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  Little Request: add save file Time/Date to load/save menu
Posted by: Vortaka - 02-22-2017, 08:53 PM - Forum: General - Replies (2)

Hi!  This emulator is great!  Fast, reliable, efficient!  There are just some little things that would be cool to add...

- First, add the save file Time/Date tag (modified) to the load/save menu...  (Currently, it's only slot 1, slot 2, etc...).  Asking this cause I screw around a lot with some game...  Save a lot and I do not always remember the order I save them in.  So adding the save file modified Time/Date tag to the menu, it would be easier (and would let me play instead of opening the explorer and checking is MGba folder).  The load recent is a very nice touch!

- Auto load cheat table would be nice...  It's not THAT painful to load them manually, but it annoys some time...  just a little!  Maybe, when you save, it's named automatically ("file name of the game".cht or something) and placed in "/Cheat" folder...  (With an autoload checkbox in the cheat table or in the menu?  Or in the settings?)


Great job!  Keep up the good work!  

Vortaka

P.S. You should recheck the load recent cause I just selected it and it loaded a previous save but the the latest/last one I did... I loaded the 3rd (F3) and the last one (most recent) was the 2nd (F2)...

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  Cheats
Posted by: JustMaffie - 02-12-2017, 08:58 PM - Forum: General - No Replies

Hey, currently I'm trying to cheat in Pokémon RED, but how does it work? I don't know.

- JustMaffie

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  Multiplayer Dropping Out/Unstable
Posted by: DaveTheMan - 02-11-2017, 01:30 AM - Forum: General - Replies (2)

Last Night I was trying to Trade Between Pokemon Fire Red and Pokemon Leaf Green but took about 3-5 Goes to finally get the Trade Completed. It just keep Dropping Out and that was Annoying.

So I was wondering how to make it more Stable. Is there Settings I need put in?

I am using the Offical 0.5.2 Download

Please Help

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  Dolphin
Posted by: SilverTheGamer - 02-05-2017, 08:46 PM - Forum: General - Replies (5)

Does it support connecting to the Dolphin emulator?

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  Using cheat codes on 2ds
Posted by: Cheddar - 02-05-2017, 07:39 AM - Forum: General - Replies (2)

Recently I've been playing Pokémon Crystal on the mGBA emulator for 3ds/2ds
 
I want to be able to use cheats and the best answer I've been able to find on this forum was a post about a year ago that said it couldn't be done on the 3ds version. 

Is this still true?
If not could I have some instruction on where and how to enter cheat codes... Angel

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  Fullscreen?
Posted by: ThatGuy - 02-04-2017, 11:25 PM - Forum: General - Replies (1)

Is there anyway to have this emulator launch in fullscreen when a rom is loaded?

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  mGBA RGB Color Glitch
Posted by: Nana - 02-02-2017, 04:16 PM - Forum: General - Replies (3)

Hello!

I am a Japanese.
I use the translation tool.

I play Vast Fame Games using mGBA.
Thank you for a splendid emulator!

I discovered mGBA RGB Color Glitch.

http://www.geocities.jp/priparasort/mgba_color.png
Please look at this image.
color of Nightly is different from 0.5.2.

GBA is 5bit color.
RGB value becomes the multiple of 8 by all means.
brightest white is #f8f8f8 (RGB 248).

0.5.2 is a right color.
Nightly is wrong.
Nightly of all versions, a color is abnormal.

0.5.2 released on December 31, 2016.
color of Nightly the same date is wrong.
Why is a color of Nightly abnormal?

Mo Jie Qibing works only in Nightly.
cannot play Mo Jie Qibing with a right color now.
ripping wants to do Sprites.

Please make Nightly a right color.

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  Play Over GameLink at Same Time
Posted by: DaveTheMan - 01-29-2017, 05:39 AM - Forum: General - Replies (3)

I can get it to Connect but you can't have both window's playing at Same Time. So only really good at the Moment for Trading on the Pokemon Games.

So is there a way I can play on both Windows at the Same Time without Swaping Between them?

I am using mGBA 0.5.2 Official Release for Windows.

Please Help

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Brick [Android] Invoking CMake from Gradle instead of the opposite
Posted by: ds84182 - 01-13-2017, 12:25 AM - Forum: Development - No Replies

Copied from BB:

Also I recommend that native builds should utilize Android Build Tool's new CMake integration feature. Currently we copy and template build.gradle files, which are hard to work with inside of Android Studio because running make can overwrite my build.gradle changes, and upgrading dependencies becomes a hassle. Also, the build system limits us to compiling one native per arch at a time, which forces the Android source to be compiled multiple times if we want to target multiple architectures (even though the code is the same). We also don't benefit from the ability to make a single APK that supports multiple architectures...

I've tested the NDK integration (with ndk-build, not CMake) in my music application to compile SoundTouch and my JNI wrapper. It works well and also allows me to deploy to my x86 Android emulator without having to switch projects and do another full recompile.

So, to summarize:

[h3]Current Build System (CMake calling Gradle)[/h3]
Pros

* Simple to get the app compiled without getting into Gradle at all.
* Integrates nicely with the buildbot (probably, I haven't looked at the buildbot at all)

Cons

* Doesn't allow for an APK to have multiple architectures inside.
* Entire Android project has to be built multiple times for each architecture.
* Hard for me to work with when I have to deal with Gradle.

[h3]Proposed Build System (Gradle calling CMake)[/h3]
Pros

* Builds the app once, which saves time and disk space.
* We can export multiarch builds.
* No more manual "build.gradle.in" synchronization for me.

Cons

* Doesn't utilize CMake to start compilation, so it isn't straightforward how to build it.
* Doesn't integrate with the buildbot well. (I'm assuming... again I haven't looked into how the buildbot works)

Optimally, we would want multiarch builds, because some users have NO clue what arch their phone is. Sure, arm7 can run on aarch64, but that is optimal. x86 devices like the ZenPhone and Android x86 use libhoudini which lets arm7 code run on x86, but its really slow (no compilation cache, for example).

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  Load .sav file from vba
Posted by: Bschlenk - 01-11-2017, 05:29 PM - Forum: General - Replies (1)

I started playing minish cap on visual boy advance. A few things bugged me about it, like no support for diagonal on Xbox controller and no aspect lock on full screen. 

I found mGBA which handles both of these perfectly. However, I can't get mGBA to load the .sav file from VBA. The logs do say "Detected EEPROM savegame". I opened a fresh mGBA save file next to the VBA save file in a hex editor and both start with the same 2 bytes of data. 

Is there a way to convert the save over to mGBA?

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