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Gameboy Emulator für Linux?

Papax

Newbie
Hi Leutz!

Ich hab Suse Linux 9.3 und frage mich ob es einen (guten) Gameboy Advance Emulator für Linux gibt?

Ich hab mich mal ein bissl im Web umgeschaut und bin auf eine Linux Version von dem "Visualboy Advance" gestossen, den ich ja auch unter Windows verwende. Allerdings wenn ich die .tar Datei entpacke und auf die Ausführbare Datei klicke passiert überhaupt gar nichts!

Naja, der Nintendo 64 Emu startet zwar, aber da ich keine Treiber für meine ATI Readion 9600 GT habe, ruckelt es sehr stark.

Die 2D Spiele einen Gamboys Advance, würden dann doch funzen, oder?

Es wär toll, wenn mir einer Helfen könnte.
Danke schon im Voraus!
 

Fytzi

Hacker
Papax schrieb:
Allerdings wenn ich die .tar Datei entpacke und auf die Ausführbare Datei klicke passiert überhaupt gar nichts!

Das kann auch nicht funktionieren, du musst ihn entpacken und dann kompilieren. Es sollte eine Datei Readme oder ähnlich geben, in der alles beschrieben ist.
 

piwke1

Newbie
Alternativ kannst du auch deinen VisualBoy Advance für Windows mit wine zum laufen bringen.

Hat bei mir auf Anhieb geklappt.

Gruß
piwke
 
OP
Papax

Papax

Newbie
Danke für die Antworten!

Sorry, aber leider finde ich in der Readme keinen Hinweis wie man das Ding kompeiliert.
Und weiß ich auch nicht wo ich wine herkriegen würde.

Sorry, aber ich kenn mich halt nicht so aus.
 
OP
Papax

Papax

Newbie
Hi!

Das mit wine fonktioniert anscheind nicht richtig.
Wenn ich es mache wie auf der Seite beschrieben, dann kommt bei mir nach folgendem Befehl:

./configure --enable-opengl --disable-lib --disable-debug

(Hab ich von der Webseite in die Konsole kopiert)

dieser fehler ganz am schluss:

configure: error: no suitable bison/yacc found. Please install the 'bison' package.

Ich hab da leider (da ich n' noob bin) keine Ahnug was das heißen soll.
Auf der Webseite steht bei solchen Fehlern soll ich die "config.cache" löchen. Wo ist denn die?

Außerdem: Wine mit YAST installieren funzt zwar, aber wenn ich dann auf die Datei klick passiert nichts. (kompilieren? o_O)
Es ist schon die Datei im Ordner /usr/bin auf dich ich klicken muss um oder?

Noch was:
Wenn ich in der Konsole "wine" eingebe kommt folgendes:

Wine 20050211
Usage: wine PROGRAM [ARGUMENTS...] Run the specified program
wine --help Display this help and exit
wine --version Output version information and exit

Kann ich es nicht irgendwie auch von der Konsole starten????

Danke für eure Hilfe!
 

Fytzi

Hacker
Papax schrieb:
configure: error: no suitable bison/yacc found. Please install the 'bison' package.

Die Fehlermeldung bedeutet einfach, dass das Paket bison fehlt. Starte einfach Yast und füg das Paket hinzu (vorher suchen). Dann sollte der Befehl funktionieren.
 
OP
Papax

Papax

Newbie
Hi.

Danke, jetzt hab ich wine fertig kompilieren können.
Ich hab's genauso gemacht wie auf der Webseite beschrieben.

Wenn ich jetzt folgendes in die Konsole eingebe:

wine VisualBoyAdvance.exe

Dann gibt wine folgendes aus:

err:module:import_dll Library MFC42.DLL (which is needed by L"Y:\\Desktop\\VBA\\VisualBoyAdvance.exe") not found
err:module:LdrInitializeThunk Main exe initialization for L"Y:\\Desktop\\VBA\\VisualBoyAdvance.exe" failed, status c0000135

Hab ich was falsch gemacht?

Übrigens: Sogar wenn ich jetzt noch mit dem Suchprogramm "wine" suche, finde ich eine ausführbare Datei. (/usr/bin ) Doch immer noch: Wenn ich drauf klicke passiert nichts!

