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Lol, I'm never on the front page of the forums, if I am looking into news I google it first, which usually loads about 30 gbatemp pages.
Lol, I'm never on the front page of the forums, if I am looking into news I google it first, which usually loads about 30 gbatemp pages.
should see more Wii U news now
Which core are you using? Have you tried switching to a different one?does anyone know how to get the pokemon games on gba to work those games crash a lot such as fire red wont go past opening, and saphire crashes when a pokemon evolves. crashes with a black screen with crackling sounds.
Reset the settings to default or delete your config, then try updating the mgba core and use that. If still no luck the fault is definitely the rom.
is it normal for gba games to crash sometimes with frame skip?
Vba core on Wii U sucks though.
With SDL2 working on the Wii U, would a port of Wolf4SDL be possible now?Hey again!
We've talked about the dynarec before, it's got nothing to do with the Wii U at this point since we're waiting on a PC version to get built. The person working on that appears to take big breaks (see May-August) but has otherwise been working at a few commits per month for a solid year.
As for the Wii U, RetroArch has been left to sit for a bit because it more or less works and a lot of the issues with it depend on scene/toolchain things (HBL, shaders, toolchains, filesystem access etc). I can't speak for others, but personally I've been putting my time into those areas. I've put together fling to make distributing development tools easy and reliable, worked on tutorials and documentation for writing things on the system, and co-authored an SDL2 port which has been pulling Switch homebrew back onto the Wii U - including major things like the homebrew appstore, which now has full Wii U support. Plenty of others have been contributing too - rw did half (if not more) of the SDL2 work, vgmoose ported hb-appstore completely on their own, CreeperMario has been making little contributions left, right and centre, exjam has been steadily improving wut (this commit fixed windows/msys2 support, that's on its way to fling and tutorials!) and a slew of other people have been doing their own thing, including a few with big plans that they aren't ready to share yet. There's also interest from new devs - even when I wasn't working on tutorials they were getting maybe 2 stars on GitHub a week, and now that I am there's a good two or three people this month who actively started asking for info and updates on them.
Look, I get it. It can be hard to see what's happening and what progress is or isn't being made. I wish we had a better way to communicate between devs and users; because what I can see and what you can see are really, really different. All I can ask is for you to please bear with us, and to take a critical look at the wider scene before you let yourself make conclusions.
(I'd really like to hear anyone's ideas on the communications front. My first thought would be some kind of news website that is open to writing about the less exciting scene activity - new feature X, new release Y, development progress on Z, etc. That does require someone to put in a lot of time to keep up with us devs and to write down what's going on... This thread probably isn't the place to talk about it though. If you're interested or have ideas, I hang on on the 4TU discord, or DMs, or tag me somewhere, or whatever. 4TU has some decent resources, so we could make something happen)
MGBA seems to be fine for me although I did not play much just testing. I think I did encounter some slowdown on Resident Evil 2 Tech Demo but that more or less expected or somewhat irrelevant but MGBA I think is best to use.