Virtual GameBoy Advance
version 1.0
Contents
Disclaimers
- GameBoy and GameBoy Advance are registered trademarks of Nintendo.
- The author is in no way affiliated with Nintendo.
- The author is in no way affiliated with any pirate group out there.
- The author cannot and will not provide you with
any GameBoy or GameBoy Advance games.
- The author cannot be held responsible for anything this program
will do to your computer, brains, free time, housemates, pets, or
family members.
New in This Version
- VGBA-Windows is now available.
Register it NOW!
- VGBA-Unix is now available.
- Added facility to save and load emulation state.
- Added serial EEPROM emulation.
- Implemented more or less accurate CPU cycle counting (still not
accurate enough though).
- Implemented HuffUncomp() call.
- Fixed ObjAffineSet(), CpuSet(), CpuFastSet(), and SoftReset() calls.
- Fixed timers to reload values correctly.
- Majorly updated documentation.
- Fixed background color problem in the non-VESA (256 color) version
of VGBA-MSDOS.
History
New in Version 0.6
- Added JEDEC FlashROM support.
- Added CRC/CMP check. All failing cartridges will now be rejected
unless you use the
-nocrc
option.
- Implemented pending IRQ handling after IRQs were switched on.
- Disabled IRQs in the SVC mode.
- Added ObjAffineSet() BIOS call.
- Added Halt() and Stop() BIOS calls.
- Fixed several BIOS calls.
- Fixed a special case of DMA with the length of 0 items.
- Fixed LDR/STR/LDRB/STRB instruction display in the debugger.
- Improved cartridge information reporting.
- Added a lot of command line options.
- Added a lot of control keys.
New in Version 0.5
- Moved dummy GBA.ROM contents inside the VGBA code.
- Added DMA3 start at the beginning of HRefresh.
- Added 'v' command to the debugger to show GBA status.
- Fixed transparency effects in bitmap modes.
- Fixed transparency with multiple backgrounds.
- Now initializing rotation/scaling properly.
- No longer supporting 128kB flash ROM above the cartridge ROM.
New in Version 0.4
- Added MULL/MLAL ARM opcodes.
- Added color effects to all screen modes.
- Added rotation to all appropriate screen modes.
- Added rotation to sprites.
- Fixed DMA transfers to start correctly.
- Fixed DMA transfers to leave correct values in DMACONT registers.
- Added IRQ at the end of DMA transfer, if required.
- Fixed GB sound chip emulation.
- Added CPUSet() and CPUFastSet() BIOS calls.
- Added RLUnCompWRAM() and RLUnCompVRAM() BIOS calls.
- Now saving cartridge SRAM and flash ROM into a .SAV file.
- Both 16bit color and 8bit color versions are included. 16bit version
requires VESA-compatible video card. I still recommend it over the
8bit version as GBA programs are extremely ugly in 256 colors :)
Introduction
Virtual GameBoy Advance (VGBA) is a portable emulator of the GameBoy
Advance handheld videogame console from Nintendo. In its current state,
VGBA allows to run some of the commercial GameBoy Advance software on a
personal computer. It will also run correctly written homebrewn
demos. You can always get the latest version of VGBA at
http://www.komkon.org/fms/VGBA/
VGBA is a logical continuation of my previous work on the videogame console
emulators, namely, the
Virtual GameBoy
(GameBoy Classic, GameBoy Pocket, Super GameBoy, and GameBoy Color
emulator). VGBA is completely different from VGB though. It will not run
original GameBoy software, you will have to use VGB for that.
I am mainly releasing this version of VGBA for game developers and demo
programmers who would like to start coding for GBA but cannot afford to
buy an official development kit from Nintendo. VGBA is not a replacement
for the real development kit though, as it does not emulate all GBA
features. I hope that the number of supported features will increase
with time and your help.
VGBA Ports
So far, I have ported VGBA to MSDOS, Windows, and Unix. All three ports
are maintained by myself. You should expect more versions to come up
soon, as porters receive the VGBA core code and work on it.
