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
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To Do List
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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
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
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Currently Known Bugs
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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.