Difference between revisions of "Visual Boy Advance GX"
CarlKenner (talk | contribs) (→Zelda: control table) |
CarlKenner (talk | contribs) (→Mario) |
||
Line 335: | Line 335: | ||
Wii. You can also connect a Classic Controller to use similar controls to | Wii. You can also connect a Classic Controller to use similar controls to | ||
Super Mario World on the SNES. | Super Mario World on the SNES. | ||
+ | |||
+ | {| class="wikitable" style="left;text-align:center;" | ||
+ | |- | ||
+ | ! {{WiimoteHorizontal}} || {{Wiimote}}+{{Nunchuck}} || {{ClassicController}} || Action | ||
+ | |- | ||
+ | | {{WiimoteDPad}} || {{NunchuckControlStick}} || {{ClassicDPad}} or {{ClassicLControlStick}} || walk/run | ||
+ | |- | ||
+ | | {{Wiimote1Button}} || {{WiimoteBButton}} || {{ClassicXButton}} or {{ClassicYButton}} || run, carry, shoot, yoshi tongue | ||
+ | |- | ||
+ | | {{Wiimote2Button}} || {{WiimoteAButton}} || {{ClassicBButton}} || jump | ||
+ | |- | ||
+ | | || {{Wiimote}} || {{ClassicAButton}} || spin attack, fire flower, get off yoshi | ||
+ | |- | ||
+ | | {{WiimoteDPadDown}} || {{NunchuckZButton}} || {{ClassicZLButton}} or {{ClassicLTrigger}} || crouch, lay egg, butt stomp | ||
+ | |- | ||
+ | | || {{Wiimote1Button}} || || throw egg | ||
+ | |- | ||
+ | | {{WiimotePlusButton}} || {{WiimotePlusButton}} || {{ClassicPlusButton}} || start, pause | ||
+ | |- | ||
+ | | || {{WiimoteDPad}} or {{NunchuckCButton}} || {{ClassicLTrigger}}, {{ClassicRTrigger}} || camera control | ||
+ | |- | ||
+ | | {{WiimoteAButton}}+{{WiimoteBButton}} || {{NunchuckCButton}} || {{ClassicZRButton}} || Turbo Mode | ||
+ | |} | ||
'''The Wii Mario controls are:''' | '''The Wii Mario controls are:''' |
Revision as of 20:52, 7 April 2009
Please wikify this article's Match Wii Controls section by adding wikitables and icons. Help improve this article by adding relevant internal links. |
Visual Boy Advance GX | |
![]() | |
General | |
---|---|
Author(s) | Tantric, Carl Kenner |
Type | Emulation/Simulation |
Version | 1.0.9 |
Links | |
[[Google Code|Download]] | |
[[Google Code|Source]] | |
Peripherals | |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
A Game Boy Advance / Game Boy emulator for the Wii based on VBA-M.
Features
- Wiimote, Nunchuk, Classic, and Gamecube controller support
- SRAM and State saving
- IPS/UPS/PPF patch support
- Custom controller configurations
- SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
- Compatiblity based on VBA-M r847
- MEM2 ROM Storage for fast access
- Auto frame skip for those core heavy games
- Turbo speed, video zooming, widescreen, and unfiltered video options
Notes from the Developer
- Speed could still use some improvement. If anyone can make the code more efficient, knows PPC assembly, or can make it faster in any way, let me know.
Installation
- If you are using the Homebrew Channel just copy the apps directory from the archive to the root of your SD card. If you are using another loader use the executables/vbagx_wii.dol.
- ROMs & saves files should be stored in vbagx/roms and vbagx/saves on the root of your SD card or USB flash drive. You can copy the vbagx directory from the archive to your support drive. Your ROMs must be in ".gba" format.
- Launch the emulator using your Loader.
Loading Games
From DVD
- ROMs can be burned to a DVD-/+R (4.7GB max size & ISO 9660 file format) but you need to install DVDx on your Wii.
From Network (using SMB)
Using the emulator via network requires that your Wii is configured for your wireless network, and that you've set up a file share. You must provide a username, password, share name, and IP address to log in to the file server (in settings.xml). This XML file is created for you upon first loading the emulator and entering/exiting Preferences. Here's an example snippet for your XML configuration file:
<section name="Network" description="Network Settings"> <setting name="smbip" value="192.168.4.19" description="Share Computer IP" /> <setting name="smbshare" value="wiifiles" description="Share Name" /> <setting name="smbuser" value="yourusername" description="Share Username" /> <setting name="smbpwd" value="yourpassword" description="Share Password" /> </section>
Also be sure to mirror the required directory structure within your share folder, or change the LoadFolder and SaveFolder values in the XML file. See the tinysmb page for additional information and troubleshooting.
Language Patches (IPS/UPS/PPF)
IPS files must be placed in the same folder as the ROM you are loading, and named identically to the ROM name, except with a IPS extension. They will be loaded automatically upon loading the game.
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.
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.