Windows 95/98/ME/NT/2000
-
The Windows version of VGB is available from me, Marat Fayzullin, for
$35US. This fee ensures that you will get you the latest full version of
VGBA-Windows with free updates via email as long as VGBA-Windows is being
updated. For more information about it, take a look at
http://www.komkon.org/fms/VGBA/VGBAWindows.html
You can register VGBA-Windows by one of the following methods:
- ORDER BY MAIL
-
Send $35US in cash, money order, or a US bank check to:
Marat Fayzullin
6304 Hampton Place
Elkridge, MD 21075
USA
Don't forget to include your email address and mention that you want
VGBA-Windows, as I'm selling several other products as well. The software
will be emailed to you as soon as I receive the money.
- ORDER ON THE WEB
-
Tell your WWW browser to go to
http://www.digibuy.com/cgi-bin/order.html?296825+99046733021
and use the online form to register VGBA-Windows. You can pay with a credit
card. They take MasterCard, Visa, Amex, or Discover and also allow to
register over the phone. The software will be emailed to you as soon as I
receive the notification from DigiBuy.
MSDOS
-
The first (<1.0) versions of VGBA were released for MSDOS. You may
find them on the Net for free, but they lack the compatibility and
features of the later versions. VGBA-MSDOS has been compiled to run with
PMODE/W extender on MSDOS (external extender not required). It will also
run on Windows 95/98/ME. I have not tested it on Windows NT/2000, but
other people told me that it runs on Windows 2000. The MSDOS distribution
includes two flavors of VGBA:
VGBA8.EXE
uses 320x200x8bit screen mode supported
by the standard VGA BIOS. It should run on any computer, but is limited
to 256 colors. Thus, the colors may sometimes look incorrect.
VGBA16.EXE
uses 320x200x16bit VESA screen
mode. Therefore, the VESA drivers are necessary to run
this version of VGBA. It will fail on your computer if you do
not have VESA drivers that support the 320x200x16bit screen mode.
Unix
-
Registered Users
If you've bought VGBA-Windows, please do not give your copy to
anybody. And I do mean anybody. There was a couple of cases when
registered users gave my programs away to their friends, relatives, or
just "KeWl" guys on the Net, and then I found my work pirated, put onto
WWW pages, and even posted to USENET newsgroups. If I find your
personalized copy of VGBA being spread around, your registration gets
automatically cancelled which means no support and no more updates.
I understand that the previous paragraph may sound threatening to some
people, but this kind of piracy really hurts my profits and feelings. I've
put a lot of effort into VGBA, and can only continue working on it if
people do not try to cheat on me.
It may also be a good idea to buy a real cartridge for each GameBoy
Advance ROM image you use with the emulator. GameBoy Advance software is
copyrighted, but as long as you own the real cartridge, you are protected
by the law allowing customers to backup bought software.
What is Included
This version of VGBA has emulation for the following:
- ARM7TDMI CPU with ARM and THUMB opcode sets.
- Internal RAM at addresses
0x03000000
(32kB) and
0x02000000
(256kB).
- Cartridge ROM at address
0x08000000
, mirrored at
0x0A000000
and 0x0C000000
.
- Cartridge RAM at address
0x0E000000
(64kB).
- Cartridge FlashROM (JEDEC) at address
0x0E000000
(64kB).
- Cartridge serial EEPROM at address
0x09000000
(64x64bits),
mirrored at 0x0B000000
and 0x0D000000
.
- Interrupts: VBlank, HBlank, line coincidence, timers, DMA, joypad.
- Timers: TIMER0, TIMER1, TIMER2, TIMER3.
- DMA channels: DMA0, DMA1, DMA2, DMA3.
- DMA modes (instantaneous, HBlank, VBlank, HRefresh) and repeat feature.
- Joypad buttons and interrupts.
- GameBoy-compatible melodic sound chip.
Not emulated:
- GBA-specific sound hardware is not emulated.
- DMA happens "instantly".
- CPU timings are close but not entirely correct. VGBA considers all
memory accesses as "sequential". There are some other discrepancies
as well, but overally, it should be pretty close.
