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  No color in Pokémon Red
Posted by: Ace66 - 06-15-2018, 04:35 PM - Forum: General - Replies (2)

Hey. 
I've been playing Pokémon Red on this emulator recently and it was all going well until I realised that the color that you would see in the GBC when you played this game, it doesn't exist. In the emulator, it's all black and white with a little bit of green, but I remember playing it on the GBC with the red background and pokemon sprites. I don't know if there is a way to fix this, if not then I'm fine playing like this, but if anyone knows what to do, please tell.

Thanks for your time.

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  Losing Sound and Sometimes Crashes when Saving
Posted by: DaveTheMan - 06-15-2018, 05:24 AM - Forum: General - No Replies

Found Recently that when I save a Game sometimes it Loses Sounds and even Freezing

Bit Annoying but hopefully something easily fixed

Using Windows 10

Tried 0.6.3 Version and the Latest Version with Pokemon Sapphire when I leave a Dungon and then it just Freezes just after I leave it

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  mGba not working with any gamepad
Posted by: BusterKid - 06-14-2018, 06:01 AM - Forum: General - No Replies

Everytime I try and configure my gamepad (ibuffalo SNES controller) it won’t save the configuration and I’m stuck with have an Up option on my dpad. I tried with various other logitech controllers as well but every time I configure and push apply the configuration won’t save and it goes back to the last configuration with out an Up input. It worked before and I’ve tried older versions of the emulator but theyall have the same configuration and it’s frustrating.

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  Question about the Audio Buffer setting
Posted by: LimitCrown - 06-11-2018, 01:21 AM - Forum: General - No Replies

I have a 144Hz G-Sync monitor and I set mGBA's FPS target to 59.73, which is the GBA's native refresh rate, but the video visibly stutters. I've was trying to figure out how to reduce the amount of stutter, and so it seems that this is mainly due to the audio buffer setting. Changing the audio buffer setting from 1536 samples to 768 or 1024 was able to reduce most of the stutter, choosing higher audio sample amounts causes the stutter to worsen, and choosing 512 samples causes the audio to be worse and the stutter to be worse than with the 768 or 1024 settings. Is there a specific Audio Buffer setting that I should target in order to minimize the stutter as much as possible?

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  mGBA Multiplayer
Posted by: Omla3 - 06-09-2018, 11:18 PM - Forum: General - Replies (1)

[Image: Screenshot_11.png]



Theres a problem w/ multiplayer for advance 3. When starting both multiplayer windows, while the first one will load the game, the second will either run at an average of 117fps and show a white screen, or run at 0.4 fps and still show a white screen.

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  Building for 3DS
Posted by: autofire372 - 06-07-2018, 06:04 AM - Forum: Development - No Replies

How exactly does one go about building the 3DS port of mGBA? Asking for curiosity's sake.

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  [Wii] The solar sensor is not working
Posted by: Dariuz Wolf - 06-05-2018, 02:46 AM - Forum: General - Replies (1)

In the new update 0.6.3, the solar sensor does not work. I tried it with the three games of Boktai, in the first title appears the message "The solar sensor is broken" and the other two games just not recognize it, I also tried to calibrate the sensor, but the result was the same. (I do not know if the versions of other platforms have the same problem)


Excuse my bad English

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  mgba in an IDE
Posted by: Interested_One - 06-01-2018, 08:16 AM - Forum: Development - Replies (1)

Hi folks,

I'm interested in understanding how the mgba works and therefore I want to follow its
dynamic behaviour. I woul appreciate to import the mgba in a usual ide like eclipse, netbeans etc ...
I'm currently working with linux, but I could easily switch to windows.
I already followed this tip but that's not the final solution. The source compiles and
immediately exits after start.

Greetings,
Interested_One

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  Support for VitaGL? (Vita)
Posted by: liznaith - 05-31-2018, 12:17 PM - Forum: General - Replies (1)

Let's admit it: Vita users, such as I and many others, would greatly appreciate mGBA to utilize VitaGL.  The emulator in its current state on the Vita is overshadowed by Retroarch's option to use VBAnext, and neither as of yet can allow most games to run at a constant 60fps or above.  VitaGL is an openGL wrapper for the Vita and it's open source.  VitaGL has allowed it's quake port by Rinnegatamante to achieve 60fps on the Vita's native resolution.

Would VitaGL ever come to mGBA on the Vita?  pls?

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  Audio distortion at different speed
Posted by: abstractoakbow - 05-30-2018, 04:18 AM - Forum: General - Replies (1)

I noticed that playing using mGBA at different speeds (audio/visual --> target FPS) distorts the audio pitch. I suppose this isn't exactly a "glitch" but is certainly not a welcome feature.

If I had to speculate, I suspect a 60hz tone played at 120 fps (double speed) means now 2 60hz waves fit in one second, or in other words 120hz fits in a second, effectively raising the entire game audio an octave.

Do other GBA emulators face this problem while playing on turbo?

If the devs ever see this, a couple work arounds to consider include:
1) Fixed turbo (fixed at 4x) comes with fixed audio (lower pitch by 4 octaves). [Of course, this assumes emulation is held steady at 4x, and doesn't fluctuate significantly. It would be up to the user to decide if their machine can hold a fixed turbo or not]
2) Variable turbo (such as unbound) comes with variable audio fix (dynamically approximating and lowering audio) to match approximated pitch. This option would of course take more resources to dynamically access the speed at which each frame comes out.

Thoughts or suggestions? Am I the only one finding chipmunk sequels at 6+ octaves too high annoying?

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