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1267 lines
44 KiB
Markdown
1267 lines
44 KiB
Markdown
# Visual Boy Advance GX
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https://github.com/dborth/vbagx (Under GPL License)
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Visual Boy Advance GX is a modified port of VBA-M.
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With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
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## TABLE OF CONTENTS
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- [Nightly Builds](#nightly-builds)
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- [Features](#features)
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- [Update History](#update-history)
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- [Setup & Installation](#setup--installation)
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- [Instructions](#instructions)
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- [Credits](#credits)
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- [Links](#links)
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## NIGHTLY BUILDS
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|Download nightly builds from continuous integration: | [![Build Status][Build]][Actions]
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[Actions]: https://github.com/dborth/vbagx/actions/workflows/build.yml
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[Build]: https://github.com/dborth/vbagx/actions/workflows/build.yml/badge.svg
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## FEATURES
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* Wiimote, Nunchuk, Classic, Wii U Pro, and Gamecube controller support
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* Wii U GamePad support (requires homebrew injection into Wii U VC title)
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* Rotation sensors, Solar sensors, and Rumble support
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* Optional special Wii controls built-in for some games
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* SRAM and State saving
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* IPS/UPS patch support
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* Custom controller configurations
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* SD, USB, DVD, SMB, Zip, and 7z support
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* Compatibility based on VBA-M r1231
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* MEM2 ROM Storage for fast access
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* Auto frame skip (optional) for those core heavy games
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* Turbo speed, video zooming, widescreen, and unfiltered video options
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* Native loading/saving of ROMS and SRAM from Goomba (a GB emulator for GBA)
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* Improved video rendering from RetroArch
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* Screenshots can be displayed on the main menu
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* Fixed pixel ratio mode (1x, 2x, and 3x)
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* Borders (from Super Game Boy games or custom from .png)
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* 240p support
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## UPDATE HISTORY
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[2.4.7 - July 31, 2023]
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* Compiled with latest devkitPPC/libogc
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* Switch to chosen video mode on first load if not automatic
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* Fixed a crash upon relaunching after removing a SD/USB device (InfiniteBlueGX)
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[2.4.6 - June 15, 2022]
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* Compiled with latest devkitPPC/libogc
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* Added "Enable Turbo Mode" toggle to the Video Settings menu (based on InfiniteBlueGX's code)
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* Updated translations
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* Improved forwarder support
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[2.4.5 - March 23, 2021]
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* Added L+R+START for back to menu for Wii Classic Controller
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* Updated French translation (thanks Tanooki16!)
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* Fixed issue with displaying screenshots
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[2.4.4 - February 6, 2021]
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* Fixed SD2SP2 / SD gecko issues (again)
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[2.4.3 - January 31, 2021]
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* Fixed SD2SP2 issues
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* Changed max game image dimensions to 640x480 to support screenshots
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[2.4.2 - January 18, 2021]
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* Compiled with latest devkitPPC/libogc
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* Added ability to change the player mapped to a connected controller
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* Significant memory usage reductions (fonts and loading cover images)
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* Other minor fixes
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[2.4.1 - June 29, 2020]
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* Compiled with latest devkitPPC/libogc
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* Fixed some 3rd party controllers with invalid calibration data
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* Translation updates
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* Added Wii U vWii Channel, widescreen patch, and now reports console/CPU speed
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* Added support for serial port 2 (SP2 / SD2SP2) on Gamecube
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* Fixed Wii U Pro controller button mapping not being used in one case
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* Fixed ZL button mapping for Wii U GamePad
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* Other minor fixes
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[2.4.0 - April 13, 2019]
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* Fixed crash when used as wiiflow plugin
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* Fixed crash on launch when using network shares
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* Fixed issues with on-screen keyboard
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* Updated Korean translation
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[2.3.9 - January 25, 2019]
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* Added ability to load external fonts and activated Japanese/Korean
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translations. Simply put the ko.ttf or jp.ttf in the app directory
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* Added ability to customize background music. Simply put a bg_music.ogg
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in the app directory
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* Added ability to change preview image source with + button (thanks Zalo!)
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* Fixed issue with resetting motion controls
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* Fixed issue with Mode 0 graphics transparency
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[2.3.8 - January 4, 2019]
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* Restored changes lost from 2.3.0 core upgrade (GameCube virtual memory,
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optimizations from dancinninjac, GB color palettes, rotation/tilt for
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WarioWare Twisted, in-game rumble)
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* Improved WiiFlow integration
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* Fixed controllers with no analog sticks
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* Added Wii U GamePad support (thanks Fix94!)
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[2.3.7 - August 28, 2018]
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* Allow loader to pass two arguments instead of three (libertyernie)
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* don't reset settings when going back to an older version
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* Fix a few potential crashes caused by the GUI
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* Other minor fixes/improvements
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* Compiled with latest libOGC/devkitPPC
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[2.3.6 - December 11, 2016]
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* Restored Wiiflow mode plugin by fix94
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* Restored fix filebrowser window overlapping
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* Change all files End Of Line to windows mode
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* Remove update check for updates
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[2.3.5 - December 10, 2016]
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* Hide saving dialog that pops up briefly when returning from a game
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[2.3.4 - September 15, 2016]
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* Added the delete save file (SRAM / Snapshot) option
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* Changed the box colors for the SRAM and Snapshots files to match the color
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scheme of the emu GUI
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* Change the "Power off Wii" exit option to completely turn off the wii,
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ignoring the WC24 settings
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* Updated settings file name in order to have it's own settings file name
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* Added an option to switch between screenshots, covers, or artwork images,
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with their respective named folders at the device's root. You can set which
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one to show, by going to Settings > Menu > Preview Image. The .PNG image file
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needs to have the same name as the ROM (e.g.: Mother 3.png)
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* Removed sound from GUI (thanks to Askot)
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* Added option to switch between the Green or Monochrome GB color screen. You
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can set which one to show by going to Settings > Emulation > GB Screen Palette
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[2.3.3 - June 25, 2016]
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* Fixed the GC pad Down input on the File browser window
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* Added Koston's green gb color screen
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* Added the Screenshot Button
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* Increased and Centered the Screenshot image and reduce game list width
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* Added a background for the preview image
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* Added the WiiuPro Controller icon on the controller settings
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* Fix DSI error / Bug from Emulator Main Menu
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[2.3.2 - March 4, 2015] - libertyernie
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* Wii U: if widescreen is enabled in the Wii U setting, VBA GX will use a 16:9
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aspect ratio, except while playing a game with fixed pixel mode turned on
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* There are now three options for border in the emulation settings menu (see
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"Super Game Boy borders" section for details)
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* PNG borders now supported for GBA games
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* Video mode "PAL (50Hz)" renamed to "PAL (576i)"
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* Video mode "PAL (60Hz)" renamed to "European RGB (480i)"
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* 240p support added (NTSC and European RGB modes)
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* All video modes now use a width of 704 for the best pixel aspect ratio
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[2.3.1b - November 8, 2014] - Glitch
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* Added FIX94's libwupc for WiiU Pro Controllers
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* Added tueidj's vWii Widescreen Fix
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[2.3.1 - October 14, 2014] - libertyernie
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* Super Game Boy border support
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* Borders can be loaded from (and are automatically saved to) PNG files
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* Any border loaded from the game itself will override the custom PNG border
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* Custom palette support from 2.2.8 restored
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* Option added to select Game Boy hardware (GB/SGB/GBC/auto)
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* Fixed pixel ratio mode added
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* Overrides zoom and aspect ratio settings
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* To squish the picture so it appears correctly on a 16:9 TV, you can open
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the settings.xml file and add 10 to the gbFixed/gbaFixed value. However,
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setting your TV to 4:3 mode will yield a better picture.
