visualboyadvance-m/doc/ReadMe.txt

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VisualBoyAdvance-M
Nintendo Game Boy / Game Boy Advance Emulator
Based on official VBA
Original Project Homepage: vba.ngemu.com
New Project Homepage: vbam.ngemu.com
The Qt build uses Icons from the KDE project:
http://kde.org/
svn://anonsvn.kde.org/home/kde/trunk/KDE/kdebase/runtime/pics/oxygen
This program is distributed under the GNU General Public License
http://www.gnu.org/licenses/gpl.html
Aim:
Combine the best features of the VBA forks in one build.
Multi-platform support.
===================
System Requirements
===================
OS: Windows 2000 - Vista (x86 or x64)
CPU: 700MHz minimum for GBA emulation, CPU requirements increase if Filters are to be used.
RAM: ~64MB free
GFX: ~32MB VRAM, DirectX9 drivers
===================
File Dependencies
===================
VBA-M Requires the following files, in order to run.
libpng13.dll
zlib1.dll
D3DX9_37.DLL
The first two are available from http://vba-m.ngemu.com/vbam/vbacompiles/msvc2008/dll.7z,
While the last requires an update to DirectX, you can use the following tool to update - http://vba-m.ngemu.com/vbam/vbacompiles/msvc2008/Directx_9c_webupdater.zip
==============
To Do List
==============
Important:
- Many games show emulation warnings in the log window (unaligned read, bad read/write address)
- Test: Metroid Fusion, Advance Wars 2
- Gfx.cpp/h optimization
- Test: Final Fantasy 4 airship intro
- Improve automatic 64k/128k flash save detection
- HQ3x/4x ASM implementation produces wrong interpolation on the image's border
- This has already been fixed in the C version; look at hq_base.h / line 343 - 372. The ASM version most likely only has something like skipLine instead of skipLinePlus and skipLineMinus, which is however necessary in order to work correctly.
- Fix OpenGL issues
- Remove 16 bit hack for filters
- Not compatible to software motion blur (display corruption)
- Add selection for compressed archives with more than one ROM in them
Less important:
- Add GBA cheat editing support (GB already has)
- Look at Cheats.cpp (Core) and GBACheats.cpp (GUI)
- Support D3DFMT_A2R10G10B10 (10 bit per color component) color format
- Add documentation for VBA-M (configuration guide)
- Improve AVI recording (produces asynchronous files)
- Enable audio stream compression for AVI files
- Add stereo upmixing support to OpenAL
- Verify BIOS files by checksum instead by file extension
- Merge HQ2x/LQ2x C code into code for HQ3x/4x
- Apply pixel filter to sprites and BG seperately for better image quality
- Create Visual Studio project using SDL makefile
- Add device enumeration & buffer count selection for XAudio2
- Current buffer count: 4
Performance:
- Apply HQ3x/4x optimizations from C version to ASM version
- Apply pixel filter only to changed parts of the image
- Make use of multi-core CPUs
- Make use of 64 bit CPUs
====================
Currently Known Bugs
====================
Known Bugs:
- Linking: Doesnt work quite right yet.
- OpenGL: Custom fragment/vertex shaders do not work quite as well as original test build (Mudlord)
- OpenGL: Custom fullscreen resolutions will not work when filters are enabled.
- Since other fullscreen OGL reses are disabled, I should disable custom OGL resolution
switching (Mudlord).
- OpenGL: Various context handling issues with OGL mode. The emulator should restart whenever is
enabled, thus eliminating these issues when switching graphics APIs. I don't why this didnt happen
in the first place, when it should. (Mudlord)
- Audio core: assertation error occurs when disabling GB sound
- I think its best we mute sound instead, since some games rely on audio for timing.
Plus, blargg's GB_Snd_Emu is extremely optimized stuff. (Mudlord)
- Wrong bit depth image is displayed for 2 frames when switching from/to HQ3x/4x ASM
- This is caused by the 16bit hack which does not re-process the emulated image.
It results in the display devices treating the image at pix with the wrong bit depth.
- Opening the OpenAL configuration dialog while using XAudio2 results in a crash.
- This issue seems to be related to OpenAL and nothing can be done about it.
- Caused by: OALConfig.cpp: line 41: "ALFunction.alcGetString( NULL, ALC_DEVICE_SPECIFIER );"
- Does not happen with DirectSound for some reason.
=================
Credits
=================
VisualBoy and VisualBoy Advance Developers:
Forgotten
VisualBoy Advance-M Developers:
Mudlord
DJRobX
Nach
Jonas Quinn
Spacy