GBA video subsystem is extremely complicated and still not completely
emulated in the VGBA. I am hoping to complete the emulation in later
versions. Here is a list of emulated features:
Feature | Text BGs | Rotation BGs | MODE 3 | MODE 4 | MODE 5 | Sprites
|
Variable Size | YES | YES | N/A | N/A | N/A | YES
|
Tile Flipping | YES | N/A | N/A | N/A | N/A | YES
|
16/256-Color Tiles | YES | N/A | N/A | N/A | N/A | YES
|
Scrolling | YES | N/A | N/A | N/A | N/A | N/A
|
Mosaic | YES | YES | YES | YES | YES | rotated sprites only
|
Rotation | N/A | YES | YES | YES | YES | YES
|
Window | NO | NO | N/A | N/A | N/A | NO
|
Color Effects | YES | YES | YES | YES | YES | YES
|
GBA BIOS is partly emulated. Including the real Nintendo BIOS with the
emulator would be clearly illegal. Therefore, I have tried to simulate GBA
BIOS routines by trapping and handling ARM SWI
opcodes. Here
is the correspondence between BIOS call names and SWI
numbers:
Function | SWI # | Supported
|
BIOS_SoftReset | 0x00 | Yes
|
BIOS_RegisterRAMReset | 0x01 | Yes
|
BIOS_Halt | 0x02 | Yes
|
BIOS_Stop | 0x03 | Yes
|
BIOS_IntrWait | 0x04 | Yes
|
BIOS_VBlankIntrWait | 0x05 | Yes
|
BIOS_Div | 0x06 | Yes
|
BIOS_DivARM | 0x07 | Yes
|
BIOS_Sqrt | 0x08 | Yes
|
BIOS_ArcTan | 0x09 | Yes
|
BIOS_ArcTan2 | 0x0A | Yes
|
BIOS_CPUSet | 0x0B | Yes
|
BIOS_CPUFastSet | 0x0C | Yes
|
BIOS_BgAffineSet | 0x0E | No
|
BIOS_ObjAffineSet | 0x0F | Yes
|
BIOS_BitUnPack | 0x10 | No
|
BIOS_LZ77UnCompWRAM | 0x11 | Yes
|
BIOS_LZ77UnCompVRAM | 0x12 | Yes
|
BIOS_HuffUnComp | 0x13 | Yes
|
BIOS_RLUnCompWRAM | 0x14 | Yes
|
BIOS_RLUnCompVRAM | 0x15 | Yes
|
BIOS_Diff8bitUnFilterWRAM | 0x16 | No
|
BIOS_Diff8bitUnFilterVRAM | 0x17 | No
|
BIOS_Diff16bitUnFilter | 0x18 | No
|
BIOS_SoundBiasChange | 0x19 | No
|
BIOS_SoundDriverInit | 0x1A | No
|
BIOS_SoundDriverMode | 0x1B | No
|
BIOS_SoundDriverMain | 0x1C | No
|
BIOS_SoundDriverVSync | 0x1D | No
|
BIOS_SoundChannelClear | 0x1E | No
|
BIOS_MIDIKey2Freq | 0x1F | No
|
BIOS_MusicPlayerOpen | 0x20 | No
|
BIOS_MusicPlayerStart | 0x21 | No
|
BIOS_MusicPlayerStop | 0x22 | No
|
BIOS_MusicPlayerContinue | 0x23 | No
|
BIOS_MusicPlayerFadeOut | 0x24 | No
|
BIOS_MultiBoot | 0x25 | No
|
BIOS_SoundDriverVSyncOff | 0x28 | No
|
BIOS_SoundDriverVSyncOn | 0x29 | No
|
What is not Included
Absolutely no ROM images of commercial GameBoy Advance games are included.
These games are copyrighted by the companies which produced them, and
therefore, I cannot distribute any of these games. I'm also unable to tell
you where to find the games, so do not send me email asking for them. You
will have to look for them on your own.
The VGBA WWW page contains some links to GameBoy Advance cartridge copier
info. Cartridge copiers can be used to dump GameBoy Advance cartridges
into files. I cannot provide you with any additional information about
these copiers, so do not send me email asking for this information. Use
the copier-related links at the VGBA WWW page.
GameBoy Advance has a BIOS ROM inside with some useful subroutines.
Including the real Nintendo BIOS with the emulator would be clearly illegal.
Therefore, VGBA tries to simulate GBA BIOS routines. It still has an
option to use the real BIOS read from the GBA.ROM
file in the
current directory. I cannot tell you where to find the real BIOS, so do
not ask me about it. The BIOS simulation is quite functional and will become
better over time.
