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  [SOLVED] Palette export option doesn't work
Posted by: Gene - 09-08-2016, 11:38 PM - Forum: General - Replies (2)

So, I was trying to extract some palettes from a game, but every time I did it, the emulator just crashes.  Sad
I'm using mGBA-0.4.1 and my OS is Windows 7 x64.

BTW, best emulator for GBA out there. I hope to see a MAP\VRAM\OAM viewer added in the future. Big Grin

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  How to enable GBP rumble?
Posted by: SuperrSonic - 09-08-2016, 07:04 AM - Forum: General - Replies (2)

Is there an override I can use for this?
I tried:

[override.BPPE]
hardware=7

Assuming 7 is HW_GB_PLAYER
Also compiled with a hardcoded override, but wasn't able to select rumble.
I'm only able to rumble in Drill Dozer, which brings me to the next question, is GBP rumble in Drill Dozer the same as native rumble when using a wiimote on a Wii?

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  GBA Color Emulation Shader
Posted by: LimitCrown - 08-28-2016, 08:19 PM - Forum: General - Replies (8)

A few months ago, I made a shader for mGBA that alters the colors the same way that higan does for GBA games. I wasn't sure whether to make the shader available to others or when. Would making the shader available now be fine?

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  UI Question and Windows/Mac Problem
Posted by: Klaw117 - 08-27-2016, 09:03 PM - Forum: General - Replies (5)

I have a bunch of ROMs that I got rid of a while ago, but they're still in the File -> Recent menu. How do I get rid of these?

Also, I'm trying to run Pokémon Fire Red Omega (it's a ROMhack), and it runs spectacularly on mGBA for Mac but in Windows, mGBA crashes when it tries to open Pokémon. As far as I know, all the settings in mGBA are identical between the two computers. Does anyone know what the problem is?

Lastly, thank you very much for creating this awesome emulator.

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Rainbow 3ds port problem
Posted by: Lolafeet3232 - 08-24-2016, 10:59 PM - Forum: General - No Replies

Hey guys! i made account just for this...I have the 3ds port of mgba and theres a problem...the X and Y buttons are linked to the sceen resize and settings and i need them to change or i cant play my roms....is there a way to change this Confused


just forgot the gba only had 2 buttons Confused

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  True optional video stretching?
Posted by: fox_whisper85 - 08-22-2016, 11:11 PM - Forum: General - Replies (9)

Since I inadvertently posted a question in the wrong thread, about true video stretching for the Wii port, because the RA core has it, so I mean, it would be pretty simple to implement or at least, is it planned? Thanks Big Grin

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  Real-time Clock
Posted by: DRxFUJU - 08-21-2016, 09:59 PM - Forum: General - Replies (6)

Is RTC a thing in this version? I haven't been able to get the clock to run on various Pokemon roms and hacks. Also haven't had any frame rate issues so far for hacks like Crystal Dust, Liquid Crystal, and both Dark Rising hacks however some audio distortion is noticeable at the beginnings as emulation is starting. This is amazing to be able to carry these things around on my vita I love the work.

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  Action Replay Cheats on PS Vita?
Posted by: hackerboy - 08-21-2016, 09:55 PM - Forum: General - Replies (1)

Firstly, I just want to say I really love your work and application its really amazing thanks for your great work!

I have a question, is there a way to input Action Replay cheats in mGBA on PS Vita?

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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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