Gibt es denn keinen Gameboy Advance Emulator für Linux? Das würde alles sehr viel leichter machen!
 
Papax schrieb:
err:module:import_dll Library MFC42.DLL (which is needed by L"Y:\\Desktop\\VBA\\VisualBoyAdvance.exe") not found
Ja, was wird "Library MFC42.DLL not found" wohl bedeuten? Du musst Dir ein Exemplar der "MFC42.DLL" besorgen. Gib bitte mal "MFC42.DLL" in der Suchfunktion ein oder schau direkt im WINE-Forum nach.
 

Don Jojo

Member
hmm ...

Also nachdem ich jetzt über eine Stunde versucht hab irgendwie zu kapieren wie ich diesen Emulator unter Linux zum Laufen bringen soll und absolut nix gefunden hab was mir weiterhelfen könnte bzw. was ich kapiert hätte, muss ich sagen ich bin so schlau wie davor. Ich hoff einfach mal, dass mir her vielleicht jemand helfen kann.

Ich bin bis jetzt so weit:

* Datei "VisualBoyAdvance-1.7.1-SDL-linux-glib22.tar.gz" von http://www.aep-emu.de/emus4.html heruntergeladen
* Selbige Datei mit dem Programm ARK nach "/home/joachim/Spiele/GBA-Emulator entpackt
* Jetzt habe ich folgende Dateien:

COPYING
NEWS
README
VisualBoyAdvance (ausführbare Datei)
VisualBoyAdvance.cfg

In Copying und News steht nichts wirklich wesentliches drinnen. Bei Klick auf die ausführbare Datei passiert nichts und wenn ich /home/joachim/Spiele/GBA-Emulator/VisualBoyAdvance in die Konsole eingeb kommt nur eine Auflistung von Optionsmöglichkeiten.
Der Inhalt der Readme und der cfg Datei sind unten angehängt.

Mein Problem ist halt, dass ich jetzt absolut keine Ahnung hab, was ich weitermachen muss und ich auch nichts finde wo das ordentlich beschrieben steht. Was ist zum Beispiel compylen, wie geht das, brauch ich das überhaupt oder gehts auch anders ... solche Sachen halt

Ich bin halt ein kompletter Noob, der so ziemlich wenig Ahnung bisher von Linus hat und jetzt dasteht wie der Ochs vorm Berg. Ich hoff mal, dass irgendjemand da weiterweis

Grüße Jojo


---------------------------------------



In der Readme-Datei steht folgendes:
Welcome to version 1.7.1 of VisualBoyAdvance-SDL. This is a GB/GBC/GBA
emulator for Windows, Linux and BeOS.

Features:
---------

- configurable GB/GBA keys, including joystick support
- option to use BIOS file
- zip/gzip file support
- directory selection for save state, battery and screen capture
- fullscreen mode (selectable resolution)
- video sizes 1x, 2x, 3x and 4x
- graphic filters Normal, TV Mode, 2xSaI, Super 2xSaI and more
- interframe blending support
- same emulation core as VisualBoyAdvance: GB and GBA emulation
- built-in ARM/THUMB assembly debugger
- 10 save states accesible through keyboard
- automatic battery file load/save
- auto-fire support
- pause, reset through keyboard
- 16, 24 and 32 bit desktop support
- GDB remote debugging (see below for information)
- auto frameskipping and throttle
- AGBPrint support for development
- RTC support

Compiling the sources
---------------------

See the INSTALL file for compiling instructions. Please note the following
requisites to compile:

- GCC must be 3.x or greater in order to compile GBA.cpp with -O2. Earlier
versions have a problem during optimization that requires an absurd
ammount of memory and usually ends up crashing the compiler/computer
- On Windows, Microsoft Visual C++ 6 or later is needed. Please note that
some of the source code will not compile with the shipped header files.
You will need to install the most recent Platform SDK from Microsoft.

Installing
----------

The easiest installation is to place all files in the distribution in the
same directory.