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* Real-time clock fixes for GB/GBC games, including Pokémon G/S/C
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* RTC data in save file stored as little-endian
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* Option added for UTC offset in the main menu (only required if you use the
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same SRAM on other, time-zone-aware platforms)
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* New option for selecting "sharp" or "soft" filtering settings
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* "Sharp" was the default for 480p, "soft" was the default for 480i
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[2.3.0 - September 10, 2014] - libertyernie
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* VBA-M core updated to r1231
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* Tiled rendering used for GBA games (new VBA-M feature, originally from
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RetroArch) - provides a major speed boost!
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* Changes from cebolleto's version
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* Screenshots can be displayed for each game on the menu
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* Nicer 7-Zip support
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* When you leave a folder, the folder you just left will be selected
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* New options available:
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* Disable the " Auto" string being appended to save files
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* Disable frameskip entirely on GBA
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* Keyboard fixed (from libwiigui r56)
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* GUI prompt is now purple instead of green (button colors more intuitive)
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* Goomba and Goomba Color ROM support:
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* Any Game Boy ROM stored within a Goomba ROM can be loaded "natively" in
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the Game Boy (Color) emulator (or the Goomba ROM can be loaded as GBA)
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* Game Boy SRAM stored within Goomba SRAM is loaded and saved correctly
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[2.2.8 - July 29, 2012]
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* Fixed lag with GameCube controllers
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[2.2.7 - July 7, 2012]
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* Fixed PAL support
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[2.2.6 - July 6, 2012]
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* Support for newer Wiimotes
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* Fixed missing audio channel bug (eg: in Mario & Luigi: Superstar Saga)
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* Improved controller behavior - allow two directions to be pressed simultaneously
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* Compiled with devkitPPC r26 and libogc 1.8.11
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[2.2.5 - May 15, 2011]
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* Added Turkish translation
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[2.2.4 - March 23, 2011]
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* Fixed browser regressions with stability and speed
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[2.2.3 - March 19, 2011]
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* Improved USB and controller compatibility (recompiled with latest libogc)
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* Enabled SMB on GameCube (thanks Extrems!)
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* Added Catalan translation
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* Translation updates
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[2.2.2 - October 7, 2010]
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* Fixed "blank listing" issue for SMB
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* Improved USB compatibility and speed
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* Added Portuguese and Brazilian Portuguese translations
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* Channel updated (improved USB compatibility)
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* Other minor changes
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[2.2.1 - August 14, 2010]
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* IOS 202 support removed
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* USB 2.0 support via IOS 58 added - requires that IOS58 be pre-installed
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* DVD support via AHBPROT - requires latest HBC
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[2.2.0 - July 22, 2010]
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* Fixed broken auto-update
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[2.1.9 - July 20, 2010]
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* Reverted USB2 changes
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[2.1.8 - July 14, 2010]
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* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
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versions of IOS 202 are NO LONGER supported)
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* Hide non-ROM files
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* Other minor improvements
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[2.1.7 - June 20, 2010]
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* USB improvements
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* GameCube improvements - audio, SD Gecko, show thumbnails for saves
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* Other minor changes
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[2.1.6 - May 19, 2010]
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* DVD support fixed
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* Fixed some potential hangs when returning to menu
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* Video/audio code changes
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* Fixed scrolling text bug
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* Other minor changes
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[2.1.5 - April 9, 2010]
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* Fix auto-save bug
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[2.1.4 - April 9, 2010]
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* Fixed issue with saves (GBA) and snapshots (GB)
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* Most 3rd party controllers should work now (you're welcome!)
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* Translation updates (German and Dutch)
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* Other minor changes
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[2.1.3 - March 30, 2010]
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* Fixed ROM allocation. Should solve some unexplained crashes
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* Numerous performance optimizations (thanks dancinninja!)
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* DVD / USB 2.0 support via IOS 202. DVDx support has been dropped. It is
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highly recommended to install IOS 202 via the included installer
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* Multi-language support (only French translation is fully complete)
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* Thank you to everyone who submitted translations
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* SMB improvements/bug fixes
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* Minor video & input performance optimizations
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* Disabling rumble now also disables in-game rumbling
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* Fixed saving of GB screen position adjustment
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[2.1.2 - December 23, 2009]
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* Numerous core optimizations (thanks dancinninjac!)
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* File browser now scrolls down to the last game when returning to browser
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* Auto update for those using USB now works
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* Fixed scrollbar up/down buttons
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* Minor optimizations
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[2.1.1 - December 7, 2009]
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* Save state corruption issues fixed
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[2.1.0 - December 2, 2009]
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* Fixed SMB (for real this time!)
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[2.0.9 - November 30, 2009]
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* Fixed SMB
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* Added separate horizontal/vertical zoom options, and separate GB/GBA ones
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* Improved scrolling timing - the more you scroll, the fast it goes
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* Fixed reset button on Wii console - now you can reset multiple times
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* APU optimization (dancinninjac)
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* Minor code optimizations
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* Reduce memory fragmentation - fixes out of memory crashes
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[2.0.8 - October 7, 2009]
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* Revamped filebrowser and file I/O
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* Fixed MBC2 saving/loading
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* Fixed some GB-Z80 instructions
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* DVD loading in GameCube should work now (untested and unsupported)
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* Many, many other bug fixes
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[2.0.7 - September 16, 2009]
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* Text rendering corrections
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* SMB improvements
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* Built with latest libraries
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* Video mode switching now works properly
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* Other minor bugfixes and cleanup
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[2.0.6 - July 22, 2009]
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* Fixed "No game saves found." message when there are actually saves.
