178 lines
7.5 KiB
Plaintext
178 lines
7.5 KiB
Plaintext
SDL frontend keymap
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===================
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These are the keybindings that are hardwired into the source code
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(those that are not defined in vbam.cfg):
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CTRL-R: reset
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CTRL-B: rewind
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CTRL-V: unrewind
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CTRL-H: restore to last restored rewind (repeat)
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CTRL-J: restore to last *stored* rewind (go to top of the stack)
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CTRL-P: pause
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CTRL-F: toggle fullscreen
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CTRL-G: rotate between filters
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CTRL-S: toggle sound
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NUMPAD /: decrease volume
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NUMPAD *: increase volume
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CTRL-E: toggle cheats
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ESC: quit
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F11: debugger
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F1..F8: (switchable)
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exact: read state
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SHIFT: write state
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in mode 3:
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F1..F4: nothing
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F5: decrease saveslot number (minimum is 1)
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F6: increase saveslot number (maximum is 8)
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F7: save state to current saveslot
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F8: load state from current saveslot
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F9: load backup from last load operation (the state that was overwritten (in the application) by the then loaded state)
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F10: load backup from last save operation (the state that was overwritten (on disk) by the then current state)
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ALT-1 autofire A toggle (now also configurable on a per-gamepad basis with Joy#_AutoA)
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ALT-2 dtto B (now also configurable on a per-gamepad basis with Joy#_AutoB)
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ALT-3 dtto R
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ALT-4 dtto L
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CTRL- 1,2,3,4,5,6,7,8: toggle layers
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CTRL-N: pause on next frame
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KEYPAD: 4682 (default, cfg: Motion_{Left|Right|Up|Down}): motion sensor
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CHEAT CODES
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===========
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Use the --cheat commandline option. Each --cheat XXXX adds one cheat code (in order
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of appearance).
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. Up to 100 cheat codes are supported.
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. Cheat lists are saved in savestates. Cheats in loaded state should override commandline cheats.
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. There are no provisions for toggling individual cheats.
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. CTRL-E toggles the global 'cheats enabled' option.
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. Note that autofire may not work with cheats enabled (at least for some games).
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Two formats are available:
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PAR: --cheat '########:########'
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CBA: --cheat '######## ####'
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All # are hexadecimal digits. Only uppercase A-F are accepted.
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PAR (action replay, also gameshark): only non-encrypted codes work (if it has a master code, it won't work).
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CBA (codebreaker): encrypted codes should work
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IPS PATCHES
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===========
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Use the -i or --ips commandline options. They take one argument - the name of file to be
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loaded as an IPS patch.
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Maximum of 100 IPS patches is supported.
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If you don't specify any IPS patch on the commandline, the VBA-M will look for one
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in the file ROMBASENAME.ips, where ROMBASENAME is the name of the rom file without extension
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(so if your rom file is named LolRom.gba, VBA-M will look for LolRom.ips).
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Any files that don't exist or are not IPS patches will be skipped (with warning).
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Patches will be applied in the order you gave them on the command line.
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Patches are *not* remembered or saved in savestates. You should specify them each
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time you run VBA-M, or you will end up running an unpatched ROM with data from
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a patched ROM.
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SAVESTATES
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==========
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There is a new configuration option saveKeysSwitch. It's value has the following meaning:
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saveKeysSwitch = 0 ... 'classic' SDL interpretation of F1..F10:
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. F1, F2, ... F8: load savestate 1, 2, ... 8
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. SHIFT+F1, SHIFT+F2, ... SHIFT+F8: save savestate 1, 2, ... 8
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saveKeysSwitch = 1 ... same with 'toggled' SHIFT:
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. F1, F2, ... F8: SAVE savestate 1, 2, ... 8
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. SHIFT+F1, SHIFT+F2, ... SHIFT+F8: LOAD savestate 1, 2, ... 8
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saveKeysSwitch = 2 ... slot-selection scheme:
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. F1 .. F4: nothing
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. F5: decrease current slot number
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. F6: increase current slot number
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. F7: save to currently selected slot
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. F8: load from currently selected slot
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This last scheme has the added benefit that it works without problems even if your
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SHIFT key doesn't.