Per game settings
-----------------

Version 1.5 introduced the support for per game settings for GBA games. You
can defined the following settings on a per game basis by using an INI file
called vba-over.ini in the same directory as the emulator:

rtcEnabled=<0 for false, anything else for true>
flashSize=<65536 or 131072>
saveType=<0 for automatic, 1 for EEPROM, 2 for SRAM, 3 for Flash or 4 for
EEPROM+Sensor>

Use the 4 letter game code to separate settings for each game. Example:

[ABCD]
rtcEnabled=0
flashSize=65536
saveType=0

[ABC2]
rtcEnabled=1
flashSize=131072
saveType=0

Support
-------

Please support VisualBoyAdvance by making a donation. You can donate money
using PayPal (www.paypal.com). Use the contact form to find how you can
send donations. Also, it is recommended that you use the VisualBoyAdvance
forum on www.ngemu.com message board.

FAQ
---

See online FAQ for more information: http://vba.ngemu.com/faq.shtml

Please don't email about what you think it is problem before consulting
the FAQ.

System requirements
-------------------

Windows: PIII 500Mhz machine for GBA emulation. GB emulation requires far less.

Linux: minimum requirement should be similar to Windows version. SDL 1.2.2
runtime library must be installed prior to running the program. You can
download it from http://www.libsdl.org

Key combinations during emulation:
----------------------------------

- F1...F10: load save state 1...10
- Shift+F1...F10: save state 1...10
- Alt+1...4: auto-fire A,B,L,R
- Ctrl+1...8: enable/disable graphical layers (BG0, BG1, BG2, BG3, OBJ, WIN0,
WIN1, OBJWIN)
- Ctrl+N: pause on next frame
- Ctrl+R: reset
- Ctrl+P: pause
- Ctrl+B: rewind (if enabled and available)
- F11: enter built-in debugger
- ESC: exit emulator

Emulation key settings:
-----------------------

- Movement: arrow keys
- Button A: Z
- Button B: X
- Button L: A
- Button R: S
- Button Start: ENTER
- Button Select: BACKSPACE
- Speed up: SPACE
- Screen capture: F12
- Motion Left: NUMPAD 4
- Motion Right: NUMPAD 6
- Motion Up: NUMPAD 8
- Motion Down: NUMPAD 2


GDB support
-----------

VisualBoyAdvance now provides GDB remote debugging support. This gives
developers the full power of GDB to debug GBA applications.

In order to use this, you will need a cross-compiled GDB for either the arm-elf
or arm-thumb-elf target (used for the --target= option of GDB configure
script).

You can also use GDB frontends like DDD, CodeMedic, etc... or even GDB/Insight
for GUI debugger (if using anything other than GDB/Insight, please make sure
to point to the right GDB executable).

The emulator provides two transport protocols for remote debugging:

- TCP: allows debugging through TCP using port 55555 (or any specified) port.
The advantage of using TCP is that it allows true remote debugging but it is
slower compared to the pipe method (pipe method does not work on Windows -
probably a restriction imposed by the CYGWIN port of GDB).
- PIPE: allows debugging through a PIPE between the emulator and GDB. This is a
lot faster than TCP and recommened on Unix systems.

Using TCP transport
-------------------

To use the TCP transport, use the flag -Gtcp[:portnum] where portnum is an
optional port number to be used instead of 55555. VBA will wait for a GDB
connection on the specified port (printed on screen). Start GDB by passing the
.elf file, then connect to the emulator by using the command:

target remote <hostname>:<port number>

where hostname is the host where the emulator is running and port number is the
printed port number.

Using PIPE transport
--------------------

To use the PIPE transport, start GDB with the .elf file to be debugged. Connect
to the emulator by using the command:

target remote |<full path to VBA>/VisualBoyAdvance -Gpipe

Debugging with GDB
------------------

Once you connected to the emulator, you can set breakpoints and debug the
application. But before doing that, you will need to issue the loda command on
GDB to load the code into the emulator. Optionally, you can pass the ELF file
on the emulator's command line (along with the -N option to not parse the debug
information in the emulator) instead of issuing the load command.

After connecting and optionally loading the file into the debugger, you can
start debugging: add breakpoints, step, etc...

While using GDB, any console output (see below) will show up in GDB's console.

If you want to break into the GDB, press F11 and it will give you full command
in GDB again. Pressing ESC will terminate emulation.