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* Fixed shift key on keyboard
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* Text scrolling works again
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* Change default prompt window selection to "Cancel" button
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[2.0.5 - July 9, 2009]
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* Faster SMB/USB browsing
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* Last browsed folder is now remembered
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* Fixed controller mapping reset button
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* Fixed no sound on GameCube version
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* Directory names are no longer altered
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* Preferences now only saved on exit
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* Fixed on-screen keyboard glitches
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* SRAM auto-saved on power-off from within a game
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* Prevent 7z lockups, better 7z error messages
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[2.0.4 - June 30, 2009]
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* Fixed auto-update
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* Increased file browser listing to 10 entries, decreased font size
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* Added text scrolling on file browser
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* Added reset button for controller mappings
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* Settings are now loaded from USB when loading the app from USB on HBC
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* Fixed menu crashes caused by ogg player bugs
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* Fixed memory card saving verification bug
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* Fixed game savebrowser bugs
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* Miscellaneous code cleanup/corrections
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[2.0.3 - May 30, 2009]
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* Fixed SD/USB corruption bug
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* SMB works again
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* GUI bugs fixed, GUI behavioral improvements
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* GB Palette editing
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* More built-in palettes
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* Palettes now fade to white correctly instead of getting brighter
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* Can now turn off palette colorizing
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* Workaround for palette issue on Mega Man I GB - palette disabled
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* Star Wars, TMNT, Lord Of The Rings, Castlevania Wii Controls
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* Fix for WarioWare startup - Nunchuk C button or Wii Remote B button will now
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make calibration easy by locking the gyroscope.
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* Fixed issues with constant rumbling
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[2.0.2 - May 26, 2009]
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* Improved stability
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* Fixed broken SDHC from HBC 1.0.2 update
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* Fixed issues with returning to menu from in-game
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* Add option to disable rumble
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* Auto-determines if HBC is present - returns to Wii menu otherwise
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* Unfiltered mode fixed
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* Miscellaneous bugfixes
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[2.0.1 - April 30, 2009]
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* Multiple state saves now working
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* Built with more stable libogc/libfat
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* Fixed settings saving glitches
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* Fixed Mortal Kombat GameCube controller bug
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* Fixed Zelda DX palette bug
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* Fixed Harry Potter 1-3 keyboard bug
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[2.0.0 - April 27, 2009]
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* New GX-based menu, with a completely redesigned layout. Has Wiimote IR
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support, sounds, graphics, animation effects, and more
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* Thanks to the3seashells for designing some top-notch artwork, to
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Peter de Man for composing the music, and a special thanks to shagkur for
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fixing libogc bugs that would have otherwise prevented the release
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* Onscreen keyboard for changing save/load folders and network settings
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* Menu configuration options (configurable exit button, wiimote orientation,
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volumes)
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* New save manager, allowing multiple saves and save browsing. Shows
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screenshots for Snapshot saves, and save dates/times
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* Added video shifting option
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* Added video mode selection (recommended to leave on Automatic)
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* USB Mouse support (buttons only)
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* Keyboard shift key bug fixed
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* Built-in 14 colour palettes for some monochrome gameboy games (Magnetic
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Soccer, Malibu Beach Volleyball, Marble Madness, Metroid 2, Mortal Kombat,
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Mortal Kombat II, Mortal Kombat 3, Mr. Do!)
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* Rumble works in GBC games designed for rumble cartridges but shipped
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without rumble cartridges, such as Disney's Tarzan for GBC
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* Improved Mortal Kombat Wii Controls
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* Mortal Kombat games now have many extra characters to choose
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* Wii Controls for more Teenage Mutant Ninja Turtles games
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* Improved Lego Star Wars controls
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* Boktai menu now tells you when there can't be sun because it is night
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* Minor bug fixes
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[1.0.9 - April 7, 2009]
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* Gamecube controller should no longer rumble constantly
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[1.0.8 - April 4, 2009]
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* "Match Wii Game" controls option! Games that have a Wii equivalent can be
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played using the controls for that Wii game. For example all Zelda games
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can be played with Twilight Princess controls. See the Instructions section
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below for important details.
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* Rotation/Tilt sensor games all work
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* Solar sensors (Boktai 1/2/3)
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* Rumble (except for games that rely on Gameboy Player)
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* Keyboard
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* PAL support, finally!
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* New scaling options, choose how much stretching you want
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* Colourised games now partially work but still have distortion
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* "Corvette" no longer has a screwed up palette (but still crashes)
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* Triggers net reconnection on SMB failure
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* Source code refactored, and project file added
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* Instructions section added to this readme file
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[1.0.7 - January 27, 2009]
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* Updated to VBA-M r847
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* Corrected sound interpolation
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* Faster SD/USB - new read-ahead cache
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* Removed trigger of back to menu for Classic Controller right joystick
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* Fixed a bug with reading files < 2048 bytes
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* Fixed GBA games on GameCube
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* Fixed homebrew GBA games on GameCube
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* Fixed some memory leaks, buffer overflows, etc
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* Code cleanup, other general bugfixes
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[1.0.6 - December 24, 2008]
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* Fixed save state saving bug
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* Fixed unstable SD card access
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* Proper SD/USB hotswap (Wii only)
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* Auto-update feature (Wii only)
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* Rewritten SMB access - speed boost, NTLM now supported (Wii only)
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* Improved file access code
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* Resetting preferences now resets controls
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* Minor bug fixes
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|
[1.0.5 - November 19, 2008]
|
|
|
|
* SDHC works now
|
|
* Frameskipping tweaks
|
|
* Fixed snapshot loading issue
|
|
* Full widescreen support
|
|
* Changed scaling
|
|
* Zooming fixed (thanks eke-eke!)
