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Is mGBA a valid GBA emula...
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  Suggestions for the Wii version
Posted by: MrProtein - 08-27-2015, 03:31 AM - Forum: General - Replies (8)

Just found out about this, and I have to say I am quite impressed at how well the performance is on Wii - I honestly thought that VBA GX/VBA Next was as good as it's gonna get.

I understand this emulator is still in its very early stages (which is actually amazing considering how the performance is already better than VBA GX), so I just thought I would suggest some possible features for future releases.

* Brightness Control/Gamma Correction - as we all know, most GBA games were made with very bright colors so that they could be seen on the original unlit GBA. Both the Game Boy Player and the Wii U Virtual Console somewhat compensates for this by darkening the image a little - it would be nice to have that option for this emulator as well

* libwiigui - just for continuity/similarity with other emulators like Snes9xGx and FCEUGx. I can understand if this might not be feasible however if it takes up too much memory and could hinder game performance.

* custom button configurations - self-explanatory (apologies if this has already been implemented)

* custom border support - y'know, like the ones that the GB Player had on the GameCube.

* screen size options - right now it seems to default to 4:3, which is not the GBA aspect ratio (3:2). Also the edges are currently cutoff on CRT's.

* 240p support - for CRT users

* this one is rather ridiculous and I'm not sure if it's even possible, but it would still be cool nonetheless:
GBA-to-GCN adapter support? On the GB Player, you could use an actual GBA as a controller if you had the GBA-to-GCN adapter (you had to turn on the GBA and hold start on it while it's connected to the GCN).

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  mGBA GB & GBC emulation
Posted by: MightyJo - 08-23-2015, 09:34 AM - Forum: General - Replies (1)

Are you planning on making mGBA emulate the Game Boy line as well? Or are you simply aiming for a near perfect GBA emulator?
Also would it help you if someone compiled a compatibility list and if yes how would you like it organised?

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  video rendering issues under Windows 10 (MGBA 0.30)
Posted by: Nicholas Steel - 08-23-2015, 05:32 AM - Forum: General - Replies (3)

When using the OpenGL video renderer and either 57FPS or 60FPS, the video stutters a lot like it's very frequently skipping frames/displaying frames for too long. I assume this is the program conflicting with the compositor under Windows 10.

The Software Renderer doesn't work, or to be more precise it seems the FPS Target is artificially limited to sub 1FPS? Holding Turbo button increases the frame rate of it to over 1,000FPS. Messing with the Target FPS or Frame Rate setting doesn't affect it.

When running v0.30 after upgrading from 0.20 by deleting everything in only the MGBA folder and then installing MGBA 0.30, the FPS Target seems to be sub 1FPS even though the FPS Target setting is visibly set to 57FPS. Settings, had the Frame Rate set to 0.1FPS for some reason. I assume there is a config file not located in the MGBA folder and the new version probably misread the outdated config file. Setting the Frame Rate to 57FPS fixed the frame rate of the OpenGL video renderer. In this particular isntance, adjusting the Target FPS setting would NOT update the Frame Rate setting until after I manually adjusted the Frame Rate setting my self.

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  Has anyone compiled a compatibility list for mGBA yet?
Posted by: I.S.T. - 08-17-2015, 09:52 PM - Forum: General - Replies (1)

Just curious.

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  How to compile port wii?
Posted by: askot - 08-14-2015, 09:32 PM - Forum: General - Replies (3)

Hello, I'm trying to compile wii port of mGBA in Windows with Devkitpro PPC,
I've added a Makefile to project, here it's the code

Code:
#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif

include $(DEVKITPPC)/wii_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET    := mGBA-wii
BUILD     := build_wii
SOURCES := src/platform/wii src/arm src/gba src/gba/cheats src/gba/rr \
src/gba/supervisor src/util src/util/*.[cSs] src/util/gui src/gba/renderers \
src/gba/sio/lockstep.c src/third-party/inih src/platform/commandline.c \
       src/util/vfs/vfs-mem.c src/util/vfs/vfs-file.c src/util/vfs/vfs-dirent.c
       
