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- Welcome to VisualBoyAdvance version 1.7.2.
-
- Compiling the sources
- ---------------------
-
- See the INSTALL file for compiling instructions. Please note the following
- requisites to compile:
-
- - GCC must be 3.x or greater in order to compile GBA.cpp with -O2. Earlier
- versions have a problem during optimization that requires an absurd
- ammount of memory and usually ends up crashing the compiler/computer
- - On Windows, Microsoft Visual C++ 6 or later is needed. Please note that
- some of the source code will not compile with the shipped header files.
- You will need to install the most recent Platform SDK from Microsoft.
-
- Support
- -------
-
- Please support VisualBoyAdvance by making a donation. You can donate money
- using PayPal (www.paypal.com). Use the contact form to find how you can
- send donations. Also, it is recommended that you use the VisualBoyAdvance
- forum on www.ngemu.com message board.
-
- Default keys (can be edited in the Options menu)
- ------------------------------------------------
-
- Arrow keys - direction
- Z - Button A
- X - Button B
- A - Button L
- S - Button R
- Enter - Start
- Backspace - Select
- Speedup - Space
- Capture - F12
-
- You can change the configuration above to use a joystick. Go to
- Options->Joypad->Configure... menu.
-
- The 1 thorugh 4 joypads allow you to have different settings which can be
- easily switched.
-
- System requirements
- -------------------
-
- Fast computer (Pentium III 500 Mhz recommended) and Microsoft DirectX 7 or
- greater.
-
- Translations
- ------------
-
- Translations can be done as long as you have Microsoft Visual VC++ on
- your computer.
-
- If you just want to use a translation, place the translation .DLL on
- the same directory as the emulator. From the Options->Language menu,
- select Other... and type the three letter (or two) language name from
- .DLL. For example, VBA_PTB.DLL: type PTB on the dialog.
-
- These translation files are only for VisualBoyAdvance GUI and messages.
- Games will not be translated and cannot be translated by the emulator.
-
- Skins
- -----
-
- Skins consist of a bitmap (.bmp), a region file (.rgn), a draw rectangle
- on the region and an INI file.
-
- Once you have the bitmap, you the region creator which can be found at
- the downloads section of emulator website along with a sample skin.
- This allows for irregular skins with holes or any shape.
-
- Create the INI file like this:
- [skin]
- image=<relative path from ini to image bitmap>
- region=<relative path from ini to image region>
- draw=<draw rectangle defined as x,y,width,height separated by commas>
- buttons=<number of buttons in the skin> (optional)
-
- Then, for each button with n starting a 0:
-
- [button-<n>]
- normal=<relative path to button normal bitmap>
- down=<relative path to button pressed bitmap>
- over=<relative path to button hover bitmap - mouse over the button> (optional)
- id=<id of button action, menu or emulator joypad button - see below)
- rect=<rectangle where the button is to be drawn>
- region=<region to create a non rectangular button> (optional)
-
- The id member can be one of the values found under Tools->Customize to have an
- action button.
-
- If the intended use for the button is to open a menu, it can be one of the
- following values:
-
- MENUFILE - The File Menu
- MENUOPTIONS - The Options Menu
- MENUCHEAT - The Cheat Menu
- MENUTOOLS - The Tools Menu
- MENUHELP - The Help Menu
-
- If the intended use for the button is to provide a joypad button, then the
- it can be one of the following values:
-
- A - A button
- B - B button
- SEL - SELECT button
- START - START button
- R - right
- L - left
- U - up
- D - down
- BR - RIGHT button (shoulder)
- BL - LEFT button (shoulder)
- SPEED - speed up button (emulator)
- CAPTURE - screen capture (emulator)
- GS - GS/AR button (cheating)
- UR - up and right combination
- UL - up and left combination
- DR - down and right combination
- DL - down and left combination
-
- Example:
-
- [skin]
- image=gbc.bmp
- regions=gbc.rgn
- draw=20,20,144,160
-
- Skins are only supported in DirectDraw and GDI modes and are also not supported
- in fullscreen mode.
-
- To avoid scaling problems, please not the following:
-
- GBA screen size: 240x160
- GBC screen size without border: 160x144
- GBC screen size with border: 256x224
-
- Not using multiples to these values will cause distortion on the image drawn
- by the emulator. This is not a BUG on the emulator and rather a problem of
- the skin size.
-
- Per game settings
- -----------------
-
- Version 1.5 introduced the support for per game settings for GBA games. You
- can defined the following settings on a per game basis by using an INI file
- called vba-over.ini in the same directory as the emulator:
-
- rtcEnabled=<0 for false, anything else for true>
- flashSize=<65536 or 131072>
- saveType=<0 for automatic, 1 for EEPROM, 2 for SRAM, 3 for Flash or 4 for
- EEPROM+Sensor>
-
- Use the 4 letter game code to separate settings for each game. Example:
-
- [ABCD]
- rtcEnabled=0
- flashSize=65536
- saveType=0
-
- [ABC2]
- rtcEnabled=1
- flashSize=131072
- saveType=0
-
- FAQ
- ---
-
- See online FAQ for more information: http://vba.ngemu.com/faq.shtml
-
- Please don't email about what you think it is problem before consulting
- the FAQ.
-
- Reporting a crash
- -----------------
-
- If VisualBoyAdvance crashes, please do the following:
-
- 1. Win 95/98/ME: start DrWatson (drwatson.exe) and reproduce the crash.
- DrWatson will capture the crash information in a log file (.wlg) file that
- needs to be sent to me. Please also open the .wlg file on your machine by
- double-clicking and copy the details section into the email. Microsoft
- made life harder when you migrate to WinXP (or NT or 2000) by not allowing
- DrWatson to read its old file format.
-
- 2. Win NT/2000/XP: make sure DrWatson is the default debugger by executing
- drwtsn32.exe -i and then recreate the crash. DrWatson will generate a log file
- that needs to be sent to me (usually in c:\Documents and Settings\All Users\
- Documents\DrWatson). Depending on your system configuration, you may be asked
- if you want to generate a log file. If so, please click on yes.
-
- LICENSE
- -------
-
- VisualBoyAdvance - a Gameboy and GameboyAdvance emulator
- Copyright (C) 1999-2003 Forgotten
- Copyright (C) 2004 Forgotten and the VBA development team
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-
- Special Thanks
- --------------
-
- PokemonHacker for all his help improving the emulator.
- Costis for his help fixing some of the graphics bugs.
- Snes9x developers for the great emulator and source code.
- Gollum for some help and tips.
- Kreed for his great graphic filters.
- And all users who kindly reported problems.
-
- Contact
- -------
-
- Please don't email unless you found some bug. Requests will be ignored and
- deleted. Also, be descriptive when emailing. You have to tell me what version
- of the emulator you are writing about and a good description of the problem.
- Remember, there are several interfaces (Windows, SDL and GTK+) and
- several systems (Windows, Linux, MacOS X and BeOS).
-
- Also, there are still people writing about the old VisualBoy which is no longer
- supported. Also remember I am not paid to work on VisualBoyAdvance.
-
- This is just a hobby.
-
- Forgotten (http://vba.ngemu.com/contact.shtml)
- kxu <kxu@users.sourceforge.net>
-
- http://vba.ngemu.com
- http://sourceforge.net/projects/vba
-