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Is mGBA a valid GBA emula...
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mGBA 7.1 Loading Crash
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mGBA for 3DS
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Help with adding Borders
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Pokemon FireRed cartridge...
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  3DS build environment
Posted by: thammi - 12-08-2015, 06:16 PM - Forum: General - Replies (4)

Hello,
I found this project searching for homebrew software on the 3DS. My last handheld before the 3DS was a GBA and I was happy to get a chance to play those games again. Thanks for your work! Some games are having performance issues on the N3DS right now and I would like to look into possible performance enhancements. I have experience in embedded development but am new to emulators.

Unfortunately I was not able to build mGBA for the 3DS. Are the build scripts for 3DS included in the repository or do you use a custom setup which is not included? Could you please help me setup the build system? I have devkitARM and libctru installed and was able to build other homebrew applications.

Thanks in advance and thanks again for your work on this project!

Greetings
Thammi

edit: just noticed that I was working on the release tarball and not the git master ... making some progress now.

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  Config file / Keyboard setup (Something that's been bugging me for a while)
Posted by: Mikerochip - 12-05-2015, 09:51 PM - Forum: General - Replies (3)

Hi!

Superb emulator!
And my thanks for creating it Smile

Castlevania (Circle of the Moon) has never looked so crisp!
(If a tad bright!)

I'm running mGBA on Windows 10 x64, (I previously ran it on Win 8.1).
(It happened on 8.1 also, btw)

My question:

Is there a way to use the CTRL / ALT / SHIFT keys by themselves?
Whenever I remap the keys, it always treats those keys as a modifier key.

I have an Ultimarc keyboard encoder, set up under the original Hotrod / Mame key bindings.
(CTRL, ALT, Space, SHIFT, Z, X, C with player one start = 1)

I looked up the QT key values from here, http://doc.qt.io/qt-4.8/qt.html#Key-enum

and tried converting the hex values there to decimal, and manually entering them in the INI file!
Which doesn't work!

Or. Well. It does. It works fine,
but I get random program crashes every time I try to use the program for more than a few mins.
(Sometimes within a few seconds of starting gameplay)

If you want to reproduce it quickly, try playing Super Streetfighter.
It rarely lasts to the end of the first round.
(In both windowed and fullscreen)

My INI:
[input.QT_K]
keyL=16777249
keyR=16777251
keyStart=49
keyDown=50
keyLeft=52
keyB=16777248
keyUp=56
keyA=90
keyRight=54
keySelect=67

So, I'm using
L= CTRL
R= ALT
B=SHIFT
A=Z

I tried just using SHIFT, X, Z and Space, and that works too, but, while crashes are less frequent, they still happen within the first minute of execution.

Any ideas?

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  Config file?
Posted by: cycyx - 12-05-2015, 12:02 AM - Forum: General - Replies (2)

Hello there,

I'm using mgba-sdl on Arch Linux, and was wondering if you could provide a detailed configuration file, in order to allow us to change keyboard mapping for example.

Also, having a key to quit the emulator would be nice: launching mgba in fullscreen will lead to a painful experience when you want to quit...

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Thumbs Up Shaders!
Posted by: angrykaspar - 11-26-2015, 03:26 PM - Forum: General - Replies (4)

I think this is a big deal. Thanks for the great work Smile.

I was wondering, could we please get that AGB001 shader with just the colours and not the "pixels"? It's neat, but shaders only work in fullscreen for me, and I think because of a non-integer stretch, the gaps between the "pixels" are uneven. So the horizontal black lines in-between pixels are sometimes one pixel tall, and sometimes two pixels tall. Sometimes the green sub-pixel is one pixel wide, and at others, two pixels wide. It would be perfect if we could get either just a colour shader, or if we could have integer stretch in fullscreen mode.

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  Autofire option?
Posted by: kout - 11-22-2015, 09:07 PM - Forum: General - Replies (2)

Hello!

Is there support for autofire? That is, toggling the repeated press of a button. VBA had the option to activate it with Alt+1 I believe, but I've looked over in the settings and haven't found it on mGBA (though perhaps it's using a different name). It's really useful for certain games, such as the Pokémon ones.

