1 2
6 7
Sonia
She/Her
Joined: 12/6/2013
Posts: 435
Location: Brazil
endrift, I ran into a strange audio bug while playing Final Fantasy V Advance (USA). Instead of trying to explain in words, I made a short (17 seconds) video about it. https://www.dropbox.com/s/ge8vxij63j3an8q/Final%20Fantasy%20V%20Advance%20%28USA%29%20Audio%20Bug.mkv?dl=0 Basically, there's a weird horn noise at around 0:11~0:13, which isn't supposed to be there. If you want to reproduce the bug inside the emulator, here is this 1000 frames .bk2 file: https://www.dropbox.com/s/l9nfnwwful5pcj4/Final%20Fantasy%20V%20Advance%20%28USA%29%20Audio%20Bug.bk2?dl=0 The bug is reproduceable 100% of the time. Just let the movie replay normally. ROM Info: Final Fantasy V Advance (USA) SHA1:492789276EAA3E94152B143AD92F310B8A3D5366 MD5:9ED82843CC54876362BE56FACCB15D75 BizHawk version: 2.2 Emulator Core: mGBA (0.6.0) EDIT: Dropbox got the video preview all wrong (at least here on my end). If possible, please download the .mkv to watch it properly.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
In Bizhawk 2.2 (mGBA 0.6.0), when going into sleep mode in GBA Yoshi Topsy-Turvy (U), it cancels out immediately.
Mittenz
He/Him
Active player (418)
Joined: 6/21/2017
Posts: 41
In mGBA 0.6.0, there is a point (8th room of the 1st level) in Drill Dozer (U) where a textbox that shouldn't exist appears and crashes the game making it impossible to progress. This bug wasn't present in the previous version of mGBA.
Active player (261)
Joined: 12/13/2016
Posts: 352
Just curious, what are the Wii and PSP2 folders in the source code of mGBA? Are there plans to start development of these emulators? I see there have been commits made to these folders recently.
Editor, Experienced player (853)
Joined: 5/2/2015
Posts: 696
Location: France
The PSP2 and Wii folders are mGBA ports to Vita and Wii respectively.
Joined: 4/17/2017
Posts: 25
Hey there. I'm recently getting into GBA emulation and have been playing a bunch of games on both emulators Bizhawk supports to try them out. One such game I've played is Magical Houshin. The first time I played it, I was appalled at how bad the music was. Then I switched to VBA-next and realized that the music sounds really good :| But other games don't sound like total ass in mGBA, so I think it's just that game. I don't know how that's possible, but then, I'm a total dummy when it comes to any of this stuff. Is there any possible way you can look into that? EDIT: Also, I've noticed that SaveRAM files are 128kb when created by mGBA and only 64kb when created by VBA-next, at least for the games I've played. For a couple games I played, I looked at the save files in hex editors, and all mGBA seems to do is add another 64kb of zeroes to the file, which in some of the games I played wasn't even how blank data was stored (those games used FF), so it seems really... odd. Any reason this happens? It doesn't seem to belong there.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3821)
Joined: 11/30/2014
Posts: 2832
Location: US
^ Make sure you try the most recent version of stand alone mGBA (0.6.1). If the bug is still there, report it on endrift's issue tracker. This isn't likely something we'll fix on our end since we just port the core. Also I don't know anything about save RAM.
Joined: 4/17/2017
Posts: 25
Hey, thanks for the post, Alyosha. I tried it in 0.6.1, but it's the same sound. It's particularly bad in Magical Houshin, but even other games sound slightly... fuzzy compared to VBA-next. I don't know what endrift's issue tracker is though. I just saw this thread about mGBA and thought I would post what I know. Can anyone answer the rather vague question of how much more accurate mGBA is over VBA-next? I'm currently a bit confused as to why I would choose one over the other. Currently, I've liked VBA-next a little more than mGBA, but it's mostly been for sound, and in Bizhawk, mGBA is the default core. Is this just because it's alphabetically first? Or is there an accuracy reason?
