Homebrew mGBA official standalone Wii port

Burnt Lasagna

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Game Boy and Game Boy Color emulation seems to have stopped working on Wii builds after 0.5.0 (get a code dump when trying to load a ROM).
I can't seem to find anyone talking about this. Can someone here confirm that I'm not crazy? I'm using pixel accurate video with 240p mode.
 

Burnt Lasagna

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Odd, I've only ever tested it with Link's Awakening and Ghost Babel. Both worked prior to 0.5.0 ( or at least they booted).
If someone could report this to mGBA's github that would be nice (sorry, I don't have an account there).
EDIT: Never mind. I submitted an issue.
 
Last edited by Burnt Lasagna,

justjack

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Try starting a GBA game first and then a GB/C game. Or try older nightlies from a few weeks ago, I know GB games worked fine in some of those.
 

Burnt Lasagna

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Last edited by Burnt Lasagna,

ShadowOne333

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I believe I did report the issue with GB/GBC games.
More so, I think I posted in the forums about certain GB games with GBC compatibility only showing up in black and white.

I think those are games with special palettes and modes like Donkey Kong and Kirby's Dreamland 2
 
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Burnt Lasagna

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Well, endrift responded and said it was fixed along time ago... I found out the issue was caused by keeping my old config file from previous builds. Deleting it and letting the emulator generate a new one fixed the issue.
 

sindrik

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Maeson

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Well, endrift responded and said it was fixed along time ago... I found out the issue was caused by keeping my old config file from previous builds. Deleting it and letting the emulator generate a new one fixed the issue.

I just tried this with the 20/12/2016 nightly and I still got a code dump. I tried erasing all the content on the SD:/mGBA folder and the problem persisted.

I wrote yesterday on the mGBA forums and Endrift responded, and commented about a possible commit issue.

EDIT: Endrift just answered again, and this issue got fixed! Endrift is great.
 
Last edited by Maeson, , Reason: moar info.

Burnt Lasagna

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EDIT: Endrift just answered again, and this issue got fixed! Endrift is great.
That's awesome!
I found out later that my config change might have been a red-herring since I started receiving the crash again (not sure why it started working randomly for a short period of time).
Everything is working great in the newest lightly!
 
Last edited by Burnt Lasagna,

TheBeverage

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Hey folks, is there any way to get a "stretched" mode that maintains the proper aspect ratio? In 4:3 or 16:9, whichever would be easier/more practical. Using pixel accurate mode is unfortunately far too small on my TV, and I don't mind the blur from the "Bilinear (Pixelated)" filter much. I've been playing on stretched mode, and the emulation is fantastic, but the weird aspect ratio is a bit annoying.

Thanks!
 

TheBeverage

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Okay, I see now I missed some discussion on the prior page. I guess the question would be then, using the
[ports.wii]
stretchWidth=1.0
stretchHeight=1.0
configuration, what would the proper values be to match the original GBA aspect ratio? Thanks again!

EDIT: Did some math, and the closest approximation could get to 3:2 within a 4:3 640x480 frame was 640x426, and 426 is roughly 88% of 480, bringing me to this:
[ports.wii]
stretchWidth=.88
stretchHeight=1.0
It looks good enough from my end!
 
Last edited by TheBeverage,
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HeavyMetalLoser

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Can mGBA run Metroid: Zero Mission at 100% speed and a stable 60 FPS? Because VBAGX can't, and I really need a super-smooth performance to pull off all the sequence-breaking tricks.
 

the_randomizer

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Can mGBA run Metroid: Zero Mission at 100% speed and a stable 60 FPS? Because VBAGX can't, and I really need a super-smooth performance to pull off all the sequence-breaking tricks.

It can, every commercial GBA ROM that runs, runs 100% on Wii. The best part? mGBA doesn't use speed hacks or frameskipping like VBAGX, it's very well optimized :P
 
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SuperrSonic

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Are you using the hbc to load it? Just add it to the meta.xml under arguments. For switching borders it's all on the GBI thread, "--overlay" let's you change the default path, and "--overlay-id" is the texture id in the tpl. I find BrawlBox pretty good for management and keeping track of which texture is which.

These are the settings I last used.
<arguments>
<arg>--network</arg>
<arg>--aspect=4:3</arg>
<arg>--intent=saturation</arg>
<arg>--contrast=.80</arg>
<arg>--input-gamma=1.</arg>
<arg>--output-gamma=1.</arg>
<arg>--zoom=2.5</arg>
<arg>--filter=normal2x</arg>
<arg>--overlay-id=0</arg>
<arg>--rotate=0</arg>
</arguments>
If you don't ever use a 3DS as controller you should not bother to enable network.
 

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