|
|
* PAL timing changes - EURGB60 mode forced
|
|
* Wii - Added console/remote power button support
|
|
* Wii - Added reset button support (resets game)
|
|
* Wii - Settings file is now named settings.xml and is stored in the same
|
|
folder as the DOL (eg: apps/vbagx/settings.xml)
|
|
* GameCube - Added DVD motor off option
|
|
* GameCube - Fixed GBA loading issue
|
|
|
|
[1.0.4 - October 28, 2008]
|
|
|
|
* Complete port of VBA-M - now uses blaarg's new audio core, latest GB core
|
|
* Frameskipping improvements
|
|
* Sound processing improved - L-R channel reversal corrected, skipping fixed
|
|
* Saving problems fixed, game compatibility improved
|
|
* IPS/UPS/PPF patch support
|
|
* SD/USB hot-swapping!
|
|
* SDHC support
|
|
* Zoom setting saved
|
|
* Widescreen correction option
|
|
* GameCube support is back, including Qoob support!
|
|
|
|
[1.0.3 - October 15, 2008]
|
|
|
|
* New timing / frameskip algorithm - should (hopefully) work 100% better!
|
|
* Performance improvements - video threading, PPC core partly activated
|
|
* Video zooming option
|
|
* Unfiltered video option
|
|
* 7z support
|
|
* Loading progress bars added
|
|
|
|
[1.0.2 - October 6, 2008]
|
|
|
|
* New core! The core is now a custom combination of VBA-M and VBA 1.72
|
|
* Added DVD, SMB, ZIP, GameCube MC support
|
|
* Faster USB/SD speeds
|
|
* Screen alignment and flickering problems fixed
|
|
* 128K save support added
|
|
* Better emulation speeds. Should now be nearly full speed all the time
|
|
for most games.
|
|
* Turbo speed feature. Mapped to right C-stick (classic controller &
|
|
Gamecube controller), and A+B for wiimote
|
|
* Controller mapping preferences bug fixed. Your preferences will reset
|
|
automatically to correct any problems in your preferences file
|
|
* Many other tweaks behind the scenes
|
|
|
|
[1.0.1 - September 18, 2008]
|
|
|
|
* GBA games now run at full speed
|
|
* Menu improvements, with spiffy new background
|
|
* Fixed L/R buttons - they work now
|
|
|
|
[1.0.0 - September 16, 2008]
|
|
|
|
* Now compiles with devkitpro r15
|
|
* One makefile to make all versions
|
|
* Complete rewrite based on code from SNES9x GX
|
|
* Now has a menu! ROM selector, preferences, controller mapping, etc
|
|
* Wiimote, Nunchuk, and Classic controller support
|
|
* Button mapping for all controller types
|
|
* Full support for SD and USB
|
|
* Load/save preference selector. ROMs, saves, and preferences are
|
|
saved/loaded according to these
|
|
* 'Auto' settings for save/load - attempts to automatically determine
|
|
your load/save device(s) - SD, USB
|
|
* Preferences are loaded and saved in XML format. You can open
|
|
VBAGX.xml edit all settings, including some not available within
|
|
the program
|
|
|
|
|
|
## SETUP & INSTALLATION
|
|
|
|
Unzip the archive. You will find the following folders inside:
|
|
|
|
apps Contains Homebrew Channel ready files
|
|
(see Homebrew Channel instructions below)
|
|
|
|
vbagx Contains the directory structure required for storing
|
|
roms and saves. By default, roms are loaded from
|
|
"vbagx/roms/" and saves / preferences are stored in
|
|
"vbagx/saves/".
|
|
|
|
|
|
### Loading / Running the Emulator:
|
|
|
|
#### Wii - Via Homebrew Channel:
|
|
The most popular method of running homebrew on the Wii is through the Homebrew
|
|
Channel. If you already have the channel installed, just copy over the apps folder
|
|
included in the archive into the root of your SD card.
|
|
|
|
Remember to also create the vbagx directory structure required. See above.
|
|
|
|
If you haven't installed the Homebrew Channel yet, read about how to here:
|
|
http://hbc.hackmii.com/
|
|
|
|
#### Gamecube:
|
|
You can load VBAGX via sdload and an SD card in slot A, or by streaming
|
|
it to your Gamecube, or by booting a bootable DVD with VBAGX on it.
|
|
This document doesn't cover how to do any of that.
|
|
|
|
|
|
## INSTRUCTIONS
|
|
|
|
If you have upgraded from a previous version, the emulator may start with a
|
|
message that your preferences have been reset. You will need to set your
|
|
preferences how you want them.
|
|
|
|
Otherwise the emulator will start at the main menu, which is a list of game
|
|
ROMs. There is also a settings button to choose how and where to load or
|
|
save files, and to change menu settings.
|
|
|
|
Navigate the menu with the D-Pad, or the Wiimote pointer, and select options
|
|
with the A button. Press the B button to swap between controlling a list box
|
|
and controlling the buttons. Pressing the Home button will exit from the
|
|
main menu. You can choose what exiting will do by using the settings menu.
|
|
|
|
Click on the logo to see the credits.
|
|
|
|
When choosing a file, use left and right to go up or down a page.
|
|
|
|
Once you choose a game, the game will start. But you can get back to a menu
|
|
by pressing Home. This takes you to the in-game menu, where you can save,
|
|
load, reset, or change settings. The settings apply to all games, not just
|
|
the current one. These settings are different from the settings on the main
|
|
menu. If you are playing a Boktai game with a solar sensor, there will also
|
|
be a fifth button which lets you change the weather. The sunlight is based
|
|
on the weather, the time of day, and the angle of your Wiimote.
|
|
|
|
Saving and loading let you choose two kinds of save files. SRAM is the
|
|
normal kind of saving and loading that you have on a real gameboy. It only
|
|
saves up to the last checkpoint or savepoint in the game. Or you can save
|
|
a better way by using the emulator's special "Snapshot" feature which
|
|
saves the state of everything, exactly where you are up to. Loading a
|
|
Snapshot may erase your "SRAM (Auto)" so be careful.
|
|
|
|
From the game menu you can return to the game by pressing Home again, or by
|
|
clicking on the "Close" button in the top right. Or to quit that game and
|
|
choose a different game, click on the "Main Menu" button.
|
|
|
|
If you don't want to load ROMs from the SD card, you can go to the
|
|
settings menu and choose where to load from. You can load from SD cards,
|
|
USB memory sticks/hard drives, DVD (if you installed DVDX), gamecube memory
|
|
cards, or from shared folders over the network (this is called SMB).
|
|
|
|
ROMs can be in ZIP files, but the ROM must be the first file in the ZIP. If
|
|
not, you will get an error. ROMs can also be in .7z files, or ordinary rom
|
|
files.
