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  Vita questions
Posted by: EtherNohow - 08-06-2016, 01:29 AM - Forum: General - Replies (5)

I recently installed mGBA using Henkaku and this link http://haxxey.com/vpkmirror/ for the .vpk file. I have a few questions:
1) Sometimes the game will become extremely laggy. Can I prevent/fix this?
2) The sound seems distorted, and it will randomly play faster. Can I fix this?
3) Is there a fast-forward feature? That would be really handy.

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  how to install on Vita with HENkaku
Posted by: monokuma - 07-31-2016, 04:16 AM - Forum: General - Replies (6)

it needs .vpk file and the download comes with a .velf and it wont recognize it.

Thanks anyone who can help =)

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  Code cheats mgba for 3ds
Posted by: And - 07-30-2016, 11:54 PM - Forum: General - Replies (1)

Hello to all Smile
an information, I put the pokemon ruby rom but I would like to know if you can use codes?
mgba use for 3ds

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  Wii Forwarder Channel?
Posted by: Aegith - 07-30-2016, 04:47 PM - Forum: General - Replies (1)


Just want to say that mGBA is the best emulator I've ever used!! Currently enjoying the Wii port and would love a forwarder channel.
If anyone has created one, a working link would be much appreciated.

Thank you so much!

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  Shader option greyed out...
Posted by: luxuria - 07-30-2016, 01:57 PM - Forum: General - Replies (3)

Hi all, I'm new to mGBA and been trying to figure it out for 2 hours now, but so far no luck. As the title says, I can't get any shaders to work. Maybe I'm stupid, I looked in the options, in the ini file and scoured google, but to no avail.

I'm using the latest nightly (but I tried the stable, too) configured as portable.
Tried to delete the config thinking maybe some setting blocked the use of shaders, didn't help.

Is this feature disabled?

Thanks for taking the time to read all this. ^^

And thanks to the dev for the hard work, he/she no doubt has put into this emulator.

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  Dynamic Recompilation Progress Update
Posted by: aplant92 - 07-27-2016, 04:24 AM - Forum: Development - Replies (3)

Hi there,

First of all I'd just like to say I love the work you're doing for 3DS GBA emulation! I'm currently using an N3DS XL with CFW installed, and want to find an emulation experience that is as close as possible to the real thing. Retroarch is just way to buggy, so I can't use it reliably. VC injection is good, but the RTC doesn't seem to work for the pokemon games. Finally, mGBA is great in all of the above departments, but lacks in performance (at least for Emerald).

Are you able to provide an update as to whether or not you've had any success beginning the implementation of a dynamic recompiler for mGBA? Or is this something that you're not looking at anymore?

Thanks and keep up the good work,


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  How do i use cable link?
Posted by: Quinhos - 07-20-2016, 05:58 PM - Forum: General - Replies (2)

So, i'm playing Pokémon Fire red with my sister but we want to battle, but i don't know how to emulate link. Is there any tutorial for this? Thank you.

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  emulator crash
Posted by: Magnulux - 07-14-2016, 07:58 PM - Forum: General - Replies (15)

every time i try to load a game ROM the emu crash.
i had a similar problem with the VBA emu but i manged to fix that with changing the save type to flash 128k.
is there a way to do a similer thing in the mGBA emu ?
cuz i tried to change save type in the game overdrive menu but it wont let me save my changes.

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  Thank You. :)
Posted by: Hot Violet - 07-12-2016, 03:27 PM - Forum: General - No Replies

I just registered to say thanks for all the hard work that's been put into this emulator. The GBA is my favourite console so it's nice to have a fast and actively developed emulator.

In fact, I think your work has perhaps been a catalyst in getting the guys behind VBA-M back into their emu too. That can only be a good thing for all us GBA fans.

So, again, thank you. My little netbook thanks you too. Smile

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  [New Feature] Add network multiplayer
Posted by: n1zzo - 07-11-2016, 12:21 PM - Forum: Development - Replies (3)

I'd like to implement multiplayer communication over IP,
could this be feasible?

Should it be server based with a central server that broadcasts the frames to every client,
or just point to point?

The current local SIO emulation is somehow limited with respect to the possibilities of multiplayer over internet.

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