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endrift
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Emulator Coder
Joined: 12/14/2014
Posts: 161
Me too, tbh. Turns out it's not ALL that hard to get it to compile--if you preprocess the code with a different C preprocessor. Which doesn't exactly equate to running it through MSVS directly, unfortunately.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Looks like mGBA has reached the point where it could be integrated into BizHawk. Congratulations, endrift!
tom_mai78101
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Player (127)
Joined: 3/16/2015
Posts: 160
Ooh! Congratulations! May mGBA bring the best in GBA TAS.
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
A big part of the reason it was integrated now was to get more usage and more feedback. I hope you guys try it out. There are some known issues compared to VBA-rr. But there is also some things mGBA does that no VBA variant gets right. I think this emulator has a lot of potential to be something great. And I hope we as a community support it by helping. TASers are the best people on the planet to find emulation issues. Please use it and report things.
It's hard to look this good. My TAS projects
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
When possible, include what version of BizHawk or mGBA has your issue. So your bug reports can be handled more efficiently. mGBA has been put into Version 1.10.0 of BizHawk. I do have a bug report using the BizHawk version of the emulator. If you load Phantasy Star Collection, then run Phantasy Star, the game's intro cutscene does have a graphical issue. It appears to be rendering incorrectly. It is MUCH better then VBA-Next though. Note the 342. The first image, the 4 Is wrong. On the second, the 3 is wrong. Also you can't see it with these small images but the leafs and bushes are also rendered wrong. Tested against BizHawk SVN Build 9415
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
adelikat wrote:
TASers are the best people on the planet to find emulation issues. Please use it and report things.
I'll TAS Fairly OddParents with the new core, will look for oddities soon.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
endrift
Any
Emulator Coder
Joined: 12/14/2014
Posts: 161
hegyak wrote:
When possible, include what version of BizHawk or mGBA has your issue. So your bug reports can be handled more efficiently. mGBA has been put into Version 1.10.0 of BizHawk. I do have a bug report using the BizHawk version of the emulator. If you load Phantasy Star Collection, then run Phantasy Star, the game's intro cutscene does have a graphical issue. It appears to be rendering incorrectly. It is MUCH better then VBA-Next though. Note the 342. The first image, the 4 Is wrong. On the second, the 3 is wrong. Also you can't see it with these small images but the leafs and bushes are also rendered wrong. Tested against BizHawk SVN Build 9415
Everyone thinks this is a bug, but it's actually intended behavior. Every other frame, it swaps which NES scanline it's rendering in some of the GBA scanlines, so there is some light flickering. The intent is to make it look like there are more scanlines than there are. It's really hard to see on hardware, but I have verified that it happens on hardware, too.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1214
Location: Luxembourg
I noticed a visual bug in Final Fantasy VI Advance during the transition to the battle. This is what happens in mGBA (I used the nightly build from June 13th): And this is what happens in VBA-M 2.0 beta and VBA-Next, respectively: Another thing I noticed in mGBA in this particular game is that sometimes, a sound effect doesn't play at all (unless it's a side effect of the sound restoration patch that I used, but it doesn't seem to happen in the both VBA flavours I tested, though I'll test on the regular version to confirm). I have a recording ready, if you need it (which, by the way, works pretty well now).
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
endrift
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Emulator Coder
Joined: 12/14/2014
Posts: 161
I've been told that the sound restoration patch doesn't actually work properly on real hardware due to it using too much CPU. E] I just figured out what the graphical bug is and WOW I'm amazed I never fixed it before. It will be fixed in not the upcoming build, but the one after it.
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Does it mean Bizhawk users will need to wait till the newer mGBA core get re-ported in the further future?
endrift
Any
Emulator Coder
Joined: 12/14/2014
Posts: 161
Hopefully they'll sync with newer bugfix revisions of mGBA every so often. I've not talked to them too much about it, but they might be able to do 1.10.1 at some point in the next few months if there are a lot of bugs fixes in mGBA. I doubt there will be that many core bugs to fix, though. (Although obviously there's at least one here.)