You can also detach GDB from the emulator.


Console Output
--------------

There are two forms of console output in this version:

- Mappy style dprint: use the following code (from Mappy's documentation) to get
output:

- VBA style: use the following code to get output:
// THUMB code
void print(char *s)
{
asm volatile("mov r0, %0;"
"swi 0xff;"
: // no ouput
: "r" (s)
: "r0");
}
// ARM code
void print(char *s)
{
asm volatile("mov r0, %0;"
"swi 0xff0000;"
: // no ouput
: "r" (s)
: "r0");
}

When using GDB, the output will show up in GDB's console. When using the built-in
debugger, output will go to standard out.

Built-in debugger enhancements
------------------------------

The built-in debugger has the following enhancements (need debug enabled ELF
file):
- ELF file support: both multiple and regular. Please report any messages or
problems reading ELF files. C++ classes and some miscellaneous features are
not supported yet. Also, method names may be mangled in C++ code.
- break command: add a breakpoint on a function, line number of file:line
number
- locals command: print the local variables on the current function
- print command: prints the value of a given expression. Valid expression
include *this, ptr->member, var.member, array[0], sizeof(expression), etc...
- symbols command: list information known about a symbol (or symbols that start
with the given name)
- radix command: sets the output radix to eithe decimal, octal or hex.
- file and line number when stopped: the debugger will show the file and line
number (if available) for the current address
- fixes to some breakpoint handling problems
- fixes to break on write function

Profiling
---------

VisualBoyAdvance has profiling support. It produces output in the format
supported by GPROF. You need a cross-compiled binary of GPROF (binutils
GNU package) compiled with --target=arm-thumb-elf (or similar).

The output will always contain the histogram of PC positions at the specified
frequency even if the code is not compiled with call graph support.

In order to enable profiling, you need to add a call inside your code
to start it (download vba.s for a ready to use file for GCC):

void monstartup(u32 lowPC, 32 highPC)

This will start profiling for the given address region. If the code was also
compiled with -pg, call graphs will be recorded.

Other calls for fine grain control:

// control profiling
// 0 - stops profiling
// anyother value starts it
void moncontrol(int mode)

// stop profiling and output gmon.out file
void moncleanup()

// record call graph (used by GCC)
// r12 contains previous caller
// r14 contains function that was called
void mcount()

GCC bugs:
---------

All versions of GCC previous to the working version 3.3 have bugs when
generating profiling for thumb functions.

The errors are:
- mov\tip,lr not a valid instruction (typo in gcc/config/arm/arm.h)
- LPxx undefined when linking (missing . before LP causes the problem)

You can fix these problems by either recompiling GCC (recommended) or by
modifying cc1.exe to fix the problems.

In the first option, find the given code in gcc/config/arm/arm.h and fix
the typos (remove the extra blackslash from the mov ip,lr instruction and
add the missing dot before LP%d) or change THUMB_FUNCTION_PROFILER to call
ARM_FUNCTION_PROFILER (the recent changes that were performed in CVS).

If you don't want to compile your own GCC, then you can use an hex editor
to fix the problems. Locate cc1.exe under <dir>/lib/gcc-lib/<config>/<version>
and find the mov\tip,lr instruction. Change the extra backslash to a space.
Locate the .LP string just before the mov instruction and change it to
.P instead (make sure to place 0 after the P). Then find the text .word
LP%d and change it to .word .P%d.

Histograms will be output even if the code is not compiled with call graph
support.

Options configuration
---------------------

All configurable options are accessible from the configuration file
VisualBoyAdvance.cfg.

This file is searched in this order:

- current directory
- user home directory (defined by HOME environment variable)
- user profile directory (Windows only defined by USERPROFILE directory)
- executable directory (either relative or defined by PATH variable)

All options are documented in the file supplied with this distribution.

