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DualSense
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[3DS] Is v0.9.1 supposed ...
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[3DS] Way to have a GBC i...
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Last build error
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[3DS] Is the .CIA suppose...
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Cable Link
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Medusa
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Problem when recording wi...
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10-09-2020, 03:45 AM
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Link's Awakening crashes ...
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Problem playing .mvl file...
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08-10-2020, 03:04 AM
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mGBA compared to MESS |
Posted by: geertjan - 05-16-2015, 10:57 AM - Forum: General
- Replies (4)
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Hi, thanks for pushing GBA emulation to the next level!
I had a question, I noticed MESS implemented some GBA improvements taken from mGBA, which is cool of course, the power of open source.
Now this ConsUME site says that MESS (or UME) "is, in our opinion, at least as good as the best standalone emulators for this system."
Would you agree that MESS and mGBA are on the same level of accuracy/compatibility, or do you think mGBA still has an edge?
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[Linux] Joypad inputs |
Posted by: nicodemus - 05-14-2015, 02:06 AM - Forum: General
- Replies (2)
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Using mgba-qt, the program didn't seem to catch all the inputs from my 360 controller. It recognizes it, but only grabs a few input presses (mostly main joystick, and one trigger.)
Is this a known issue? Can I help troubleshoot in any way?
Thanks!
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GBA colour emulation |
Posted by: angrykaspar - 04-29-2015, 01:19 AM - Forum: General
- Replies (2)
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A while ago I asked about this in an email, but since there was no reply I assume you missed it. Sorry if you're reading it twice.
Do you have any plans for a colour correction filter? GBA games were oversaturated to compensate for the poor screen of the GBA. I first noticed the issue on Golden Sun 2, which I'd already extensively played on an original GBA and an SP. The game was fine even on the backlit SP, but on an emulator without a desaturation filter, every instance of black appears maroon. VBA-M and No$GBA are the two emulators I can think of with such a filter.
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Fps target |
Posted by: angrykaspar - 04-25-2015, 11:15 PM - Forum: General
- Replies (4)
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Is this option necessary if you have the emulation synchronized to audio? I would have thought that the emulator would already run at 59.7fps if the audio was running at the right speed.
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ROM hacking tools in mGBA |
Posted by: endrift - 04-18-2015, 07:44 PM - Forum: General
- Replies (3)
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I've gotten a request for a bunch of tools to be added for ROM hacking purposes, including: - A palette exporter
- text translation table support (.tbl?)
- A way to trace RAM data back to ROM
Are there any other tools that people would want?
As for these tools, what file formats would be useful? For palettes, I could easily do .aco or .act exporting, two Photoshop formats. Are there other formats that would be useful? And what of .tbl files? I don't have any information on this file format, which would make it a bit challenging to implement. I found http://datacrystal.romhacking.net/wiki/Text_Table, but it's a bit incomplete.
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mGBA FAQs — Please read first |
Posted by: endrift - 04-17-2015, 12:02 AM - Forum: General
- No Replies
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Here's a smattering of common questions that have been answered already. More will be added as time goes on.
Q: How do I use multiplayer?
A: Multiplayer currently only works on the same computer. To start it, go to File > New Multiplayer Window. Then start the games in each window. Please note that this means that you need game controllers to control the individual players, one per player.
Q: The README says that vibrate, tilt and gyroscope are all supported, but I can't seem to figure out how they work.
A: Unfortunately as of 0.2.0, while they are indeed emulated and supported, they are not exposed to the Qt port. Vibrate is exposed as of the 2015-04-17 nightly. Accelerometer and Gyroscope are exposed and configurable as of the 2015-04-22 nightly. The tilt sensor uses two axes, one for X and one for Y, which are recommended to be on the same joystick. Gyroscopes use two as well, but for the gyroscope, games are controlled by rotating a joystick instead of angling it.
Q: Is Drill Dozer's variable speed vibrate emulated?
A: It is fully supported as of the 2015-05-22 nightly, and it may work (depending on the controller) in earlier nightlies.
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HyperSpin / RocketLauncher support |
Posted by: suspendedhatch - 04-15-2015, 09:41 PM - Forum: General
- Replies (4)
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Just wanted to let you know that I requested that RockerLauncher (HyperLaunch) add support for your emulator and they did already. So now people will easily be able to add it to their HyperSpin (and other) frontend setups.
http://www.rlauncher.com/forum/showthrea...8#post8828
I see you've added joystick support, a RetroArch core and a whole bunch of other good stuff. Very cool. Thanks for making a GBA emulator focused on accuracy. That is very much gaining in appreciation these days. In the future I hope to see you add support for regular GB, GBC, SuperGame Boy etc.
Nice work!
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