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
I'm hoping to be able to bring in new updates from mGBA to the hawk as often as possible.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
endrift wrote:
I've been told that the sound restoration patch doesn't actually work properly on real hardware due to it using too much CPU. E] I just figured out what the graphical bug is and WOW I'm amazed I never fixed it before. It will be fixed in not the upcoming build, but the one after it.
Which Graphical Bug? The Final Fantasy one or the Phantasy Star one?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
hegyak wrote:
endrift wrote:
I've been told that the sound restoration patch doesn't actually work properly on real hardware due to it using too much CPU. E] I just figured out what the graphical bug is and WOW I'm amazed I never fixed it before. It will be fixed in not the upcoming build, but the one after it.
Which Graphical Bug? The Final Fantasy one or the Phantasy Star one?
Obviously Final Fantasy.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Me not read thread. To much works. My bad.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
1) What was the GBA emu that was already integrated in bizhawk again? 2) Will it be replaced or will bizhawk users be able to choose between mgba and the previous emu?
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
MUGG wrote:
1) What was the GBA emu that was already integrated in bizhawk again? 2) Will it be replaced or will bizhawk users be able to choose between mgba and the previous emu?
1) VBA-Next was in BizHawk 2) Not replacing, yet. You can choose between VBA and mGBA.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Maybe someone (or me when I'm not particularly lazy) can try doing one of the action command glitches in Mario & Luigi, such as this one where emulator and console differs. I'm wondering if mgba emulates the glitch correctly.
endrift
Any
Emulator Coder
Joined: 12/14/2014
Posts: 161
tom_mai78101 wrote:
endrift wrote:
Turns out the biggest problem was with VS 2015's macro support, but I should probably be using auto-generated code instead of the macro madness I am using.
That means VS2015 compatibility is possible? :)
I just landed a change that removes the macros that VS 2015 was choking on, and zeromus informs me it's possible to build with VS2015 now. Hurrah!
tom_mai78101
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Player (127)
Joined: 3/16/2015
Posts: 160
Hurrah! Congrats! Now you can use the awesome, powerful debugger you can lay your hands upon.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sorry if this was mentioned somewhere, but: 1. Does this support motion sensing and/or wireless adapter/GCN/GBA cable? 2. Assuming no, I'm aware other branches of emulators exists that have them. How accurate are they compared to the actual console? 3. Also how many of these (and probably more) does mGBA currently support?
endrift
Any
Emulator Coder
Joined: 12/14/2014
Posts: 161
  • Currently, the link cable is supported (but only locally), as well as the gyroscope and accelerometer. The latter two are only exposed in the nightlies at the moment, but exist fully emulated in 0.2.
  • Wireless adapter is not supported at all that the moment, but it's planned.
  • The GCN/GBA link cable is emulated in a branch, but it works very poorly so it was never merged.
  • Game Boy Player is a GCN accessory, but some of the features it exposes are currently planned to be added.
  • e-Reader is planned but not yet implemented.
  • The headphone adapter is not exposed to games. It's just a dongle that adapts some wires.
  • Play-Yan has not been reverse engineered yet. I got a Nintendo MP3 Player, which is the EU version of the Play-Yan, but I've not done much reversing work on it yet.
tom_mai78101
He/Him
Player (127)
Joined: 3/16/2015
Posts: 160
  • Will there be Cygwin support?
  • Never saw anything about Microsoft' NMAKE. Should the README.md say anything about NMAKE support, or complete 0% NMAKE support?
endrift
Any
Emulator Coder
Joined: 12/14/2014
Posts: 161
I'm not sure what the point of supporting Cygwin is. Cygwin is just for programs that don't quite work natively. So if they do work natively, why bother? NMAKE is just microsoft's makefile system. CMake can spit those out fine. What it boils down to is if the compiler it wants you to use can support it, which here would still be MSVC. So it all boils down to MSVC support.
tom_mai78101
He/Him
Player (127)
Joined: 3/16/2015
Posts: 160
endrift wrote:
I'm not sure what the point of supporting Cygwin is. Cygwin is just for programs that don't quite work natively. So if they do work natively, why bother?
All for the sake of clarification, that is all.
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