Command line options (override settings in configuration file)
--------------------------------------------------------------

-1 , --video-1x 1x
-2 , --video-2x 2x
-3 , --video-3x 3x
-4 , --video 4x 4x
-F , --fullscreen Full screen
-G , --gdb=PROTOCOL GNU Remote Stub mode:
tcp - use TCP at port 55555
tcp:pORT - use TCP at port PORT
pipe - use pipe transport
-N , --no-debug Don't parse debug information
-S , --flash-size=SIZE Set the Flash size
--flash-64k 0 - 64K Flash
--flash-128k 1 - 128K Flash
-T , --throttle=THROTTLE Set the desired throttle (5...1000)
-Y , --yuv=TYPE Use YUV overlay for drawing:
0 - YV12
1 - UYVY
2 - YVYU
3 - YUY2
4 - IYUV
-b , --bios=BIOS Use given bios file
-c, --config=FILE Read the given configuration file
-d , --debug Enter debugger
-f , --filter=FILTER Select filter:
--filter-normal 0 - normal mode
--filter-tv-mode 1 - TV Mode
--filter-2xsai 2 - 2xSaI
--filter-super-2xsai 3 - Super 2xSaI
--filter-super-eagle 4 - Super Eagle
--filter-pixelate 5 - Pixelate
--filter-motion-blur 6 - Motion Blur
--filter-advmame 7 - AdvanceMAME Scale2x
--filter-simple2x 8 - Simple2x
--filter-bilinear 9 - Bilinear
--filter-bilinear+ 10 - Bilinear Plus
--filter-scanlines 11 - Scanlines
--filter-hq2x 12 - hq2x
--filter-lq2x 13 - lq2x
-h , --help Print this help
-i , --ips=PATCH Apply given IPS patch
-p , --profile=[HERTZ] Enable profiling
-s , --frameskip=FRAMESKIP Set frame skip (0...9)
-t , --save-type=TYPE Set the available save type
--save-auto 0 - Automatic (EEPROM, SRAM, FLASH)
--save-eeprom 1 - EEPROM
--save-sram 2 - SRAM
--save-flash 3 - FLASH
--save-sensor 4 - EEPROM+Sensor
--save-none 5 - NONE
-v , --verbose=VERBOSE Set verbose logging (trace.log)
1 - SWI
2 - Unaligned memory access
4 - Illegal memory write
8 - Illegal memory read
16 - DMA 0
32 - DMA 1
64 - DMA 2
128 - DMA 3
256 - Undefined instruction
512 - AGBPrint messages

Long options only:
--agb-print Enable AGBPrint support
--auto-frameskip Enable auto frameskipping
--ifb-none No interframe blending
--ifb-motion-blur Interframe motion blur
--ifb-smart Smart interframe blending
--no-agb-print Disable AGBPrint support
--no-auto-frameskip Disable auto frameskipping
--no-ips Do not apply IPS patch
--no-mmx Disable MMX support
--no-pause-when-inactive Don't pause when inactive
--no-rtc Disable RTC support
--no-show-speed Don't show emulation speed
--no-throttle Disable thrrotle
--pause-when-inactive Pause when inactive
--rtc Enable RTC support
--show-speed-normal Show emulation speed
--show-speed-detailed Show detailed speed data

Known bugs
----------

- loading a save state that uses a different sound quality may hang the
emulator. Please only use the 22Khz sound quality save states from the
Windows version with this release
- built-in debugger still has a few bugs
- disassembler contains a few errors. Please report anything wrong you find

LICENSE
-------

VisualBoyAdvance - a Gameboy and GameboyAdvance emulator
Copyright (C) 1999-2003 by Forgotten

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

This program also contains code developed by the University of
California and is subject to the extra conditions:

Copyright (c) 1991, 1998 The Regents of the University of California.
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. [rescinded 22 July 1999]
4. Neither the name of the University nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.

Contact
-------

Please don't email unless you found some bug. Requests will be ignored and
deleted. Also, be descriptive when emailing. You have to tell me what version
of the emulator you are writing about and a good description of the problem.
Remember, thre is a SDL version, a Windows version and a Linux version. Also,
there are still people writing about the old VisualBoy which is no longer
supported. Also remember I am not paid to work on VisualBoyAdvance. This is
just a hobby.

Forgotten (http://vba.ngemu.com/contact.shtml)
http://vba.ngemu.com

Special Thanks
--------------

PokemonHacker for all his help improving the emulator.
Costis for his help fixing some of the graphics bugs.
Snes9x developers for the great emulator and source code.
Kreed for his great graphic filters
SDL team for this amazing library
And all users who kindly reported problems.