|
|
|
|
Patches can be used to colourise a monochrome gameboy game, or to translate
|
|
a game into your language, or to stop the game from needing special hardware.
|
|
Search the internet for patches. Many games have been translated by fans.
|
|
They can be in IPS or UPS format. You don't need to patch anything yourself.
|
|
Just put the IPS or UPS file in the vbagx/roms folder along with the rom
|
|
itself. The patch must have the same name as the rom. Patches can not be put
|
|
inside the ZIP file. If a rom is zipped, you might need to check inside the
|
|
zip for the actual rom filename.
|
|
|
|
Colourised games still have some distortion in this version, but it is
|
|
improved from the previous version, and better than VBA-M. Some unpatched
|
|
monochrome gameboy games have built-in palettes in this emulator and will
|
|
appear in colour.
|
|
|
|
You must not use patched versions of Boktai roms! (Except for the translation
|
|
patch for Boktai 3, which is highly recommended). The patches are for old
|
|
emulators that don't support the solar sensor. VBA GX and NO$GBA support the
|
|
solar sensor natively, and the patch will stop them from working.
|
|
|
|
You must also not use patched versions of WarioWare Twisted, Kirby's Tilt n
|
|
Tumble, or Yoshi's Universal Gravitation (Topsy Turvy). The original roms
|
|
are fully supported, and the patch will stop them from working.
|
|
|
|
#### Controls
|
|
|
|
See the website at http://www.wiibrew.org/wiki/VBA for better control
|
|
documentation, with illustrations and tables.
|
|
|
|
The default controls are...
|
|
|
|
+ = Gameboy Start Button
|
|
- = Gameboy Select Button
|
|
Home = Show emulator's game menu
|
|
|
|
Wii Remote by itself:
|
|
Hold the Wii Remote sideways.
|
|
2 = Gameboy A Button
|
|
1 = Gameboy B Button
|
|
A = Gameboy R Button
|
|
B = Gameboy L Button
|
|
|
|
Wii Remote + Nunchuk:
|
|
Hold the Nunchuk and ignore the Wii Remote.
|
|
Z = Gameboy A Button
|
|
C = Gameboy B Button
|
|
|
|
Classic Controller:
|
|
B = Gameboy A Button
|
|
Y = Gameboy B Button
|
|
R = Gameboy R Button
|
|
L = Gameboy L Button
|
|
|
|
You can configure the controls how you want from the controls menu. Different
|
|
controls will be used depending on what you have plugged into the Wii Remote.
|
|
Nunchuk means Nunchuk + Wii Remote. Gamecube controllers can
|
|
be used at the same time as Wii Remotes and all control the same player.
|
|
When configuring controls, press HOME to cancel.
|
|
|
|
But the controls you choose will be overridden for certain games if you
|
|
choose "Match Wii Game" (or "Match Gamecube Game" on a Gamecube) and you have
|
|
the appropriate expansion plugged in. If the game does not have special Wii
|
|
controls, then the controls you chose will be used.
|
|
|
|
Gameboy and Gameboy colour games don't have L and R buttons. Those buttons
|
|
only work in Gameboy Advance games.
|
|
|
|
In addition to the controls you can configure, these other controls apply:
|
|
|
|
HOME, Escape: returns you to the emulator's game menu. Then press B to go
|
|
to the main menu and B again to return to the game.
|
|
A+B, Spacebar, or right analog stick: fast forward
|
|
Right analog stick: zoom (if enabled)
|
|
|
|
#### Super Game Boy borders
|
|
|
|
VBA-GX has supported Super Game Boy borders since 2.3.1. You can enable this
|
|
feature in the Emulation settings on the main menu.
|
|
|
|
Borders can be loaded from two locations:
|
|
* PNG files in the borders folder (by default, /vbagx/borders)
|
|
* The game itself
|
|
|
|
Borders will only be loaded from the game itself when the emulator is running
|
|
in Super Game Boy mode, and the border setting in Emulation settings is set to
|
|
"From game (SGB only)". (You can also use the Emulation settings menu to
|
|
force SGB mode even for Game Boy Color games.) If the borders folder exists,
|
|
but no border for the game is present, the loaded Super Game Boy border will
|
|
be written to a .png file, which can be loaded later in "From .png file" mode.
|
|
|
|
In addition, if the borders folder exists but there is no border for the game,
|
|
the first border loaded from the game will be written to a PNG file so it can
|
|
be loaded in the future (even in Game Boy Color mode.) This means after you
|
|
run a game once in SGB mode, you can then use the same border in GBC mode.
|
|
|
|
If the border setting is set to "From .png file", borders will be loaded
|
|
from the borders folder. Borders can be up to 640x480 and will work for both
|
|
Game Boy (Color) and Game Boy Advance games.
|
|
|
|
For both loading and saving, the PNG filename is [TITLE].png, where [TITLE]
|
|
is the ROM title defined at 0x134 (for GB games) or 0xA0 (for GBA games). For
|
|
example, POKEMON_SFXAAXE.png will be loaded for Pokémon Silver. If no PNG file
|
|
by that name exists, VBA-GX will try loading default.png (for GB games) or
|
|
defaultgba.png (for GBA games) instead.
|
|
|
|
Since the borders are rendered along with the video output of the game, the
|
|
pixels in the border will be the same size as game pixels. This means that
|
|
a Game Boy game will appear in the middle 160x144 pixels of the border, and a
|
|
Game Boy Advance game will appear in the middle 240x160 pixels, regardless of
|
|
the resolution of the border PNG image.
|
|
|
|
#### Match Wii Controls
|
|
|
|
Special Wii controls exist for the following games:
|
|
|
|
These Zelda games can be played with Twilight Princess controls:
|
|
The Legend Of Zelda, Zelda 2, A Link To The Past, Link's Awakening (DX),
|
|
Oracle of Ages, Oracle of Seasons, Minish Cap
|
|
|
|
These Mario games can be played with Mario Galaxy controls:
|
|
Super Mario Bros., Super Mario Bros. DX, Super Mario 2, Super Mario (2)
|
|
Advance, Super Mario 3, Super Mario World, Yoshi's Island,
|
|
Yoshi's Universal Gravitation (Topsy Turvy)
|
|
|
|
Mario Kart can be (sort of) played with Mario Kart wii controls, but it
|
|
doesn't work very well.
