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  Really like the MGBA for vita!
Posted by: Aurizen - 08-20-2016, 08:28 PM - Forum: General - Replies (2)

I just want to say I really love this homebrew! and the fact that my saves ported over from my psp on cfw after all these years and still worked I was shocked. At the moment the saves are there but it isn't stable to play for long without it crash playing my games. I hope to see this develops further. Also over at Wololo.net is a great spot to spread the news of this homebrew maybe even get more recruits to help with the Homebrew, I see so much potential and a must have in the vita scene. I also hope in the future GBC games will be supported. You guys rock and thank you for creating this homebrew.

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  Problems compiling mGBA for Vita
Posted by: Rutger - 08-19-2016, 05:36 PM - Forum: General - Replies (3)

Hey, I'm trying to compile mGBA so I can modify it for my specific needs and I'm running into a lot of weird errors. I'm a complete noob when it comes to cmake and MSYS2 and all that and I can't figure out what the problem is.

So I followed the compile instructions on the github readme using MSYS2 until the actual cmake command. For the cmake command I wrote:

Code:
cmake -DCMAKE_TOOLCHAIN_FILE=../src/platform/psp2/CMakeToolchain.vitasdk .. -G "MSYS Makefiles"

Cmake printed out a bunch of configuration info but no errors. It recognized the vitasdk binaries properly and everything.

Then, when I enter make, everything seems to go fine with some warnings until 66% at psp2-context.c. At that point, it errors out, spitting out this:

Code:
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c: In function '_setRumble':
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:137:9: error: variable 'state' has initializer but incomplete type
 struct SceCtrlActuator state = {
        ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:138:3: warning: excess elements in struct initializer
  rumble->current * 31,
  ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:138:3: note: (near initialization for 'state')
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:139:3: warning: excess elements in struct initializer
  0
  ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:139:3: note: (near initialization for 'state')
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:137:25: error: storage size of 'state' isn't known
 struct SceCtrlActuator state = {
                        ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:141:2: warning: implicit declaration of function 'sceCtrlSetActuator' [-Wimplicit-function-declaration]
 sceCtrlSetActuator(1, &state);
 ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:137:25: warning: unused variable 'state' [-Wunused-variable]
 struct SceCtrlActuator state = {
                        ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c: In function 'mPSP2Setup':
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:177:2: warning: implicit declaration of function 'scePowerSetArmClockFrequency' [-Wimplicit-function-declaration]
 scePowerSetArmClockFrequency(80);
 ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c: In function 'mPSP2Paused':
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:290:9: error: variable 'state' has initializer but incomplete type
 struct SceCtrlActuator state = {
        ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:291:3: warning: excess elements in struct initializer
  0,
  ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:291:3: note: (near initialization for 'state')
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:292:3: warning: excess elements in struct initializer
  0
  ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:292:3: note: (near initialization for 'state')
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:290:25: error: storage size of 'state' isn't known
 struct SceCtrlActuator state = {
                        ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:290:25: warning: unused variable 'state' [-Wunused-variable]
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c: In function 'mPSP2Teardown':
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:304:39: warning: unused parameter 'runner' [-Wunused-parameter]
void mPSP2Teardown(struct mGUIRunner* runner) {
                                      ^
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c: In function 'mPSP2DrawScreenshot':
C:/msys64/home/Rick/mgba/src/platform/psp2/psp2-context.c:382:16: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
 for (y = 0; y < height; ++y) {
               ^
make[2]: *** [CMakeFiles/mgba.dir/build.make:1903: CMakeFiles/mgba.dir/src/platform/psp2/psp2-context.c.obj] Error 1
make[1]: *** [CMakeFiles/Makefile2:105: CMakeFiles/mgba.dir/all] Error 2
make: *** [Makefile:150: all] Error 2
For some reason it just really doesn't like SceCtrlActuator

I noticed that psp2-context.c is the first vita-specific file it tries to compile, so I figured it was a problem with vitasdk. I checked the include files to see if SceCtrlActuator was actually defined in the version I had and sure enough, it was defined in ctrl.h which is included properly in psp2-context.c. So...I'm confused as to what's going on. The compiler properly recognized the binaries from the library so how is it not recognizing the headers now? Is my installation of the VitaSDK messed up somehow? I've tried reinstalling the vitasdk and updating it a few times with no change. 

