![]() ![]() Read moreĪ new release of mGBA, version 0.9.2 is available. An extensive list of changes follows after the cut. Importantly, random freezing with the OpenGL display driver, mostly when using fast forward, which had only partially been fixed in 0.9.2, should now be properly fixed. This version is a bugfix release, which contains many important fixes. A console for logging, and buffers for displaying textual information to the userĪ new release of mGBA, version 0.9.3 is available.Instruction advance, frame advance, and resetting the emulation state.Various callbacks, such as per-frame, when the core is reset, right before keys are read, and more. ![]() Getting various informational state about the emulated game.Getting and updating the currently pressed buttons.Read/write access to emulator memory (via the full address space, or via memory domains) and registers.The current features are currently implemented: If you’ve wanted to write scripts for mGBA, now’s the time to start looking into it! There is also documentation on the current API available on its own page.Īs this feature is still nascent, we’re looking for feedback on how to improve it and what should be added in the future.įor this, there is now a #scripting channel in the Discord server (linked on the sidebar) to discuss writing scripts or requesting support or new features. These builds include an example script that shows how to interact with the emulator, and can pull information about the party from the US releases of the first three Pokémon generations. With this merged, users can now write and run scripts in Lua, as is possible in some other emulators.Ĭurrently, there is only preliminary support and many features are not yet exposed. The highly-anticipated scripting feature, which has been in development for the past several months, has now been merged and is available in development builds. Scripting support now available in dev builds May 29, 2022.Note also that mGBA is written primarily by a single developer, so at times progress can stagnate after all, mGBA has a bus factor of one.įortunately, the extra-long wait is over, and mGBA 0.10.0 is here now! Read more Maybe we spent a bit too long on the polish, though, since this release was intended to be released months ago. It’s been 10 months since the last minor release, and over a year and a half since the last major release, but progress definitely has not stopped in the meantime.Īlthough a lot of the changes in this version are under the hood, cleaning up a lot of older code, paying down technical debt and fixing bugs, there are still some major new features in this release. This release took a lot longer than expected, but hopefully it’ll be free of new bugs as a result. This version is a bugfix release, which contains several important fixes. Read moreĪ new release of mGBA, version 0.10.1 is available. Time sure does fly, huh? It’s been 10 years now since the very first commit to the mGBA git repository.Īnd while you can read all about the early history of mGBA on the timeline page, I can assure you I had no expectation I’d still be working on this ten years later.īut here we are, a decade later, and I’m still working on it. Important fixes include crashing on start on very old graphics cards and flickering issues on Nvidia GPUs when using the OpenGL renderer.Īn extensive list of changes follows after the cut. Retroarch does add support for a stylus on the right stick as well as on the fly changing of how its displayed via controller hotkeys if thats something you want.Latest Development Version: 8203-f637b5b1eĪ new release of mGBA, version 0.10.2 is available. I dont mess with 3DS emulation too much as i just use a hacked New 2DS XL, for that, but its still a fairly new emulator and lots of games still have issues, so its not a perfect experience in either case. So a standalone will always have better performance, but that doesnt matter at all in 99% of cases as the emus generally are so easy to run. It will also depend on system specs of course, throwing more power at the situation may make it fine in Retroarch as well. Thats the nature of retroarch due to it having a overhead compared to a standalone emulator, as it has the whole UI running in the background while running games. So what is your experience with 3DS, are you running it in RetroArch? When I tested one same game in Citra I had 60fps, compared to 50fps in RA with music glitches too. I recently tested some 3DS games, and playing them through RA is fine, but I noticed that for some games the framerate drops quite a bit, and I didn’t test yet the “bigger” games. ![]()
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