Buttons
These button assignments apply to all three VGBA ports developed by myself.
They will work in Windows, Unix, and MSDOS.
[SPACE] - A button (also: [LALT],A,S,D,F,G,H,J,K,L)
[LCONTROL] - B button (also: Z,X,C,V,B,N,M)
[Q] - LEFT button (also: E,T,U,O)
[W] - RIGHT button (also: R,Y,I,P)
[TAB] - SELECT button
[ENTER] - START button
[ESC] - Quit emulation (also: [F12])
[F1] - Go into the built-in debugger
[F2] - Turn soundtrack logging on/off
[F3] - Turn A button autofire on/off
[F4] - Turn B button autofire on/off
[F5] - Turn LEFT button autofire on/off
[F6] - Turn RIGHT button autofire on/off
[F7] - Save emulation state to .STA file
[F8] - Load emulation state
[F11] - Reset GBA hardware
[F12] - Quit emulation (also: [ESC])
[0] - Turn all sound on/off
[1]-[4] - Turn sound channels on/off
[5]-[8] - Turn backgrounds display on/off
[9] - Turn sprites display on/off
Command Line Options
Start VGBA with the following command line:
vgba [-option1 [-option2...]] [FILENAME.GBA]
When no cartridge name is given, VGBA will print the list of keyboard
assignments and available command line options. Following is a list of
options supported in VGBA-MSDOS and VGBA-Unix. VGBA-Windows only accepts
the cartridge name.
-uperiod <period> - Number of interrupts per screen update [1]
-verbose <level> - Select debugging messages [1]
0 - Silent 1 - Startup messages
2 - I/O accesses 4 - Illegal memory accesses
8 - DMA transfers 16 - Illegal CPU ops
32 - SWI calls 64 - FlashROM/EEEPROM accesses
-crc/-nocrc - Check cartridge CRC/CMP [-crc]
-logsnd <filename> - Write soundtrack to a MIDI file [LOG.MID]
-sync <frequency> - Sync screen updates to <frequency> [-nosync]
(<frequency> must be in 20Hz..100Hz range)
-nosync - Do not sync screen updates
With #define SOUND:
-sound [<quality>] - Sound emulation quality [44100]
0 - Off 1 - Adlib (MSDOS)
Values >8191 are treated as wave synthesis
frequencies. Default frequency is 44kHz.
-nosound - Same as '-sound 0'
With #define DEBUG:
-trap <address> - Trap execution when PC reaches address [FFFFh]
When a keyword 'now' is used in place of the
<address>, execution will trap immediately.
With #define MSDOS:
-vsync - Sync screen updates to VBlank [-nosync]
With #define UNIX:
-saver/-nosaver - Save CPU when inactive [-saver]
-scale <factor> - Scale window by <factor> [1]
With #define MITSHM:
-shm/-noshm - Use MIT SHM extensions for X [-shm]
Frequently Asked Questions
- I WANNA PLAY GAMES!!!! WHERE DO I GET GAMES???????
I do not know. I can't give you any due to both legal and moral reasons.
Please, do not mail me asking for games. I will delete your mail right
away, and you won't get an answer.
- Can I play GameBoy Classic and GameBoy Color games on VGBA?
No, you can't. GameBoy Advance hardware is completely different from the
older GameBoy and GameBoy Color models. To play older games, you may
want to consider my other emulator,
Virtual GameBoy
(VGB)
.
- How do I copy games from cartridges to a computer?
You can use a special device called cartridge copier, such as
Flash Advance Linker from
Lik-Sang. Don't forget to
get a rewritable flash card too.
- What is GameBoy Advance? How its hardware works?
GameBoy Advance (GBA) is a handheld videogame machine made by Nintendo. Its
hardware has nothing to do with GameBoy and GameBoy Color handhelds
previously produced by Nintendo. GBA is built around an ARM7TDMI 32bit
CPU running at 16MHz. GBA video subsystem is very similar to that of SNES,
but more advanced. The sound subsystem uses direct sample output. GBA also
includes the four-channel melodic sound chip from the original GameBoy.
In order to be compatible with the original GB/GBC, GBA includes the complete
set of GBC hardware. This hardware (aside from the sound chip) is not
accessible from the GBA side and only used when somebody inserts a GB/GBC
cartridge into GBA.