Am I just royally screwing up using cmake? Anyone have any ideas? I'd greatly appreciate it! Thanks! Let me know if I need to post any more info to make my problem more clear.

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  No audio on New 3DS
Posted by: geheim - 08-18-2016, 12:12 PM - Forum: General - Replies (11)

Hi,

I've got a problem with mGBA: I do not get any audio on mGBA on my New 3DS.

I'm talking about the cia version, 3dsx works, but cia is much more comfortable and I know other users do get audio from the cia version.
So what could the problem be??

I'm on 11.0 A9LH, other homebrew like retroarch works perfectly fine.

Thanks for your help in advance! 

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  Not saving cheats on the nightlies?
Posted by: Mclane - 08-17-2016, 02:43 PM - Forum: General - Replies (3)

Hi,

Was playing Metroid Fusion and used a couple of cheats but when I save them I get a 0 byte file and on the next time I play it it loads no cheats..

As said, latest nightly from today and cheats are codebreaker ones...

If I've missed something in the docs or on here then I apologise..

Paul..

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  Other screen stretching on vita ?
Posted by: Link2811 - 08-17-2016, 11:43 AM - Forum: General - Replies (1)

Hello !

First of all, thank you for this amazing emulator Smile

I would like to know if it's possible to add a new stretching option : keep the GBA/GBC ratio to fit the vita screen. The actual widescreen stretch is too... wide Tongue


Also, Link's awakening is running full speed (59,94FPS) and even with that, the sound is distorted. Is it normal ?

Thank you ! Smile

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  [Solved] Cheat Code Question
Posted by: sharkbait588 - 08-16-2016, 01:39 PM - Forum: General - Replies (2)

Hello! First of all, let me say awesome job on this emulator! It's by far the most stable one I've tried.  Smile

The only problem I'm having is with cheat codes. I'm running mGBA 0.4.1 on Mac El Capitan 10.11.5. I'm trying to use the codes from http://harvestmoon.wikia.com/wiki/Gamesh...es_(MFoMT) but I can't get them to work. I'm not sure if I'm doing it right. Here's what I do-

Load ROM (Harvest Moon More Friends of Mineral Town).
Tools > Cheats.
Add master code set into the box (ex. 98D7716AE281, 1C3D49633189, 10A40242FEC5 on separate lines in the box).
Do the same for the actual cheat code.
Click "Add", "Add Gameshark", etc. (I've tried all four of these buttons).
Name codes.
Make sure the boxes are checked next to the code set.
Load saved game. Didn't work. I tried saving the game and then resetting it. Still didn't work.

I'm not sure what I'm doing wrong. Any insight would be extremely helpful. Thank you!

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  [SOLVED] Game Audio and Speed [NEW3DS]
Posted by: sorathehero2 - 08-15-2016, 10:03 AM - Forum: General - Replies (2)

In the newest version 4.1, the audio for Mother 3 has alot of static.This wasn't a problem in the previous of mGBA and Same for the speed of the game it was perfect until the 4.1 update.

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  Gba 128k flash
Posted by: dudemcrocks - 08-11-2016, 10:05 PM - Forum: General - Replies (1)

So i'm trying to play Pokemon Light Platinum which is a hacked rom of Pokemon Ruby. When I try and play the game I get a white screen. Online it says to fix that I need to change the save type to 128k flash but I've looked through the setting and cant seem to find out how to do this. Any help would be appreciated thanks Smile

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  [SOLVED] Question About Flash Size [Vita Port]
Posted by: Foifur - 08-10-2016, 07:20 AM - Forum: General - Replies (4)

Hey guys, I've been looking around trying to find a solution to this, but haven't had much luck. I'm currently trying to run a Pokemon Fire Red romhack on my Vita. The problem is, the flash size required to make a battery save is 128k, and from what I can tell there is no option in mBGA to change it. I do have a .sav that I had been using on VGA, but unfortunately mGBA will not recognize that. I've also attempted to port a save state over, but to no avail.

My question is, is this possible to do? Or will I have to solely use save states throughout the game?

Thanks in advance for any help on this.

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  How to open multiplayer window on mGBA OpenEmu? Or if not, transfer mGBA save state?
Posted by: RedDeviledEggs - 08-10-2016, 05:48 AM - Forum: General - Replies (1)

If it cannot be done on the mGBA "core" on OpenEmu, is there any way I could transfer the mGBA save state to the actual mGBA emulator?

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