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Sad In games Saves not working on Wii
Posted by: average612 - 10-14-2019, 01:17 AM - Forum: General - No Replies

Hello mGBA forums I've tried googling this to find a fix for it and haven't really come up with much so I'm gonna post here. Been recently using mGBA to play Fire Emblem Binding Blade and the emulator works very smoothly on my Wii. My laptop is very lack luster so it has issue running even GBA games which I still experience audio cracks on even in mGBA, so the Wii is my best bet. The issue itself is that in-game saves are creating 0 byte files with no data on them. I even added the directory under ports.wii and created a folder for saves to be held, and while in-game it appears to be saving, my SD card just has empty .sav files. Save states do work properly, but I'd rather use GBA saves to rely on. I used the same rom and was able to reload and create a legitimate save file on my laptop using mGBA so the rom isn't the issue. Anyone got a clue?

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  How to copy saves from a game to another version?
Posted by: fass_scass - 10-12-2019, 01:46 AM - Forum: General - Replies (3)

I want to switch from the Revision 1 Fire Red version to one where cheats actually work, and thus I want to copy my saves to the new version

How do I do this?

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  Settings on mac.
Posted by: ItsukiKun - 10-07-2019, 09:52 PM - Forum: General - Replies (4)

O.K. So I got a controller for SNES and it should work on mGBA for GBA. I plugged it in and it didn't work. I wanted to look in the settings, but it's not under tools. Please help!

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  About RA.
Posted by: Amnesia1000 - 10-05-2019, 10:21 PM - Forum: General - No Replies

hello again, first of all excuse me if the question does not correspond to this forum. The question (or questions) are 2, but know if the creation of the mgba core corresponds to you or is corresponding to the RA group. If it is something that corresponds to you, the second question would be, why when you start a game, is not shown the GBA start animation having the bios in the RA System folder? I know it's something that doesn't affect the game but if possible I'd like to enable them. In the core options I have the options "Use BIOS File if Found" in "ON" and "Skip BIOS Intro" in "OFF". Thank you very much.

I need to clarify something, in the version that I'm trying to see the starting animation is the Nintendo Switch, in linux shows it perfectly (and I guess windows too).

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  mGBA keeps crashing on Vita
Posted by: Egal1234 - 10-01-2019, 10:34 PM - Forum: General - Replies (9)

Hello,
mGBA keeps crashing on my Vita. It loads ROMs for a couple of seconds flawlessly but seconds later I get an error. The error code is C2-12828-1. The ROM isn't as I tested other ROMs as well. I'm running H-encore 2 on 3.7.2. I hope someone can help me with my problem. Thanks in advance.

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  New audio problem
Posted by: Lightcatcher - 09-19-2019, 03:24 PM - Forum: General - Replies (2)

Today I've downloaded 0.7.3 and noticed a specific audio problem that occurs in most of my GB Games:
Sound effects that should sound like explosions, deep dark hits or thunder are just barely hearable and extremly high pitched. 

Two extreme examples:
- The thunderstorm in the intro of "The Legend of Zelda - Link's Awakening"
- When a block hits the ground in "Tetris"


I noticed this in many other games too. It's not so extreme there, but the sounds are definitely "wrong" now.
Two more examples:
- Dying enemies in "Super Mario Land" (e.g. the explosion after jumping on turtles) 
- Every weapon sound and exploding enemy (after you hit them) in "Turtles - Fall of the Foot Clan"

I tried to change the audio driver from SDL to Qt Multimedia, i changed the audio buffer size and the sample rate. Nothing fixed the problem.
And I can say that these problems doesn't occur in 0.7.0. 

Is there a fix for this?
THX!

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  Mac settings, controls?
Posted by: ItsukiKun - 09-19-2019, 01:54 AM - Forum: General - No Replies

Hi, I was wondering, I play a game called Rhythm Tengoku and I need to press select to skip practicing, so I don't have to do that again. I used space, but that didn't work. I looked for settings in the tools tab, nothing. Please help!


P.S. GBA game.

RE: i got it. its delete

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  Nothing Saves
Posted by: somna - 09-14-2019, 12:27 AM - Forum: General - Replies (2)

Hi y'all I recently downloaded mGBA on my PC and noticed that whenever I went to save (under the file setting) it just wouldn't save my game no matter how hard I tried. I've done everything I can to figure out what's wrong and I think that something is missing. This is evident because when I tried to save under the debug setting it just gave me a message that said arguments missing. What exactly am I missing?

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  Fast Forward on Nintendo Switch?
Posted by: Klldarkness - 09-09-2019, 11:25 PM - Forum: General - Replies (1)

Hi there!

I can't seem to track down an answer to my question, and was forced to make an account to directly ask instead.

For the mGBA release for Retroarch Switch, does Fast Forward work?

If so, how do I activate it? How do I set it to a button? I've been trying to track it down in the settings, and doing google searches for an hour, and am officially giving up. If someone has an answer, please get back to me.

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  Questions on reading RAM from external program
Posted by: TheFreezingChicken - 08-25-2019, 11:40 AM - Forum: General - Replies (4)

Hi, I tried to do a quick search on Google, on the site and here on the forums, but I didn't have any luck.

Basically what I want to achieve is reading a few bytes from a specific address of the emulated RAM of the game (the reading is done from a little program I'm working on).
My idea was to read from a save state (quick to save for the user and easy to detect changes) but I noticed that on mGBA save states hava some kind of compression applied to them, so I can't use them in the intended way. I know about the memory viewer and the selection dumping feature but that's only manual and I was looking for an automatic one-keystroke kind of solution.

So my questions are:
Is there a way to make mGBA save the whole raw emulated RAM in the save state?

If not, is there a way in mGBA to make the memory dump process automatic?

If not, what are some possible ways (if there are any) to read the emulated RAM directly from within my program?
(I don't know much abot low-level stuff and memory access but if pointed in the right direction I can learn for myself no problem, I only need a starting point. Also I don't know if mGBA itself exposes some APIs for accessing it)

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