Und in der cfg-Datei steht folgendes:
# All numeric values are in hexadecimal
# Use TAB or EQUAL sign to separate name from value

#
# Key configuration (all numbers are in hexadecimal!)
#
# Keys values are in the format YXXX where Y is the device number. 0 means
# keyborad and XXX is the SDL define for the desired key (read SDL_keysym.h).
#
# If Y is greater than 0, it means joystick number Y-1 and it uses the
# following format for XXX:
#
# - if XXX < 20, XXX is the axis number multiplied by 2. An even number means
# movement to the negative side (on the X axis, it means left). An odd
# number means movement to the positive side (on the X axis, it mean
# right). For the Y axis, negative means up and positive means down.
# X axis is usally axis number 0 and Y is axis number 1.
# - if 20 >= XXX > 30, then XXX is the HAT number multiplied by 4 plus the
# direction: 0 for up, 1 for down, 2 for right and 3 for left. Example:
# 0021 is HAT 0 down, 0026 is HAT 1 right.
# - if 80 >= XXX > 100, XXX is the joystick button number (XXX-080).
#
# Default key configuration is (value in parenthesis):
#
# Left Left Arrow (0114)
# Right Right Arrow (0113)
# Up Up Arrow (0111)
# Down Down Arrow (0112)
# A Z (007a)
# B X (0078)
# L A (0061)
# R S (0073)
# Start ENTER (000d)
# Select BACKSPACE (0008)
# Speed up SPACE (0020)
# Capture F12 (0125)
#
Joy0_Left=0114
Joy0_Right=0113
Joy0_Up=0111
Joy0_Down=0112
Joy0_A=007a
Joy0_B=0078
Joy0_L=0061
Joy0_R=0073
Joy0_Start=000d
Joy0_Select=0008
Joy0_Speed=0020
Joy0_Capture=0125

# Motion support keys. Same format as above
#
# Default keys are (value in parenthesis):
#
# Left Numeric Pad 4 (0104)
# Right Numeric Pad 6 (0106)
# Up Numeric Pad 8 (0108)
# Down Numeric Pad 2 (0102)
#
Motion_Left=0104
Motion_Right=0106
Motion_Up=0108
Motion_Down=0102

# Frame skip setting. Allowed values are from 0 to 5 only.
frameSkip=2

# Gameboy Frame skip setting. Allowed values are from 0 to 5 only.
gbFrameSkip=0

# Video setting. 0=1x, 1=2x, 2=3x, 3=4x.
video=1

# Use fullscreen mode. 0=false, any other value means true
fullScreen=0

# Disables MMX support
disableMMX=1

# Use bios file. 0=false, any other value means true
useBios=0

# Bios file full path and name (ZIP not supported)
biosFile=none

# Filter to use. 0=no filter, 1=TV Mode, 2=2xSaI, 3=Super 2xSaI, 4=Super Eagle
# 5=Pixelate, 6=Motion Blur, 7=AdvanceMAME Scale2x, 8=Simple 2x,
# 9=Bilinear, A=Bilinear Plus, B=hq2x, C=lq2x
filter=0

