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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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Tongue How to patch 3ds
Posted by: Rathlacken - 01-10-2017, 08:12 AM - Forum: General - Replies (1)

Just got homebrew on 3ds and it already had mgba installed however I dont know if it's the most recent version. I downloaded the 5.2 and replaced it with the mgba folder on my 3ds. I dont know if this is what I was supposed to do or not because I cant find instructions on how to patch it.

Also only attempted to patch due to practical inability to play a game i.e audio and glitches, I dont know if this was fixed or not..

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  Performance issues in Pokemon games
Posted by: forhonorandpizzas - 01-04-2017, 08:52 PM - Forum: General - Replies (14)

Seems like mGBA can't run Pokemon games at 60fps. Pokemon Emerald, for instance, definitely runs below 60fps, unlike other GBA emulators. Setting audio buffer to 512 improves a bit, but still doesn't reach 60fps.

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  FPS in 3DS
Posted by: Bomber Gamer - 01-04-2017, 02:00 AM - Forum: General - Replies (1)

Today I tested mGBA for 3ds homebrew (N3DS here). It's worked, but sometime with not so good fps, and chopped audio. I wonder if is it normal, and if the cia version is faster.

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  AGB and AGS Shaders bug
Posted by: Bomber Gamer - 01-03-2017, 06:11 PM - Forum: General - No Replies

I really like the AGB shader, and it work perfect with integer scaler (x2, x3, x4, etc) but it do not work perfectly, for example in full screen (4.5x for a 720p TV). In these case you start to see a really strong pixel color division, and it seems irregular. Try setting 4x and fullscreen, then see the difference. Can you add Integer Scaler for Fullscreen ou fix this? Thanks

One more thing. All the time i open mGBA i have to load the shader again and again.

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  Boktai 1 & 2 save bug
Posted by: WiiPlayer - 01-02-2017, 09:34 PM - Forum: General - Replies (2)

Hey guys, anyone can help me? I tried to play Boktai 1 & 2 but, after I configure the solar sensor setting, the game dont save on date 'n time settings, and if i try to create a new game he says "data not created" but in the android emulator (MyBoy) the game can save and load without problem. You guys know the problem?

Version of mGba: latest (dec 31)
ROM version: (U) downloaded from [snip]

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