diff --git a/doc/Known Bugs.txt b/doc/Known Bugs.txt deleted file mode 100644 index 456aabaa..00000000 --- a/doc/Known Bugs.txt +++ /dev/null @@ -1,16 +0,0 @@ -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. \ No newline at end of file diff --git a/doc/ReadMe.txt b/doc/ReadMe.txt index bc90ec6e..596195f3 100644 --- a/doc/ReadMe.txt +++ b/doc/ReadMe.txt @@ -1,8 +1,22 @@ + _ _ _ _______ ___ _ ___ ___ +| | | (_) | | ___ \ / _ \ | | | \/ | +| | | |_ ___ _ _ __ _| | |_/ / ___ _ _ / /_\ \ __| |_ ____ _ _ __ ___ ___ ______| . . | +| | | | / __| | | |/ _` | | ___ \/ _ \| | | | | _ |/ _` \ \ / / _` | '_ \ / __/ _ \______| |\/| | +\ \_/ / \__ \ |_| | (_| | | |_/ / (_) | |_| | | | | | (_| |\ V / (_| | | | | (_| __/ | | | | + \___/|_|___/\__,_|\__,_|_\____/ \___/ \__, | \_| |_/\__,_| \_/ \__,_|_| |_|\___\___| \_| |_/ + __/ | + |___/ + 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 @@ -13,12 +27,119 @@ 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: 700MHz minimum for GBA emulation, CPU requirements increase if Filters are to be used. RAM: ~64MB free -GFX: ~32MB VRAM, DirectX9 drivers \ No newline at end of file +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 + + + +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. + + +================= +Credits +================= + +VisualBoy and VisualBoy Advance Developers: +Forgotten + +VisualBoy Advance-M Developers: +Mudlord +DJRobX +Nach +Jonas Quinn +Spacy \ No newline at end of file diff --git a/doc/authors.txt b/doc/authors.txt deleted file mode 100644 index d18dd5c6..00000000 --- a/doc/authors.txt +++ /dev/null @@ -1,14 +0,0 @@ -Original Developers: -Forgotten - -New Developers: -Mudlord -DJRobX -Nach -Jonas Quinn -Spacy - - -The Qt build uses Icons from the KDE project: -http://kde.org/ -svn://anonsvn.kde.org/home/kde/trunk/KDE/kdebase/runtime/pics/oxygen diff --git a/doc/todo.txt b/doc/todo.txt deleted file mode 100644 index cfd33c44..00000000 --- a/doc/todo.txt +++ /dev/null @@ -1,53 +0,0 @@ -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 \ No newline at end of file