|
|
|
|
These Metroid games can be played with Metroid Prime 3 controls:
|
|
Metroid Zero Mission, Metroid 1, Metroid 2, Metroid Fusion
|
|
|
|
These Mortal Kombat games can be played with Mortal Kombat Armageddon controls:
|
|
Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, Mortal Kombat 4, Mortal
|
|
Kombat Advance, Mortal Kombat Deadly Alliance, Mortal Kombat Tournament
|
|
Edition
|
|
|
|
These Lego games can be played with Lego Star Wars the Complete Saga
|
|
controls:
|
|
Lego Star Wars The Video Game, Lego Star Wars The Original Trilogy
|
|
|
|
These Teenage Mutant Ninja Turtles games can be played with TMNT Wii controls:
|
|
TMNT, Teenage Mutant Ninja Turtles, Fall of the Foot Clan, Back from the Sewers,
|
|
Radical Rescue
|
|
|
|
These Harry Potter games can be played with Harry Potter and the Order of
|
|
the Phoenix Wii controls:
|
|
Harry Potter 1, Harry Potter 1 GBC, Harry Potter 2, Harry Potter 2 GBC,
|
|
Harry Potter 3, Harry Potter 4, Harry Potter 5
|
|
|
|
These Medal Of Honour games can be played with Medal Of Honour Wii controls:
|
|
Medal Of Honour Underground, Medal Of Honour Infiltrator
|
|
|
|
One Piece can be played with One Piece Unlimited Adventure controls.
|
|
|
|
Boktai 1, Boktai 2, Boktai 3, and Kirby's Tilt n Tumble, and WarioWare Twisted
|
|
can be played with controls designed for them.
|
|
|
|
#### Zelda, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
All Zelda games use the same controls as Twilight Princess on the Wii or
|
|
Gamecube. You can also connect a Classic Controller to use similar controls
|
|
to the Ocarina Of Time for the Virtual Console, but with the R trigger
|
|
acting as the B button and an inventory like Twilight Princess. With nothing
|
|
plugged in to the Wii Remote, your configured controls are used instead.
|
|
|
|
#### The Wii Zelda controls are:
|
|
|
|
Swing your Wii Remote to draw or swing your sword. Press A to put your sword
|
|
away again. The 2 handed sword can't be drawn this way, and must be drawn
|
|
manually from the items menu, but you can swing it like normal.
|
|
|
|
Shake your Nunchuk to do a spin attack.
|
|
|
|
Use the Z Button to Z-Target and to draw and use your shield. While
|
|
Z-Targetting you will sidestep in some games. If you have a Gust Jar
|
|
equipped instead of a shield, it will be used for Z-Targetting.
|
|
|
|
Use the A Button to perform an action, such as rolling, talking to people,
|
|
reading signs, picking things up, throwing things, shrinking or growing,
|
|
pulling things, etc. It will also put away your sword or shield. In Zelda 2,
|
|
it will jump.
|
|
|
|
Use the C Button to fast forward. It was originally the camera button in
|
|
Twilight Princess.
|
|
|
|
Press the B Button to use the currently selected item. 3 other items will be
|
|
mapped to Left, Down, and Right D-Pad buttons. Swap the currently selected
|
|
item with one of those items by pressing that D-Pad button. The three slots
|
|
correspond to the first 3 slots in your inventory. In Minish Cap, the D-Pad
|
|
buttons use the item directly instead of swapping it with the B Button, and
|
|
the B Button is the same as the down button. In Minish Cap the left item is
|
|
always the Kinstones and the down and right items correspond to the B and A
|
|
slots.
|
|
|
|
Up on the D-Pad talks to Midna, or to your hat. It will take you to the save
|
|
screen in Link's Awakening, or to the secondary items screen in the Oracle
|
|
games.
|
|
|
|
The 1 Button goes to the Map screen.
|
|
The - Button goes to the Items screen.
|
|
The + Button goes to the Quest Status screen
|
|
|
|
On the Items screen, choose an item and then press either the B Button or the
|
|
D-Pad button to move it to that slot. The change may not be visible until you
|
|
go to another screen and back. In Link's Awakening you can toggle Bomb
|
|
Arrows by choosing the bombs and pressing Z. It will rumble for a short time
|
|
when bomb arrows are deactivated, and for a long time when bomb arrows are
|
|
activated. You still need to equip the bow to use bomb arrows. In Minish Cap
|
|
you should be able to use the IR pointer function to select items.
|
|
|
|
#### The Gamecube controller Zelda controls are:
|
|
|
|
B is the sword button. Use it to draw or swing your sword. Hold B for a spin
|
|
attack. Press A to put the sword away again. The 2 handed sword can't be
|
|
drawn this way, and must be selected manually from the items screen, but can
|
|
be swung with this (or any other) button.
|
|
|
|
Use the L Trigger to L-Target and to draw and use your shield. While
|
|
L-Targetting you will sidestep in some games. If you have a Gust Jar
|
|
equipped instead of a shield, it will be used for L-Targetting.
|
|
|
|
Use the A Button to perform an action, such as rolling, talking to people,
|
|
reading signs, picking things up, throwing things, shrinking or growing,
|
|
etc. It will also put away your sword or shield. In Zelda 2, it will jump.
|
|
|
|
Use the R Trigger to pull on blocks or walls, or to lift things. You must
|
|
have a bracelet or gloves to lift some objects. The bracelet or gloves will
|
|
be equipped automatically. This feature is unique to the Gamecube controller.
|
|
|
|
Use the right analog stick to fast forward. It was originally the camera
|
|
control in Twilight Princess.
|
|
|
|
Press the X or Y buttons to use the two equipped items. These two items both
|
|
share the B slot, except in Minish Cap where one is in the A slot. The item
|
|
that was not used last will be in the first slot in your inventory.
|
|
|
|
Right on the D-Pad takes you to the map.
|
|
Up on the D-Pad takes you to the items screen.
|
|
Start takes you to the quest status screen.
|
|
|
|
The Z trigger talks to Midna, or to your hat. It will take you to the save
|
|
screen in Link's Awakening, or to the secondary items screen in the Oracle
|
|
games.
|
|
|
|
#### The Classic controller Zelda controls are:
|
|
|
|
B is the sword button. Use it to draw or swing your sword. Hold B for a spin
|
|
attack. Press A to put the sword away again. The 2 handed sword can't be
|
|
drawn this way, and must be selected manually from the items screen, but can
|
|
be swung with this (or any other) button.