- There is no version of VGBA for my Unix!
I am trying to compile Unix binaries for as many flavors of Unix as
possible, but as I do not have access to many machines, do not expect
immediate support for every Unix flavor out there. Don't mail me asking
for the source either: VGBA source code is not publicly distrbutable,
as much as I regret to say this :(.
- My favorite game doesn't work on VGBA. What do I do?
There may be several reasons why a game has problems running on VGBA
or does not run at all.
- If emulator does not even recognize the ROM image, its CRC or CMP
may be wrong. Try turning CRC checking off by using the
-nocrc
option or clearing "Check CRC" checkbox in
VGBA-Windows Setup Panel. You really need to find an uncorrupted
ROM image though.
- If some sprites blink or do not appear at all, try changing
-uperiod
value (1 will give you the best picture, but
the slowest emulation), or moving an "Update Period" knob in the
VGBA-Windows Setup Panel.
- VGBA may not currently run this game. Not all games are supported at
this moment. Don't expect 100% compatibility with the real hardware.
At least, not yet :).
- There is no sound!
Currently, VGBA only emulates the four channels of the melodic sound
that GBA has inherited from the original GameBoy. Unfortunately, most
GBA games use the "direct" sample sound that is not emulated
in VGBA. I hope to emulate this GBA feature in the later VGBA versions.
- Why is VGBA so slow on my machine?
Because your machine is too slow to run VGBA. My experience shows that
you need at least a PentiumII/400 machine with fast video to run VGBA
at a reasonable speed. Following are the ways to speed things up:
- Increase Update Period. The picture will get more jerky, but VGBA
will become faster.
- On Unix, always use MIT Shared Memory Extension for X (MITSHM). This,
of course, means that you have to run VGB locally.
- On Unix, run X in 256-color mode.
- On Windows and Unix, use 1:1 window to achieve the highest speed.
- On Windows, use MIDI sound, as wave synthesis takes quite a lot of
CPU time.
- VGBA is too fast on my machine! How do I slow it down?
Frankly, when I started writing VGBA, I never expected that it will be
too fast on any machine :). But times change...
- On Unix, use
-sync
option to tie screen updates to
the certain frequency (usually, 60Hz/UPeriod).
- On Windows, use "Sync To..." option in the Setup Panel to tie
screen updates to a certain frequency (usually, 60Hz divided by
UPeriod).
- Decrease Update Period to 2 or even to 1. The emulation
will become much slower, but smoother.
- On Windows and Unix, double or triple the window size.
- When starting VGBA-Unix, ld says that some library isn't found.
This may happen if the versions of your shared libraries are older than
the ones for which VGBA has been compiled. A decent way to deal with this
is to upgrade your Unix. A quick and dirty way is to make a symbolic link
from the existing library to a name required by VGBA.
- When starting VGBA-Unix, I get X_ShmAttach error.
You are probably trying to run VGBA-Unix on a remote Xterminal while it
attempts to use shared memory for interfacing with X. Use
-noshm
option to tell it not to use shared memory.
- When starting VGBA-Unix, I get X_PutImage error.
VGBA-Unix version currently needs 8bit, 16bit, or 32bit X. Neither
2-color nor 16-color Xterminals will work. 24bit Xterminals may work,
but don't count on it.
- When starting VGBA-Unix, the window stays black.
Some other X application took over all available colors so that the
emulation could not allocate any for itself. Check if you run XV,
Netscape, or something similar.
- The sound is distorted in the VGBA-Windows. How do I fix it?
The wave-synthetized sound in VGBA may become distorted on slow or
highly loaded machines (no graphics acceleration, for example). There are
several ways you can improve sound:
- Use MIDI sound instead. It has both advantages and disadvantages
though.
- Make VGBA window smaller to decrease the load on the CPU. 1:1 is
the optimal size.
- Decrease the sampling frequency (in Setup Panel). The sound may
become tinkier, but less distorted.
- Increase the number of wave buffers (in Setup Panel). This may
cause sound to fall a second or two behind the screen action, but
the sound quality will become better.
- Does VGBA-Windows support joystick? My joystick doesn't work!