Thanks, and congratulations on the superb emulator, endrift! Your work here is amazing Smile

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  Game Boy Advance Documentation
Posted by: endrift - 11-13-2015, 07:24 PM - Forum: Development - No Replies

Master post of all GBA documentation:

GBATEK Errata:
  • BLDALPHA is readable (but BLDY is not)
  • Sprite semitransparency overrides brighten/darken modes in BLDCNT—but only if the sprite blends, i.e. has a target 2 beneath. This is mentioned in GBATEK but is not made clear. Affects Golden Sun fights.
  • WIN wrapping is not described properly. Affects Pokémon Ruby/Sapphire/Emerald battle intros in caves. TODO: write docs on how
  • Audio registers all either read out 0s or disallows writes when SNDCNT_X has the audio circuit disabled TODO: determine which
  • JOY register descriptions are sometimes backwards with respect to RECV and SEND. TODO: Needs clarification
  • Game Boy Player rumble documentation doesn't work with Pokémon Pinball Ruby/Sapphire, which uses variable speed (PWM) rumble. TODO: Needs investigation
  • GamePak "variable strength" rumble in Drill Dozer is just PWM.
  • BLDCNT, BLDALPHA and BLDY are not latched during scanlines and can be updated at any point during rendering.

  • DMA source and dest registers cannot have invalid addresses written to them; the write will fail and the old value sticks TODO: determine valid ranges
  • DMA3 from SRAM to ROM (and possibly visa versa) causes the GBA to hardlock
  • DMA1 and 2 can read SRAM and ROM TODO: Can it write ROM?
  • DMA0 reads back (mostly?) zeroes from SRAM TODO: How much of this is my flashcart?
  • TODO: remember/find out more

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  Thanks!
Posted by: Bighead - 11-13-2015, 01:05 AM - Forum: General - Replies (1)

Just wanted to drop by and say thanks for this great emulator! The world was badly in need of a more accurate GBA emulator and so far you have delivered. From my testing it's worked flawlessly with every game I've thrown at it. I've read through all your blog posts and although I can only understand a small amount of it, it looks like you know your stuff and it's exciting to see progress. I highly anticipate some of the planned features such as filters and linking with Dolphin. Keep up the great work!

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  Bugfixes and Regressions
Posted by: endrift - 11-12-2015, 11:12 PM - Forum: Development - No Replies

This thread will be used to keep track of game bugs, how to reproduce them, which revision they were fixed in, and which revision broke them again (if applicable), with reproduction steps and savestates/savegames if needed.

GBA

  • Dragon Ball Z franchise
    • Requires EEPROM saves.
  • Shining Soul II
    • Requires a slightly odd ArcTan2 calculation for HLE BIOS, or else the game can soft lock. Fixed in 415298e.
  • DK: King of Swing
    • Requires WAITCNT bit 15 to be read-only 0
  • The Legend of Zelda: The Minish Cap
    • Requires out-of-bounds memory accesses to behave as on console.

GB
  • Street Fighter II
    • Writing to LYC when LY=LYC and mode=2 triggers LCD IRQ
  • HuC-3 (Robopon)
    • Requires SRAM to return 0x01 when inaccessible instead of 0xFF.
  • Prehistorik Man
    • Audio buzzing requires basic "zombie" mode audio working (i.e. volume envelopes getting adjusted on write) to fix. Cf. GBDev wiki. Also affects other Titus games, such as Lamborghini American Challenge.

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  Fav Launch Title
Posted by: daas - 11-09-2015, 06:00 AM - Forum: Gaming - Replies (2)

What is your favorite launch title for any classic system at the time or that is now a favorite of yours?

I'd have to say Super Mario Advance for the GBA, Dynasty Warriors 2 for the PS2(when I was into those types of games), and most of the NES launch titles. Smile

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  endrift what drives you?
Posted by: daas - 11-09-2015, 05:52 AM - Forum: General - Replies (2)

What drives you? Also what would be a good way to sure our support?

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