|
|
|
|
Use the L Trigger to L-Target and to draw and use your shield. While
|
|
L-Targetting you will sidestep in some games. If you have a Gust Jar
|
|
equipped instead of a shield, it will be used for L-Targetting.
|
|
|
|
Use the A Button to perform an action, such as rolling, talking to people,
|
|
reading signs, picking things up, throwing things, shrinking or growing,
|
|
pulling, etc. It will also put away your sword or shield. In Zelda 2, it
|
|
will jump.
|
|
|
|
Use the ZL Button to fast forward.
|
|
|
|
Press the R Button to use the currently selected item. 3 other items will be
|
|
mapped to Left, Down, and Right on the right analog stick. They are also
|
|
mapped to ZR, Y, and X. Swap the currently selected item with one of those
|
|
items by pressing that button or direction. The three slots correspond to
|
|
the first 3 slots in your inventory. In Minish Cap, the D-Pad buttons use the
|
|
item directly instead of swapping it with the B Button, and the B Button is
|
|
the same as the down button. In Minish Cap the left item is always the
|
|
Kinstones and the down and right items correspond to the B and A slots.
|
|
|
|
+ (Start) takes you to the subscreens.
|
|
- (Select) takes you to the map or changes subscreens.
|
|
|
|
Up on the analog stick talks to Midna, or to your hat.
|
|
|
|
|
|
#### Mario, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
All Mario or Yoshi games use the same controls as Super Mario Galaxy on the
|
|
Wii. You can also connect a Classic Controller to use similar controls to
|
|
Super Mario World on the SNES.
|
|
|
|
#### The Wii Mario controls are:
|
|
|
|
Shake the Wii Remote to do a spin attack, or to shoot fireballs when you are
|
|
fire Mario. In some games that have a spin attack, you will need to use the
|
|
B Button instead to shoot fireballs. You can also dismount Yoshi by shaking.
|
|
|
|
Walk by moving the joystick a little, run by moving the joystick a lot.
|
|
|
|
A = jump
|
|
B = shoot, run, hold on to things, yoshi's tongue, etc.
|
|
Z = crouch or lay egg. Press Z while in the air to butt stomp.
|
|
C = camera. Hold C to look around with the joystick.
|
|
D-Pad = look around, or walk in some games
|
|
+ = pause
|
|
1 = throw egg if you are Yoshi
|
|
|
|
#### The Classic Controller Mario controls are:
|
|
|
|
Walk by moving the joystick a little, run by moving the joystick a lot.
|
|
|
|
B = jump
|
|
A = spin attack
|
|
X/Y = shoot, run, hold on to things, yoshi's tongue, etc.
|
|
ZL or sometimes L = crouch or lay egg. Press in the air to butt stomp.
|
|
+ = pause
|
|
L/R = look around (if the game supports it)
|
|
ZR = fast forward (8-bit Game Boy only)
|
|
|
|
In Super Mario World and Super Mario Land 2, you can use the A or R
|
|
buttons for a spin jump.
|
|
|
|
#### Yoshi's Universal Gravitation (Topsy Turvy), Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
The controls are the same as all other Mario or Yoshi games, except that
|
|
tilting the Wii Remote tilts the world and the screen. This affects
|
|
everything in the world and also how you move.
|
|
|
|
#### Metroid, Match Wii Controls
|
|
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|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
All Metroid games use the same controls as Metroid Prime 3: Corruption on
|
|
the Wii. You aim up and down by pointing the Wii Remote up and down.
|
|
|
|
#### The Wii Metroid controls are:
|
|
|
|
Aim up and down by pointing the Wii Remote up and down.
|
|
|
|
Flick the Wii remote up while in Morph Ball to spring jump.
|
|
|
|
A = shoot
|
|
B = jump
|
|
Down on D-Pad = fire missile
|
|
C = toggle Morph Ball
|
|
- = start
|
|
+ = toggle super missiles
|
|
1 = map
|
|
2 = hint
|
|
|
|
#### TMNT, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
The TMNT games (except Battle Nexus) use the same controls as TMNT on Wii,
|
|
or GameCube. With a Classic Controller they use the same controls as on
|
|
the Playstation version.
|
|
|
|
#### The Wii TMNT controls are:
|
|
|
|
Shake the Wii Remote to attack or to throw away a weapon if
|
|
in the air. Also shake to pick up a weapon.
|
|
|
|
Shake the Nunchuk to do a spin kick.
|
|
|
|
A = jump
|
|
B = swap turtle, or charge attack
|
|
B while pointing up = super family move
|
|
C = roll
|
|
Z = special move
|
|
|
|
#### Boktai, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
The 3 Boktai games use special controls that I created. They are not based on
|
|
anything, since the real game uses a solar sensor.
|
|
|
|
The controls are the same with or without a Nunchuk.
|
|
|
|
#### The Wii Boktai controls are:
|
|
|
|
Point your Wii Remote at the sky to quickly charge your Gun Del Sol. Point
|
|
your Wii Remote at the ground to block the sunlight and prevent it from
|
|
charging or overheating. Or hold it like normal to use it like normal.
|
|
|
|
Press Home to set the real life weather in the emulator's game menu. Note
|
|
that if it is night time in real life, there will not be any sun, regardless
|
|
of what you set the weather to. Please set the weather honestly or it spoils
|
|
the fun. Note that maximum sun is not actually the best, since it rots fruit,
|
|
and overheats your gun. The weather must be set each time you play, it is not
|
|
saved.
|
|
|
|
Swing your Wii Remote to swing your sword or other weapon, if you have one.
|
|
|
|
D-Pad or Nunchuk joystick walks.
|
|
|
|
Press B to fire your Gun Del Sol.
|
|
|
|
A = read signs, open chests, talk to people
|
|
C or 2 = look around, or change subscreen (R)
|
|
+ = start
|
|
- = select
|
|
Z or 1 = change element, or change subscreen (L)
|
|
1 (if Nunchuk plugged in) = fast forward
|
|
|
|
#### WarioWare Twisted, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
WarioWare Twisted uses similar controls to the Gameboy game.
|
|
|
|
#### The Wii WarioWare Twisted controls are:
|
|
|
|
Rotate the Wii Remote to rotate.
|
|
|
|
Hold Z to lock the current menu item.
|
|
|
|
A = Select
|
|
B = Cancel
|
|
+ = Start
|
|
|
|
#### Kirby's Tilt n Tumble, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
Kirby's Tilt n Tumble uses similar controls to the Gameboy game.