# Disable status messages. 0=false, any other value means true
disableStatus=0

# Enable Gameboy border. 0=false, any other value means true
borderOn=0

# Gameboy emulator type. 0=automatic, 1=CGB/GBC, 2=SGB, 3=GB, 4=GBA, 5=SGB2
emulatorType=1

# Enable washed colors. 0=false, any other value means true
colorOption=1

# Directories. Not setting one them makes the file go the rom directory.

# Save state directory
#saveDir=

# Screen shot Capture directory
#captureDir=

# Battery directory
#batteryDir=

# Screen capture format
# 0=PNG, anything else for BMP
captureFormat=0

# Sound quality
# 1=44 Khz, 2=22Khz, 4=11Khz
soundQuality=2

# Sound Echo
# 0=false, anything else for true
soundEcho=0

# Sound Low pass filter
# 0=false, anything else for true
soundLowPass=0

# Sound reverse stereo
# 0=false, anything else for true
soundReverse=0

# Remove GBA intros (not supported anymore)
# 0=false, anything else for true
# removeIntros=0

# Save Type
# 0=automatic, 1=EEPROM, 2=SRAM, 3=Flash, 4=EEPROM+Sensor, 5=NONE
saveType=0

# Flash size
# 0=64K Flash, 1=128K Flash

flashSize=0

# Sound volume
# 0=1x, 1=2x, 2=3x, 3=4x
soundVolume=0

# Interframe blending
# 0=none, 1=motion blur, 2=smart
ifbType=0

# Show emulation speed
# 0=none, 1=percentage, 2=detailed
showSpeed=1

# Show speed in transparent mode
# 0=normal, anything else for transparent
showSpeedTransparent=1

# Enable/Disable auto frameskip
# 0=disable, anything else to enable
autoFrameSkip=0

# Sets the desired throttle
# 0=disable, 5...1000 valid throttle speeds
throttle=0

# Pauses the emulator when the window is inactive
# 0=disable, anything else to enable
pauseWhenInactive=0

# Enables AGBPrint support
# 0=disable, anything else to enable
agbPrint=0

# Enables GBA RTC support
# 0=disable, anything else to enable
rtcEnabled=0

# Sound OFF flag
# 0=sound on, anything else turns off sound
soundOff=0

# Sound Enable
# Controls which channels are enabled: (add values)
# 1 - Channel 1
# 2 - Channel 2
# 4 - Channel 3
# 8 - Channel 4
# 100 - DirectSound A
# 200 - DirectSound B
# 30f=all enabled, 0=mute all
soundEnable=30f

# Controls automatic SGB border
# 0=disable, anything else enables automatic SGB border display
borderAutomatic=0

# Skip bios code
# 0=disable, anything else skips BIOS code
skipBios=0

# The interval between the rewind saves
# Minimum of 0 seconds to disable rewind support,
# Maximum of 60 minutes. Value in seconds (hexadecimal numbers)
rewindTimer=0

# Enable enhanced save type detection
# 0=disable, anything else to enable (no longer used)
#enhancedDetection=1


PS.:
VBA mit wine krieg ich bei mir übrigens nicht zum Laufen. Wine lädt und lädt und hört dann einfach wieder auf zu arbeiten.
 

Don Jojo

Member
Ist ziemlich viel ja, aber das was viel ist, ist einfach der Inhalt der Readme-Datei den ich halt einfach nicht kapiert hab. Falls da was wesentliches drinnsteht hab ich mir halt deacht kann das vielleicht jemand nutzen, falls ned, braucht mans ja auch ned zu lsen.


Das Problem ist ja oben schon geschildert, aber ich fass es einfach nochmal zusammen:

Das hab ich bisher gemacht:

* Datei "VisualBoyAdvance-1.7.1-SDL-linux-glib22.tar.gz" von http://www.aep-emu.de/emus4.html heruntergeladen
* Selbige Datei mit dem Programm ARK nach "/home/joachim/Spiele/GBA-Emulator" entpackt
* Jetzt habe ich folgende Dateien:
COPYING
NEWS
README
VisualBoyAdvance (ausführbare Datei)
VisualBoyAdvance.cfg

Da ich jetzt nicht weis wie weitermachen, hab ich mich hier gemeldet.

Oben in den Beiträgen steht irgendetwas davon, dass ich die Dateien irgendwie compylen muss. Allerdings weis ich nicht wirklich was das ist, geschweige denn wie es funktioniert.

Grüße Jojo


PS.:
Was ist das für ein Programm, dass ich fürs Artikel schreiben verwenden soll??
 

obec

Advanced Hacker
Hi,

längere Konsolen- oder Testausgaben(Readmes e.t.c.) solltest du auf http://phpfi.com posten und dann hier im Forum verlinken. Sonst wird das hier zu unübersichtlich.

Gruß

obec
 

Don Jojo

Member
axo, ok. Werd mich danach richten.

Also hier ist die Readmedatei zu finden: http://phpfi.com/240546
Und hier die .cfg-Datei: http://phpfi.com/240547

Hoffe, das passt so :)
 
Oben