This commit is contained in:
parent
587379dc29
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cdb3566c55
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@ -1,16 +0,0 @@
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Known Bugs:
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- Linking: Doesnt work quite right yet.
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- OpenGL: Custom fragment/vertex shaders do not work quite as well as original test build (Mudlord)
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- OpenGL: Custom fullscreen resolutions will not work when filters are enabled.
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- Since other fullscreen OGL reses are disabled, I should disable custom OGL resolution
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switching (Mudlord).
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- OpenGL: Various context handling issues with OGL mode. The emulator should restart whenever is
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enabled, thus eliminating these issues when switching graphics APIs. I don't why this didnt happen
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in the first place, when it should. (Mudlord)
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- Audio core: assertation error occurs when disabling GB sound
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- I think its best we mute sound instead, since some games rely on audio for timing.
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Plus, blargg's GB_Snd_Emu is extremely optimized stuff. (Mudlord)
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- Wrong bit depth image is displayed for 2 frames when switching from/to HQ3x/4x ASM
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- This is caused by the 16bit hack which does not re-process the emulated image.
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It results in the display devices treating the image at pix with the wrong bit depth.
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127
doc/ReadMe.txt
127
doc/ReadMe.txt
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@ -1,8 +1,22 @@
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_ _ _ _______ ___ _ ___ ___
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| | | (_) | | ___ \ / _ \ | | | \/ |
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| | | |_ ___ _ _ __ _| | |_/ / ___ _ _ / /_\ \ __| |_ ____ _ _ __ ___ ___ ______| . . |
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| | | | / __| | | |/ _` | | ___ \/ _ \| | | | | _ |/ _` \ \ / / _` | '_ \ / __/ _ \______| |\/| |
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\ \_/ / \__ \ |_| | (_| | | |_/ / (_) | |_| | | | | | (_| |\ V / (_| | | | | (_| __/ | | | |
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\___/|_|___/\__,_|\__,_|_\____/ \___/ \__, | \_| |_/\__,_| \_/ \__,_|_| |_|\___\___| \_| |_/
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__/ |
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|___/
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VisualBoyAdvance-M
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Nintendo Game Boy / Game Boy Advance Emulator
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Based on official VBA
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Original Project Homepage: vba.ngemu.com
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New Project Homepage: vbam.ngemu.com
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The Qt build uses Icons from the KDE project:
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http://kde.org/
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svn://anonsvn.kde.org/home/kde/trunk/KDE/kdebase/runtime/pics/oxygen
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This program is distributed under the GNU General Public License
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http://www.gnu.org/licenses/gpl.html
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@ -13,12 +27,119 @@ Combine the best features of the VBA forks in one build.
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Multi-platform support.
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===================
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System Requirements
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===================
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OS: Windows 2000 - Vista (x86 or x64)
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CPU: 700MHz minimum for GBA emulation
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CPU: 700MHz minimum for GBA emulation, CPU requirements increase if Filters are to be used.
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RAM: ~64MB free
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GFX: ~32MB VRAM, DirectX9 drivers
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GFX: ~32MB VRAM, DirectX9 drivers
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===================
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File Dependencies
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===================
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VBA-M Requires the following files, in order to run.
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libpng13.dll
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zlib1.dll
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D3DX9_37.DLL
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The first two are available from http://vba-m.ngemu.com/vbam/vbacompiles/msvc2008/dll.7z,
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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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==============
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To Do List
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==============
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Important:
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- Many games show emulation warnings in the log window (unaligned read, bad read/write address)
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- Test: Metroid Fusion, Advance Wars 2
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- Gfx.cpp/h optimization
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- Test: Final Fantasy 4 airship intro
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- Improve automatic 64k/128k flash save detection
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- HQ3x/4x ASM implementation produces wrong interpolation on the image's border
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- 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.
