06:26 PM - Forum: General - Replies (1)

Hello, Im a noob to this (emulators on consoles via home-brew) so I might be missing something obvious.  I am loving playing the emulator, but I cannot figure out how to save.  I change the save state slot from "o" to "1" but when I elect save state, yellow text displays in the corner of the screen that says "0% saved state" or something similar and the percentage never increases or goes away until I shutdown mGBA.  Ive done some reading on here, but I can't find anyone having the same problem.  I am loading everything off the SD card, and assumed that I need to be saving there as well?  Also of note, in my rom folder all games appear twice when I go to load content , but only once in the file when I am looking at it on my computer.  If I select any game in "load content " the first time it appears it will not load, but if I scroll down to the duplicate file it will. thanks in advance for any help

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  Saves in Castlevania: Aria of Sorrow not writing
Posted by: ryzor226 - 09-10-2018, 01:21 AM - Forum: General - Replies (2)

I've been playing Castlevania but saving doesn't seem to work. It creates a .sav file but when I go to load a save everything just shows as empty. I tested another game, Super Mario Advance 4, and saving works fine in that. Save states work fine though, but I need to be able to save to continue in the game. I also tried saving on a different computer and on multiple versions (0.50 and 0.63), but it remained nonfunctional. Any help would be much appreciated.

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  mgba gb in gbc mode problem
Posted by: username5009 - 08-31-2018, 10:54 PM - Forum: General - Replies (6)

hi, i have a problem.
For some reason i can't seem to be able to play gb games in gbc (color) mode, i put the gbc bios in the gb path in the settings but what happens is when a play a gb game it shows a glitched version of the gb bios and then the game continues gb mode (black and white) what did i do wrong? how do i fix this?

any help apreciated!

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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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