Support
Visit the Official Release/Discussion Thread at TehSkeen
Controls
In Menu
![]() |
![]() |
![]() ![]() |
![]() |
Action |
---|---|---|---|---|
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
Move through the Menu |
![]() |
![]() |
![]() |
![]() |
Select menu item |
![]() |
![]() |
![]() |
![]() |
Previous menu |
![]() |
![]() |
![]() ![]() |
![]() |
Action |
---|---|---|---|---|
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() ![]() |
![]() ![]() |
Go to the Last/First file |
![]() ![]() ![]() |
![]() ![]() |
![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
Select previous/next file |
![]() |
![]() |
![]() |
![]() |
Up one directory |
![]() |
![]() |
![]() |
![]() |
Load the selected file or enter selected directory |
![]() |
![]() |
![]() |
![]() |
Quit the file selection menu |
In Game (by default)
The controls can be changed in "Controller Configuration" menu.
![]() |
![]() |
![]() ![]() |
![]() |
Action |
---|---|---|---|---|
![]() ![]() |
![]() |
![]() ![]() |
![]() ![]() |
GBA DPad |
![]() |
![]() |
![]() |
![]() |
A |
![]() |
![]() |
![]() |
![]() |
B |
![]() |
![]() |
![]() |
![]() |
L |
![]() |
![]() |
![]() |
![]() |
R |
![]() |
![]() |
![]() |
![]() |
SELECT |
![]() |
![]() |
![]() |
![]() |
START |
Left ![]() |
![]() |
![]() |
![]() |
Emulator menu |
![]() |
![]() ![]() |
![]() ![]() |
![]() |
Turbo Mode |
![]() |
![]() |
Zoom In/Out |
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 played with Mario Kart wii controls
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
TMNT can be played with TMNT Wii controls.
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, Kirby's Tilt n Tumble, and WarioWare Twisted can be played with controls I designed for them.
Zelda
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
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.
![]() |
![]() ![]() |
![]() |
Action |
---|---|---|---|
![]() |
![]() |
![]() ![]() |
walk/run |
![]() |
![]() |
![]() ![]() |
run, carry, shoot, yoshi tongue |
![]() |
![]() |
![]() |
jump |
![]() |
![]() |
spin attack, fire flower, get off yoshi | |
![]() |
![]() |
![]() ![]() |
crouch, lay egg, butt stomp |
![]() |
throw egg | ||
![]() |
![]() |
![]() |
start, pause |
![]() ![]() |
![]() ![]() |
camera control | |
![]() ![]() |
![]() |
![]() |
Turbo Mode |
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 sometimes look around
Yoshi's Universal Gravitation (Topsy Turvy)
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
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
The TMNT game based on the CGI movie uses the same controls as TMNT on Wii. They are not fully implemented yet.
The Wii TMNT controls are:
Shake the Wii Remote or Nunchuk to attack or to throw away a weapon if in the air. Also shake to pick up a weapon.
A = jump B = swap turtle
Boktai
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
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
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
All Mortal Kombat games use the same controls as Mortal Kombat Armaggedon for the Wii, except that special moves gestures are not implemented yet. Note that the Gameboy games all only have 1 punch and 1 kick, rather than the 4 attacks on other consoles.
The Mortal Kombat Wii controls are:
Use the Nunchuk joystick to move and jump.
D-Pad up/left = punch D-Pad down/right = kick
Z = block A = throw C = change style, run - = pause
Lego Star Wars
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
All the Harry Potter games use the same controls as Harry Potter & The Order Of The Phoenix on the Wii. They also use the keyboard controls from the PC version of each game. 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
All the Medal of Honour games use the same controls as various Medal of Honour games and modes on the Wii.
Medal of Honour
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
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)
Changelog
1.0.9 - April 7, 2009
- Gamecube controller should no longer rumble constantly
1.0.8 - April 6, 2009
- "Match Wii Game" controls option! Games that have a Wii equivalent can be played using the controls for that Wii game. For example all Zelda games can be played with Twilight Princess controls.
- Rotation/Tilt sensor games all work
- Solar sensors (Boktai 1/2/3)
- Rumble (except for games that rely on Gameboy Player)
- Keyboard
- PAL support, finally!
- New scaling options, choose how much stretching you want
- Colourised games now partially work but still have distortion
- "Corvette" no longer has a screwed up palette (but still crashes)
- Triggers net reconnection on SMB failure
- Source code refactored, and project file added
1.0.7 - January 27, 2009
- Updated to VBA-M r847
- Corrected sound interpolation
- Faster SD/USB - new read-ahead cache
- Removed trigger of back to menu for Classic Controller right joystick
- Fixed a bug with reading files < 2048 bytes
- Fixed GBA games on GameCube
- Fixed homebrew GBA games on GameCube
- Fixed some memory leaks, buffer overflows, etc
- Code cleanup, other general bugfixes
1.0.6 - December 24, 2008
- Fixed save state saving bug
- Fixed unstable SD card access
- Proper SD/USB hotswap (Wii only)
- Auto-update feature (Wii only)
- Rewritten SMB access - speed boost, NTLM now supported (Wii only)
- Improved file access code
- Resetting preferences now resets controls
- Minor bug fixes
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 - thanks brakken!
- 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