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- Fix OpenGL issues
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- Remove 16 bit hack for filters
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- Not compatible to software motion blur (display corruption)
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- Add selection for compressed archives with more than one ROM in them
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Less important:
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- Add GBA cheat editing support (GB already has)
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- Look at Cheats.cpp (Core) and GBACheats.cpp (GUI)
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- Support D3DFMT_A2R10G10B10 (10 bit per color component) color format
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- Add documentation for VBA-M (configuration guide)
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- Improve AVI recording (produces asynchronous files)
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- Enable audio stream compression for AVI files
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- Add stereo upmixing support to OpenAL
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- Verify BIOS files by checksum instead by file extension
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- Merge HQ2x/LQ2x C code into code for HQ3x/4x
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- Apply pixel filter to sprites and BG seperately for better image quality
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- Create Visual Studio project using SDL makefile
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Performance:
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- Apply HQ3x/4x optimizations from C version to ASM version
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- Apply pixel filter only to changed parts of the image
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- Make use of multi-core CPUs
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- Make use of 64 bit CPUs
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====================
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Currently Known Bugs
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====================
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Known Bugs:
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- Linking: Doesnt work quite right yet.
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- OpenGL: Custom fragment/vertex shaders do not work quite as well as original test build (Mudlord)
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- OpenGL: Custom fullscreen resolutions will not work when filters are enabled.
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- Since other fullscreen OGL reses are disabled, I should disable custom OGL resolution
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switching (Mudlord).
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- OpenGL: Various context handling issues with OGL mode. The emulator should restart whenever is
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enabled, thus eliminating these issues when switching graphics APIs. I don't why this didnt happen
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in the first place, when it should. (Mudlord)
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- Audio core: assertation error occurs when disabling GB sound
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- I think its best we mute sound instead, since some games rely on audio for timing.
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Plus, blargg's GB_Snd_Emu is extremely optimized stuff. (Mudlord)
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- Wrong bit depth image is displayed for 2 frames when switching from/to HQ3x/4x ASM
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- This is caused by the 16bit hack which does not re-process the emulated image.
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It results in the display devices treating the image at pix with the wrong bit depth.
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=================
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Credits
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=================
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VisualBoy and VisualBoy Advance Developers:
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Forgotten
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VisualBoy Advance-M Developers:
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Mudlord
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DJRobX
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Nach
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Jonas Quinn
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Spacy
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@ -1,14 +0,0 @@
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Original Developers:
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Forgotten
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New Developers:
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Mudlord
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DJRobX
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Nach
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Jonas Quinn
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Spacy
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The Qt build uses Icons from the KDE project:
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http://kde.org/
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svn://anonsvn.kde.org/home/kde/trunk/KDE/kdebase/runtime/pics/oxygen
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53
doc/todo.txt
53
doc/todo.txt
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@ -1,53 +0,0 @@
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Important:
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- Many games show emulation warnings in the log window (unaligned read, bad read/write address)
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- Test: Metroid Fusion, Advance Wars 2
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- Gfx.cpp/h optimization
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- Test: Final Fantasy 4 airship intro
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- Improve automatic 64k/128k flash save detection
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- HQ3x/4x ASM implementation produces wrong interpolation on the image's border
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- 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.
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- Fix OpenGL issues
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- Remove 16 bit hack for filters
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- Not compatible to software motion blur (display corruption)
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- Add selection for compressed archives with more than one ROM in them
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Less important:
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- Add GBA cheat editing support (GB already has)
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- Look at Cheats.cpp (Core) and GBACheats.cpp (GUI)
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- Support D3DFMT_A2R10G10B10 (10 bit per color component) color format
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- Add documentation for VBA-M (configuration guide)
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- Improve AVI recording (produces asynchronous files)
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- Enable audio stream compression for AVI files
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- Add stereo upmixing support to OpenAL
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- Verify BIOS files by checksum instead by file extension
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- Merge HQ2x/LQ2x C code into code for HQ3x/4x
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- Apply pixel filter to sprites and BG seperately for better image quality
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- Create Visual Studio project using SDL makefile
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Performance:
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- Apply HQ3x/4x optimizations from C version to ASM version
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- Apply pixel filter only to changed parts of the image
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- Make use of multi-core CPUs
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- Make use of 64 bit CPUs
|
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