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  New dependencies
Posted by: Amnesia1000 - 06-13-2019, 01:12 PM - Forum: Development - Replies (2)

Hello again, I'm trying to compile mGBA in windows, I follow the instructions but to perform "cmake .. -G "MSYS Makefiles" tells me that it doesn't find the file libglu32.a. I can't find any package with a similar name, I looked in google and it seems to be a library of some openGL package. You could update the readme and add the new dependencies. And what would this dependency be?. Thank you very much

Edit: I just checked the terminal log and it seems that QT5 is the problem that looks for a dependency and doesn't find it. Do you know how I can solve this? Or is something wrong? What I'm doing to compile is what Readme from github says.



-- Checking for one of the modules 'libswresample'
-- Checking for one of the modules 'sdl2'
CMake Error at C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfig.cmake:15 (message):
The imported target "Qt5::Gui" references the file

"C:/building/msys32/mingw64/x86_64-w64-mingw32/lib/libglu32.a"

but this file does not exist. Possible reasons include:

* The file was deleted, renamed, or moved to another location.

* An install or uninstall procedure did not complete successfully.

* The installation package was faulty and contained

"C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake"

but not all the files it references.

Call Stack (most recent call first):
C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake:45 (_qt5_Gui_check_file_exists)
C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake:70 (_qt5gui_find_extra_libs)
C:/msys64/mingw64/lib/cmake/Qt5Gui/Qt5GuiConfig.cmake:212 (include)
C:/msys64/mingw64/lib/cmake/Qt5Multimedia/Qt5MultimediaConfig.cmake:105 (find_package)
src/platform/qt/CMakeLists.txt:25 (find_package)


-- Configuring incomplete, errors occurred!

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  lua-developement?
Posted by: UpDate - 06-12-2019, 08:04 PM - Forum: Development - Replies (2)

Hey!
I really love mGBA - great effort - works amazingly for me.
Yet i wanna know how far the lua implementation is.
Is it maybe already available in the developement-builds?

Greetings!

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  Should ARMS Have Different Moves?
Posted by: rockyglock - 06-03-2019, 05:59 PM - Forum: Gaming - No Replies

•Something some people think of when talking about additions to a possible ARMS Sequel is that the characters should have more unique movesets, or just more moves in general. Then the question would be, what moves, or more specifically, what TYPE of moves? Here’s something to consider, that plays a huge part in ARMS...distance and depth-perception.
•The reason the Attacks are extendable to begin with, is to make a behind-the-back, third person fighting game work. So adding any moves that you would need to judge short distance from a behind-the-back angle to use properly, wouldn’t really work in this type of game. Otherwise, just make more abilities for more characters. In which case, they wouldn’t be “moves”, they would be “abilities”, which ARMS already has. Springtron is the only character with different Attack, his EMP. However that doesn’t do damage. It’s to disable the opponent’s Arms, to make an opening TO do damage.
•If this game was shot from the side, like most fighting games, of course having one type of move, or means of attack would be ridiculous, but in a game like this, you have to consider why they made “long-ranged punches” the only means of dealing damage to begin with. It’s hard to reliably tell if your attack will hit the opponent from the third person view, so they made each attack stretch across the stage to help you tell when it’s gonna land.

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  Bugs in a Couple More Games
Posted by: Lincon - 06-03-2019, 04:20 PM - Forum: General - Replies (1)

Hello everyone,,
I've come across a couple of games with issues in mGBA.

The first is Penny Racers (E) AKA Gadget Racers (U) or Choro Q Advance (J)

This game runs fine but the main player car sprite is all glitched up. It's the same in all 3 versions.

The other game is Rampage Puzzle Attack.

The game loads fine but the sound is borked. Nothing but screeches and whines. In the RetroArch build there is no sound at all.

These bugs occur in the latest dev build, 0.6.1 and the RetroArch version.

I hope it's okay to post the bugs here - I didn't see a general bugs thread. But I am old and blind so might've missed it!

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Question Preload entire rom into memory
Posted by: Styrixa - 06-03-2019, 03:11 PM - Forum: General - Replies (1)

Hi All,

I'm new to the forum, and I searched, but couldn't find the answer. I apologize if this is covered somewhere obvious.