|
|
|
|
#### The Kirby Tilt n Tumble controls are:
|
|
|
|
Tilt the Wii Remote to tilt the world. Shake the Wii Remote to flick Kirby
|
|
and the monsters up into the air.
|
|
|
|
A = shoot yourself out of holes in the ground, or jump from clouds.
|
|
|
|
#### Mortal Kombat, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
All Mortal Kombat games use the same controls as Mortal Kombat Armaggedon
|
|
for the Wii, except that special moves gestures are not implemented yet.
|
|
|
|
#### The Mortal Kombat Wii controls are:
|
|
|
|
Use the Nunchuk joystick to move and jump.
|
|
|
|
D-Pad left = Low Punch
|
|
D-Pad up = High Punch
|
|
D-Pad down = Low Kick
|
|
D-Pad right = High Kick
|
|
Z = block
|
|
A = throw
|
|
C = change style, run, change costume or character
|
|
+ = pause
|
|
- = change costume or character
|
|
|
|
#### Lego Star Wars, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
Both Lego Star Wars games use the same controls as Lego Star Wars: The
|
|
Complete Saga for the Wii.
|
|
|
|
#### The Lego Star Wars Wii controls are:
|
|
|
|
Swing the Wii Remote to swing your lightsaber.
|
|
Flick the Wii Remote up to grapple.
|
|
|
|
A = Jump
|
|
B = Shoot
|
|
Z = Use the force, build lego
|
|
C = Change characters, talk to people
|
|
- = force power, special ability
|
|
+ = start
|
|
1/2 = fast forward
|
|
|
|
#### Harry Potter, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
All the Harry Potter games use the same controls as Harry Potter & The Order
|
|
Of The Phoenix on the Wii. Spell gestures are not supported yet.
|
|
|
|
#### The Harry Potter Wii controls are:
|
|
|
|
Wave the Wii Remote to cast a spell.
|
|
Nunchuk joystick walks.
|
|
D-Pad changes subscreen in the map and navigates menu.
|
|
In Harry Potter and the Order of the Phoenix you must use the IR Pointer
|
|
to select where to cast a spell.
|
|
|
|
A = Talk, open door, push button, interract, etc. / Jinx
|
|
B = Use your wand / charm / cancel
|
|
Z = run (fast forward) / sneak
|
|
C = show location name / flute / jump
|
|
- = Maurauders map / Tasks
|
|
+ = pause / menu
|
|
1/2 = change spells
|
|
|
|
#### Medal of Honour, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
All the Medal of Honour games use the same controls as various
|
|
Medal of Honour games and modes on the Wii.
|
|
|
|
#### The Medal of Honour Wii controls are:
|
|
|
|
In Medal of Honour Underground you turn by aiming with the Wii Remote IR
|
|
pointer on the screen like any FPS game. In Medal of Honour Infiltrator,
|
|
you don't.
|
|
|
|
Swing the Wiimote up to reload.
|
|
Move with the Nunchuk joystick.
|
|
|
|
B = shoot
|
|
- = use
|
|
+ = pause, objectives, menu
|
|
2 / D-Pad Up = reload
|
|
D-Pad Left/Right = change weapons
|
|
D-Pad Down = toggle crouch
|
|
C = strafe
|
|
1 = run
|
|
|
|
#### One Piece, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
One Piece uses the same controls as One Piece Unlimited Adventure on the Wii
|
|
or One Piece Grand Adventure (and others) on the Gamecube.
|
|
|
|
#### The One Piece Wii controls are:
|
|
|
|
A = attack
|
|
B = jump
|
|
- = change character
|
|
+ = pause
|
|
C = dash (double click and hold)
|
|
Z = grab
|
|
2 = fast forward
|
|
1 = select (maybe does nothing)
|
|
|
|
#### The One Piece Gamecube controls are:
|
|
|
|
A = attack
|
|
X = attack up
|
|
Y = jump
|
|
B = grab
|
|
R Trigger = change character
|
|
start = pause
|
|
L Trigger = dash (double click and hold)
|
|
Z = grab
|
|
right analog stick = fast forward
|
|
1 = select (maybe does nothing)
|
|
|
|
#### Kid Dracula, Match Wii Controls
|
|
|
|
Turn "Match Wii Controls" ON to use these controls.
|
|
|
|
(There's no Kid Dracula game for the Wii, but this is a good opportunity to
|
|
show off some fancy memory-swapping tricks. -libertyernie)
|
|
|
|
#### The Kid Dracula Wii controls (remote + nunchuk) are:
|
|
|
|
A = jump
|
|
B = use selected weapon
|
|
Z = use NOR weapon (fireball)
|
|
C = use BAT weapon (turn into bat for 5 sec)
|
|
+ = pause
|
|
- = switch item
|
|
1/2 = fast forward
|
|
|
|
#### The Kid Dracula Classic Controller controls are:
|
|
|
|
A/B = jump
|
|
Y = use selected weapon
|
|
X = use NOR weapon (fireball)
|
|
R/ZR = use BAT weapon (turn into bat for 5 sec)
|
|
+ = pause
|
|
- = switch item
|
|
1/2 = fast forward
|
|
|
|
In Kid Dracula, pressing the "fire" button will always shoot a small fireball,
|
|
but holding the button for a second or so to charge up the shoot lets you use
|
|
whichever item is selected.
|
|
|
|
Pressing B (nunchuk) or Y (classic) will switch back to whatever item was
|
|
selected before you pressed Z/C (nunchuk) or X/R/ZR (classic), unless you have
|
|
switched items since then.
|
|
|
|
|
|
## CREDITS
|
|
|
|
Coding & menu design Tantric
|
|
Codebase update & Goomba libertyernie
|
|
Menu screenshots cebolleto
|
|
GBA tiled rendering bgK (for RetroArch)
|
|
Additional coding Carl Kenner, dancinninjac
|
|
Menu artwork the3seashells
|
|
Menu sound Peter de Man
|
|
|
|
VBA GameCube/Wii SoftDev, emukidid
|
|
|
|
Visual Boy Advance - M VBA-M Team
|
|
Visual Boy Advance Forgotten
|
|
libogc/devkitPPC shagkur & wintermute
|
|
FreeTypeGX Armin Tamzarian
|
|
|
|
And many others who have contributed over the years!
|
|
|
|
|
|
## LINKS
|
|
|
|
VBAGX Web Site
|
|
https://github.com/dborth/vbagx
|
|
|