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The selected slot starts at number 1, cannot go below 1 and cannot go over 8.
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SAVESTATE BACKUPS
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=================
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You will sometimes load or save a state when you didn't really want to. You might
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have pressed the wrong button, saved to a wrong slot, saved a state that leads
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to a certain death, etc ...
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This feature provides a limited 'undo' functionality.
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Every time you load a state from disk, the program first saves your current state
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to slot 9. Pressing F9 then loads this 'undo last state load' state.
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In the same vein, when you save a state, the previous state from that slot is
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first moved to slot 10. Pressing F10 then does a 'undo last state save'
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operation.
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Note that you can't write states to slots 9 and 10 directly.
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This works the same way (F9 undoes last load, F10 undoes last save) regardless
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of the value of saveKeysSwitch.
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REWINDS
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=======
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VBA-M has an 'autosave' feature. Try setting rewindTimer in your vbam.cfg.
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Keep in mind that this (like all other numbers in the cfg file) is a hexadecimal number.
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So rewindTimer=3c means saving every 60 seconds, or one minute.
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The maximum value is 258, which is 10 minutes (258 in hex is 2*256 + 5*16 + 8 =
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= 512 + 50+30 + 8 = 600 seconds).
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Last 8 autosaves are retained in memory.
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Autosaves are not considered savestates for 'backup' puproses (see previous section).
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They are never saved to disk and so will be lost when the program exits.
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Also, when you load a real (on-disk) savestate, *nothing* happens to rewinds. Rewinds
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allow you to return to points in *your* chronological past. There is currently no way
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of tracking which states/rewinds are "after" which.
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Controls:
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CTRL-J: go to the rewind that was stored last (the newest one) (and select it)
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CTRL-H: 'home' - repeat last 'go to rewind' operation (go to the currently selected rewind)
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CTRL-B: select previous rewind and go to it
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CTRL-B: select next rewind and go to it
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Normally, the currently selected rewind stays selected until it becomes invalid (which
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happens when it is the oldes rewind left and a new autosave wants its space).
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However, when the newest rewind is selected, the selection will start advancing
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with the newest rewind.
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AUTOFIRE
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========
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There are two autofire modes.
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The first one toggles autofire on a button for all gamepads:
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for example, when you press ALT-1 on your keyboard, then all A buttons on
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all gamepads will be 'autofiring' (alternating quickly between pressed and not pressed)
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until you press ALT-1 again. This might not be what you want.
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Or you can get a gamepad with more buttons and set some to be 'autofire A'.
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In the vbam.cfg file, set Joy#_AutoX=$$$$, where # is the number
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of the emulated gamepad, X is eighter A or B (autofire on A or autofire on B)
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and $$$$ is the code that should trigger this.
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For example, I have
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Joy0_AutoA=1082
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which means:
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. Joy0 = the first emulated pad
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. AutoA = doing this will start toggling the A button on Joy0 quickly
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. 1082 = 'doing this' means:
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. 1000 = the first joystick/gamepad attached to my computer
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. + 0080 = pressing button
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. + 0002 = button with code 2 (on my gamepad, this is the button which has the number 3 engraved into it
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and is in the position where SNES gamepads have the A button and PS controllers have the
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circle button)
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So when I press and hold this button on my gamepad, VBA-M rewards me with autofire on A *on that pad only*.
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[2008-11-21] new autofire configuration:
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commandline argument: --autofire NNN
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configfile attribute: autoFireMaxCount=NNN
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default value: NNN=1 (does exactly the same thing as without this new feature)
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This controls the "length" of each press (and depress). It is measured in vba-m cycles
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(so --autofire 30 means something like "press once every second" - don't forget that
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the button is not just "virtually pressed" but also "virtually non-pressed" in between).
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This is needed for some games that apparently check whether the button isn't pressed
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faster than a human could do it.
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For example, autofire doesn't work in Mother 3 with --autofire 1 or 2, but it works with 5.
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