What exactly does "preload entire rom into memory" do? I know, in theory, what it is doing, but what effect would this have on performance and energy use? I often run emulators on my laptop, and I try to reduce battery use, and try to keep my computer cool. It is actually something I really appreciate about mGBA, as opposed to some other emulators.

I work on ROM hacking as a hobby, and am curious if enabling this feature has an adverse (or positive) effects on patched ROMs. I assume it wouldn't have any effect.

Generally, I assume this would improve performance if a computer has enough Ram, but I'm not exactly sure. I know a bit about how computers work, but I use hacking ROMs and Emulation as a way to educate myself, so please be gentle. Wink

I currently use a 2010 MacBook with 8 GB ram and 256 MB video ram. Right now, MGBA seems to work fine at tops speeds, even in fast-forward.

Any help would be greatly appreciated.

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  My roms doesn't load [please help]
Posted by: darioeslaonda - 06-02-2019, 05:05 AM - Forum: General - Replies (4)

I have the latest version 0.7.2 I have my roms associated with the emulator, every time I try to start one directly from the rom, it only opens the emulator but never starts. I already tried all the configurations and I already installed all the versions and it's always the same. If I start the game directly from the rom, it only opens the emulator but does not start the game. If I open it directly from the emulator it runs without problems but I can not use it with Launchbox. Thank you very much for your help.

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  Not able to configure controls with libmgba on linux.
Posted by: Nonokat - 05-30-2019, 02:05 PM - Forum: General - Replies (1)

Hey,

I am on Manjaro Linux and I downloaded libmgba to start mgba from command line.
So far everything works well and as expected, I am able to set the size of the output window etc,
but I can't seem to make changes to the controls.

For example I would like to change the b key because i don't use an American keyboard.
The mgba manual tells me that mgba reads the config file $XDG_CONFIG_HOME/mgba/config.in ,
but there is no file there and I didn't know how the configurable variables would be named.

The file did appear though after installing mgba-qt and with mgba-qt I was able to change the controls
over the gui, but I would rather use mgba from command line without gui, because in i3wm there are
window size issues. The problem is that the mgba command line version doesn't seem to read the config file
at all.

I already tried to use the -C flag to change the b key like so: mgba -C keyB=89, but that didn't work either.
Other things like -C volume=5 worked fine.

Do you have any idea, how i could change the b key?

Thanks in advance!

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  Tiny text in mGBA settings menu.
Posted by: RichterEX2 - 05-28-2019, 10:33 AM - Forum: General - No Replies

I'm getting a very bizarre bug when I try to load the settings menu. The text on the right side is way too small to read! Any idea how I can fix this?

[Image: 0bed527359b160100276709a553aadd5.png]


Updated: Okay, I fixed it this one myself. I had my 1440p monitor set as my main, which gives me small text to begin with, but moving it over to my 1080p screen kept the text tiny and horribly scaled. Setting the 1080p as my main display set the text back to a normal, readable level. Definitely an odd issue though.

[Image: 42227eb4163a29d2414412792e0ee9bb.png]

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  Compile 7.2
Posted by: Amnesia1000 - 05-27-2019, 06:18 PM - Forum: Development - Replies (4)

Again I, when giving me error the last builds compiled by me (as I explained in the forum "General" the 8.0 builds do not start), I want to see if version 7.2 would work for me or not. How can I compile version 7.2 and not the git version? Which command to compile a specific branch, or just version 7.2

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  Problem with o3DS XL
Posted by: RaCuGa - 05-27-2019, 05:28 PM - Forum: General - Replies (3)

Hi,
I'm trying to use this emu to play my old GBA backups, but I have a problem with the Emu:
Everytime I open it it shows only a Black Screen... The lower screen only shows the white-triangle that selects teh archives, and also the screen shows the battery icon... nothing more. (if you need would upload a cap, but... it shows only that XD)
Is like the words were in black, as teh background... I can open folders, roms... but not the Options (pressing X) 'cause it leaves me to the HomeScreen.

I'm using LUMA 9.1, B9S, o3DS XL, using only Sysnand.
I have this same problem with other SD.
The Emu doesn't create any "config.ini", so I haven't edited anything.
Using the last mGBA version 7.2, the .CIA version. Had the same problems with 7.1.

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