INCLUDES := src src/arm src/util src/util/gui src/arm src/gba src/gba/cheats src/gba/rr \
src/gba/supervisor src/gba/renderers src/third-party/inih src/platform/wii \
       src/util/vfs


#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O3 -mrvl -Wall -Wextra -std=c99 -DCOLOR_16_BIT -DCOLOR_5_6_5 -DUSE_VFS_FILE \
           $(INCLUDE) $(MACHDEP) $(DEFS)

CXXFLAGS = $(CFLAGS)
LDFLAGS = $(MACHDEP) -g -mrvl -Wl,-Map,$(notdir $@).map -s

#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS := -lfat -logc
#-lbte -lwiiuse

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(PORTLIBS)

#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT := $(CURDIR)/$(TARGETDIR)/$(TARGET)

export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR := $(CURDIR)/$(BUILD)

#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))


#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif

export OFILES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \

#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC) -I$(PORTLIBS)/include/freetype2

#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)

export OUTPUT := $(CURDIR)/$(TARGETDIR)/$(TARGET)
.PHONY: $(BUILD) clean

#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@[ -d $(TARGETDIR) ] || mkdir -p $(TARGETDIR)
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile.wii

#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol

#---------------------------------------------------------------------------------
run:
wiiload $(OUTPUT).dol

#---------------------------------------------------------------------------------
reload:
wiiload -r $(OUTPUT).dol


#---------------------------------------------------------------------------------
else

DEPENDS := $(OFILES:.o=.d)

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)

#---------------------------------------------------------------------------------
# This rule links in binary data with these extensions: ttf lang png ogg pcm
#---------------------------------------------------------------------------------

-include $(DEPENDS)

#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

But I get a lot of errors, statring with gui-font.h and memcpy undefined, even if I add <malloc.h>,
maybe it's for my makefile, I'm a total noob on makefiling, just for checking other examples.
After, that a lot of undefinded references errors.

Any help please?

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  2395 -> 2398 broke something
Posted by: angrykaspar - 08-07-2015, 01:43 PM - Forum: General - Replies (4)

Something between the last two nightlies broke graphics when Aero (dwm.exe) is disabled in Windows 8.1 (this removes a frame of display lag). I imagine a similar symptom is seen in Windows 7. I guess it was the removal of double buffering?

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  Official mGBA Ports
Posted by: endrift - 08-06-2015, 11:04 PM - Forum: General - Replies (232)

PlayStation Vita
Merged. Please see the downloads page.

Old builds:

Nintendo 3DS
Merged. Please see the downloads page.
Old builds: Nintendo Wii
Merged. Please see the downloads page.
Old builds: PlayStation Portable (stalled)
Branch: psp
Latest: None

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  Questions regarding Wii port
Posted by: SuperrSonic - 07-28-2015, 11:47 PM - Forum: General - Replies (1)

I'm curious about this, GBA emulation on Wii has always been a slow mess. I compiled the libretro version on Wii and with the audio disabled it ran incredibly well, way better than VBA Next, however enabling audio made even the simple stuff unusually slow, am I correct in assuming this would cross over into the Wii port or is that just the libretro port still being unfinished?

I tried searching for some info but turned up nothing. Wii is the only platform I have that runs mGBA so far, so I don't know what the actual performance difference between audio vs. no audio is.

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  mGBA on EMUCR
Posted by: DaveTheMan - 07-17-2015, 02:02 PM - Forum: General - Replies (7)

Is it okay to download the latest mGBA upload from there?

What is the Stance that Developers of mGBA have on EMUCR?

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  How to use cheats?
Posted by: XxAndster700xX - 07-06-2015, 11:32 PM - Forum: General - Replies (12)

I am playing Pokemon Emerald and cant get the cheats i am using to work in-game. I have the master code entered and the code for the Pokemon i am trying to catch. I've tried closing out of the emulator and rebooting it. If someone could help me on this it would be veryyyyyy appreciated as i have been playing around with the cheats all day and this is my last resort. Thanks!!

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