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Photo mGBA gets ported to Android via Libretro
Posted by: teampleb - 09-28-2015, 12:56 AM - Forum: General - Replies (1)

[Image: dWPF7JA.png]
That's pretty neat.

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  Load Save Files
Posted by: antoinecales - 09-18-2015, 10:44 PM - Forum: General - Replies (5)

Hello,

Before discovering mGBA, I used VBA-M. Save files are in .sav or .sgm. I wanted to know if it is possible to import my VBA-M's save files on mGBA. Or if it is possible to convert the .sgm into .sps (gameshark save) because we can import gameshark save.

Sorry for my English, I do my best ! (I'm French) Wink

Thanks !!

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Information Sandwich is now loading...
Posted by: Linksu - 09-17-2015, 11:08 AM - Forum: Chatter - Replies (2)

[Image: sandwich-production.jpg]
Thank you for this amazing emulator by the way  Heart

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  Gamepad bug?
Posted by: Renoa - 09-09-2015, 11:15 PM - Forum: General - Replies (10)

Hello again, I recently bought a cheap generic gamepad for my emulation needs. Noticed a gamepad bug with the latest nightly, I tried remapping the gamepad buttons to match the GBA controls layout, but for some reason, L1 doesn't work, the R1 and R2 buttons act like they've been mapped on the right and left D-Pad keys. I'm using the Ubuntu build.

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  A few questions on settings
Posted by: Damned - 09-06-2015, 03:40 AM - Forum: General - Replies (1)

Just downloaded it and have a few questions on the settings.

Am I supposed to leave the "sync to video" option unchecked but the "sync to audio" option checked to avoid screen tear and crackling audio?

Is the "lock aspect ratio" option supposed to output the proper aspect ratio of the GBA (Not the internal resolution, what one would actually see playing on real hardware)?

Should I change the FPS to 59.97 (native) to get more accurate emulation of the frame rate?

Is there no way to define custom paths for now?

Also, for some reason the FPS setting unchecked itself. Bug?

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  Compatibility with NiGHTS Into Dreams - Score Attack
Posted by: SuperrSonic - 09-04-2015, 01:54 PM - Forum: General - Replies (2)

Using MB2GBA the game runs but white screens after the title screen.

EDIT: This is fixed in the October 6 commit.

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  Compilation on Windows
Posted by: calm64 - 09-04-2015, 04:01 AM - Forum: General - Replies (5)

Hello Folks,

I'm currently no good at these Cmake and make stuffs for compilation, I only use VS for compilation. but when I decided to compile windows build for Mgba it seems that VS support is not available right now  Sad

so, I'm having a bit of problems in compilation. I'll explain it in steps : (I followed the steps at Github)

step 1:

Code:
pacman -Sy mingw-w64-i686-{cmake,ffmpeg,gcc,gdb,imagemagick,libzip,pkg-config,qt5,SDL2}

got all the dependencies as according to the code.

step 2:
Code:
git clone https://github.com/mgba-emu/mgba.git

I had already did this step on Git-shell.


step 3:
Code:
cd mgba

after some research, it seems that this code goes to the directory of the mgba source code, did it properly.


step 4:
Code:
mkdir build

This make a new folder called build, It was a success,

step 5:
Code:
cd build

Enters into build, no problem for now. Smile

step 6:
Code:
cmake .. -G "MSYS Makefiles"

here's where the problem starts, after entering this virtually nothing happens. Sad

I expected it to produce some message but, it didn't do anything.


step 7:
Code:
make

after step 7, it produced this error message:  make: *** No targets specified and no makefile found.  Stop.

apparently it was because cmake didn't work properly, any input for help is appreciated. Smile

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  Wii port audio crackling
Posted by: fox_whisper85 - 09-04-2015, 02:11 AM - Forum: General - Replies (4)

Since the port thread has been increasing in no. of posts and my questions seemingly ignored, for some reason, I will ask here instead; this way, I won't clog up that other thread, so as of the most recently nightly build of the Wii port, audio crackling is present still, however, the RetroArch Wii port fares better in the audio department, but ultimately breaks support for 32 MB ROMs for unknown reason. On the other hand, the standalone version runs all GBA game sizes, even the large ones, but what I want to know is, will there ever be the same audio improvements from the Libretro core carried over to the standalone Wii port? I am grateful for this emulator, it's the best the Wii has ever seen, I personally don't like how RetroArch has evolved with 1.2.2 being broken beyond all recognition on the Wii, hence my preference to the simpler port, I merely hope the few minor issues can be resolved in due time. Big Grin

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  Unofficial wii build -test-
Posted by: askot - 09-03-2015, 11:34 PM - Forum: General - Replies (12)

Hello to all mgba users,

This test build is for wii platform, I've added a few and new options from command line.
Also, I added endrift's fix for audio crackling.

New to this emulator too:
-Set aspect ratio to 3:2 on 4:3 video, looks like a GBA Player on old CRT TV -yeah I get one.
-Load 32 MB roms on memory.

These new options are from arguments:
-Auto load game
-Send custom button for A,B,L,R in Classic Controller
-Set filter mode to: Unfilter, Filter, Filter Sharp and Filter Soft

So you need a Front end to use it, like Wiiflow or from meta.xml file something like this:

Code:
<arguments>
<arg>-rom</arg>
<arg>sd:/roms/My rom.gba</arg>
<arg>-r</arg>
<arg>2</arg>
<arg>-reduceScale</arg>
<arg>75</arg>
</arguments>

Or wiiflow:
Code:
arguments=-rom|{device}:/{path}/{name}|-r|4|-useCustomInput|-button_A|B|-button_B|Y

You can find binary dol file here: https://mega.nz/#!ycA2VAQJ!3NiImhbk0F5bv...5a2kZ5gi54

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  Native Scaling
Posted by: ShalokShalom - 09-01-2015, 07:03 PM - Forum: General - Replies (4)

Hi there Smile

Is it possible to offer native scaling in mGBA, like the Dolphin does it for GC and Wii games ?

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