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Yes, endrift is developing mGBA with accuracy as a high priority. Any bugs that occur are either a) regression bugs or b) have not been (or cannot be) dealt with yet. * In Mario & Luigi Superstar Saga, the action command glitch is not emulated correctly in VBA / VBA-Next. It is emulated correctly in mGBA. * VBA-Next has some bugs in games such as in Dragon Ball Z Legacy of Goku that aren't present in mGBA: - In Legacy of Goku 1, there is a sound bug during the intro text boxes. - In Legacy of Goku 2, you will get an anti-piracy message in the earlygame.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3821)
Joined: 11/30/2014
Posts: 2832
Location: US
arkazal wrote:
Hey, thanks for the post, Alyosha. I tried it in 0.6.1, but it's the same sound. It's particularly bad in Magical Houshin, but even other games sound slightly... fuzzy compared to VBA-next. I don't know what endrift's issue tracker is though. I just saw this thread about mGBA and thought I would post what I know.
https://github.com/mgba-emu/mgba/issues You can post your issue there, that way endrift (mGBA author) can take a look at i.
Joined: 4/17/2017
Posts: 25
Thanks, I've reported the issue. Probably not a very good report, but hopefully it will help. MUGG, thanks for the feedback about emulator accuracy. It sounds like mGBA is written with total accuracy in mind, and I'm not sure how much (if at all) VBA is developed these days, so I'll probably want to use mGBA in the future. That leads me to a question that will probably just annoy people, but... is there any realistic guess as to when the new release of Bizhawk will be released? I'd like to use mGBA in conjunction with Bizhawk's features. The "likely" release date for the 0.6.1 core update passed something like a week and a half ago though.
Joined: 4/17/2017
Posts: 25
For what good it will do, I updated my issue, but audio seems to be a low priority so it doesn't look like it will get much attention =/ Shame because mGBA seems like an accurate emulator in some ways, but the sound is so inaccurate in the games I'm playing that I literally can't play them, it's completely jarring from the experience.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Then I suggest you use the VBA-next core (assuming audio is working properly in it).
Joined: 4/17/2017
Posts: 25
Yeah, I suppose I'll go back to VBA-next, I'm just disappointed because it seems like it's not in development anymore, and there are things I like about mGBA. The bizarre audio issues are a tough hurdle to leap though. Audio in VBA-next sounds identical to when I play on real hardware, so... =/ EDIT: Interesting... Looks like someone reported the same problem I was having after I did, but much more eloquently. It was closed because the user reported not to be having problems, but it is still absolutely a problem. I've commented there as well.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
I encountered an audio problem in Kirby & The Amazing Mirror in Bizhawk with mgba core 0.8, please see here. I'm not certain if it is emulation related or gameplay related. As explained, I did not encounter this in the latest Bizhawk with mgba core 0.10 yet. I will post more information if I find anything.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
MUGG wrote:
I encountered an audio problem in Kirby & The Amazing Mirror in Bizhawk with mgba core 0.8
I still didn't encounter this in the latest Bizhawk, 2.9.1, so please disregard my report above. Different topic, I'm messing with Mario & Luigi Superstar Saga savegame corruption. I have no experience with this, but it seems currently only GB, NES and SNES have support for subframe inputs (SubGBHawk, SubNESHawk, SubBSNESv155+, lsnes?). I'm also not certain if each of those are instruction-specific or cycle-specific. Is this something that makes sense for GBA and could be added?
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 783
Location: California
Pretty much any console could theoretically have subframe support, it's just something that needs to be wired up for each core (some cores might make it simple to do that in theory, some cores might not, it depends on the core).
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
In Mario & Luigi Superstar Saga, when sleep mode is activated, pressing select+L+R should cause the screen to become white until you press the same combination again. This works in VBA v24 svn480 but on Bizhawk 2.9.1 with mGBA 0.10, there is only 1 frame of whiteness and the game resumes right away.
RetroEdit
Any
Editor, Reviewer, Player (169)
Joined: 8/8/2019
Posts: 152
MUGG wrote:
In Mario & Luigi Superstar Saga, when sleep mode is activated, pressing select+L+R should cause the screen to become white until you press the same combination again. This works in VBA v24 svn480 but on Bizhawk 2.9.1 with mGBA 0.10, there is only 1 frame of whiteness and the game resumes right away.
This is known: https://github.com/mgba-emu/mgba/issues/1482
1 2
6 7