VGBA-Windows supports joystick. If your joystick does not work, go into
Windows Control Panel to see if it is configured and calibrated properly.
Also, some new joysticks working in esoteric standards (like GRiP) are
known to have problems.
- VGBA-Windows starts, but then quits immediately!
Check the pathname to wherever your VGBA is located. It should not contain
spaces. For example, "C:\Program Files\VGBA" is a bad place for VGBA, while
"C:\VGBA" will work. This bug is caused by an old version of C compiler I
am using. I hope to get rid of it when I switch to a new compiler.
- Colors are all screwed up in VGBA-Windows!
VGBA-Windows requires Windows to be in 65536-color or better
color mode. When running Windows in 256-color mode, it will try to
approximate colors to existing ones, but expect results to be dismal.
- Black window in VGBA-Windows!
If you are running Windows in 256-color mode, then this is most likely
the cause of a problem. Try switching Windows into 65536-color or better
screen mode.
- Command line options don't work in VGBA-Windows!
They shouldn't. The demo version of VGBA-Windows supports no command
line interface at all. The full version will only accept the .GBA file
name at the command line, but no options. All configuration is done via
Setup Panel and VGBA.INI file.
- Volume control works strangely in VGBA-Windows!
It is a result of the volume control being shared between VGBA and other
Windows applications. You can usually restore normal volume by leaving VGBA
window and then activating it again.
- How do I save and load the GBA state during the game?
The GBA state can be saved by pressing [F7] button. The resulting
data file will have the same name as your .GBA file, but its extension is
going to be .STA. You can load state from this file by pressing [F8]
at any point in the game. This state file will also be loaded automatically
next time you start VGBA. The same state file is not guaranteed to work for
versions of VGBA running on a different hardware. State saving is not
perfect yet, so for some games state may not be correctly saved.
Notes to Demo Authors
This version of VGBA no longer simulates bugs of the previous emulators
(such as GBAEmu written by Tim Schuerewegen). This means that many demos
that made use of those bugs will not work on VGBA. But then, they would
not work on the real GBA hardware either. Following is a list of problems
that I've found. If you are a demo author, please, check your demos for
these problems and fix them:
- Prior to running the program, VGBA will check CMP and CRC of the
ROM image. If they do not match CMP/CRC given in the cartridge header,
VGBA will refuse to run the program. To make your program run, either
fix CMP/CRC (preferable) or use the
-nocrc
option. Also,
be aware that Nintendo requires CRC of a cartridge to be 0 i.e. your
ROM image must have padding bytes somewhere that compensate CRC to be
zero.
- Many demos use random areas of address space for RAM. Apparently,
GBAEmu will create RAM at any address accessed by the program. The
real GBA (according to the latest specification) is only going to
have RAM at addresses
0x03000000
(32kB) and
0x02000000
(256kB). Use only this memory.
- Many demos use cartridge address space (
0x08000000
and
up) as RAM. This is not correct as cartridge ROM is not
writable. Please, use RAM areas described above.
- In graphical screen modes (MODEs 3,4,5) the entire screen is treated
as background #2. This means that to actually show the screen you
have to enable background #2 in
DISPCONT
and set
appropriate bits in BG2CONT
.
- The backgrounds are shown in the order 0,1,2,3, with background #0
being on top and background #3 on the bottom. When you set different
background priorities, the backgrounds with lower priorities will
be on top.
- When using ARM data comparison opcodes, you should always set the
S
flag in the opcode. In fact, ARM7TDMI programming
manual explicitely requires this.
- At least two demos (FireDemo and ConsoleDev Demo) are
using reads from non-aligned addresses. While non-aligned reads are
a documented feature of ARM7TDMI CPU, they are rarely used and
cannot be efficiently simulated. The current VGBA binary has been
compiled to be compatible with these demos. In the next version,
I hope to use fast read functions that speed up emulation but
do not simulate non-aligned reads.
- Older (pre-TS2) development boards from Nintendo had hardware
different from the later boards (TS2 and up). VGBA will not
correctly run some programs compiled for TS1, such as programs using
interrupts.
Thanks
I would like to thank people from the EFNet #GBADEV IRC channel for
their help locating GBA specifications and testing the emulator.
© Copyright by
Marat Fayzullin
(fms@cs.umd.edu)