README.md (view raw)
1mGBA
2====
3
4mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games.
5
6Up-to-date news and downloads can be found at [mgba.io](https://mgba.io/).
7
8[![Build status](https://travis-ci.org/mgba-emu/mgba.svg?branch=master)](https://travis-ci.org/mgba-emu/mgba)
9
10Features
11--------
12
13- Highly accurate Game Boy Advance hardware support[<sup>[1]</sup>](#missing).
14- Game Boy/Game Boy Color hardware support.
15- Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
16- Qt and SDL ports for a heavy-weight and a light-weight frontend.
17- Local (same computer) link cable support.
18- Save type detection, even for flash memory size[<sup>[2]</sup>](#flashdetect).
19- Support for cartridges with motion sensors and rumble (only usable with game controllers).
20- Real-time clock support, even without configuration.
21- Solar sensor support for Boktai games.
22- Game Boy Camera and Game Boy Printer support.
23- A built-in BIOS implementation, and ability to load external BIOS files.
24- Turbo/fast-forward support by holding Tab.
25- Rewind by holding Backquote.
26- Frameskip, configurable up to 10.
27- Screenshot support.
28- Cheat code support.
29- 9 savestate slots. Savestates are also viewable as screenshots.
30- Video and GIF recording.
31- Remappable controls for both keyboards and gamepads.
32- Loading from ZIP and 7z files.
33- IPS, UPS and BPS patch support.
34- Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro.
35- Configurable emulation rewinding.
36- Support for loading and exporting GameShark and Action Replay snapshots.
37- Cores available for RetroArch/Libretro and OpenEmu.
38- Many, many smaller things.
39
40#### Game Boy mappers
41
42The following mappers are fully supported:
43
44- MBC1
45- MBC1M
46- MBC2
47- MBC3
48- MBC3+RTC
49- MBC5
50- MBC5+Rumble
51- MBC7
52
53The following mappers are partially supported:
54
55- MBC6
56- MMM01
57- Pocket Cam
58- TAMA5
59- HuC-1
60- HuC-3
61
62### Planned features
63
64- Networked multiplayer link cable support.
65- Dolphin/JOY bus link cable support.
66- M4A audio mixing, for higher quality sound than hardware.
67- Re-recording support for tool-assist runs.
68- Lua support for scripting.
69- A comprehensive debug suite.
70- e-Reader support.
71- Wireless adapter support.
72
73Supported Platforms
74-------------------
75
76- Windows Vista or newer
77- OS X 10.7 (Lion)[<sup>[3]</sup>](#osxver) or newer
78- Linux
79- FreeBSD
80- Nintendo 3DS
81- Wii
82- PlayStation Vita
83
84Other Unix-like platforms, such as OpenBSD, are known to work as well, but are untested and not fully supported.
85
86### System requirements
87
88Requirements are minimal. Any computer that can run Windows Vista or newer should be able to handle emulation. Support for OpenGL 1.1 or newer is also required, with OpenGL 3.0 or newer for shaders and advanced features.
89
90Downloads
91---------
92
93Downloads can be found on the official website, in the [Downloads][downloads] section. The source code can be found on [GitHub][source].
94
95Controls
96--------
97
98Controls are configurable in the settings menu. Many game controllers should be automatically mapped by default. The default keyboard controls are as follows:
99
100- **A**: X
101- **B**: Z
102- **L**: A
103- **R**: S
104- **Start**: Enter
105- **Select**: Backspace
106
107Compiling
108---------
109
110Compiling requires using CMake 3.1 or newer. GCC and Clang are both known to work to compile mGBA, but Visual Studio 2013 and older are known not to work. Support for Visual Studio 2015 and newer is coming soon.
111
112#### Docker building
113
114The recommended way to build for most platforms is to use Docker. Several Docker images are provided that contain the requisite toolchain and dependencies for building mGBA across several platforms.
115
116To use a Docker image to build mGBA, simply run the following command while in the root of an mGBA checkout:
117
118 docker run --rm -t -v $PWD:/home/mgba/src mgba/windows:w32
119
120This will produce a `build-win32` directory with the build products. Replace `mgba/windows:w32` with another Docker image for other platforms, which will produce a corresponding other directory. The following Docker images available on Docker Hub:
121
122- mgba/3ds
123- mgba/switch
124- mgba/ubuntu:xenial
125- mgba/ubuntu:bionic
126- mgba/ubuntu:cosmic
127- mgba/vita
128- mgba/wii
129- mgba/windows:w32
130- mgba/windows:w64
131
132#### *nix building
133
134To use CMake to build on a Unix-based system, the recommended commands are as follows:
135
136 mkdir build
137 cd build
138 cmake -DCMAKE_INSTALL_PREFIX:PATH=/usr ..
139 make
140 sudo make install
141
142This will build and install mGBA into `/usr/bin` and `/usr/lib`. Dependencies that are installed will be automatically detected, and features that are disabled if the dependencies are not found will be shown after running the `cmake` command after warnings about being unable to find them.
143
144If you are on macOS, the steps are a little different. Assuming you are using the homebrew package manager, the recommended commands to obtain the dependencies and build are:
145
146 brew install cmake ffmpeg imagemagick libzip qt5 sdl2 libedit pkg-config
147 mkdir build
148 cd build
149 cmake -DCMAKE_PREFIX_PATH=`brew --prefix qt5` ..
150 make
151
152Note that you should not do a `make install` on macOS, as it will not work properly.
153
154#### Windows developer building
155
156To build on Windows for development, using MSYS2 is recommended. Follow the installation steps found on their [website](https://msys2.github.io). Make sure you're running the 32-bit version ("MSYS2 MinGW 32-bit") (or the 64-bit version "MSYS2 MinGW 64-bit" if you want to build for x86_64) and run this additional command (including the braces) to install the needed dependencies (please note that this involves downloading over 1100MiB of packages, so it will take a long time):
157
158For x86 (32 bit) builds:
159
160 pacman -Sy --needed base-devel git mingw-w64-i686-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
161
162For x86_64 (64 bit) builds:
163
164 pacman -Sy --needed base-devel git mingw-w64-x86_64-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
165
166Check out the source code by running this command:
167
168 git clone https://github.com/mgba-emu/mgba.git
169
170Then finally build it by running these commands:
171
172 cd mgba
173 mkdir build
174 cd build
175 cmake .. -G "MSYS Makefiles"
176 make
177
178Please note that this build of mGBA for Windows is not suitable for distribution, due to the scattering of DLLs it needs to run, but is perfect for development. However, if distributing such a build is desired (e.g. for testing on machines that don't have the MSYS2 environment installed), running `cpack -G ZIP` will prepare a zip file with all of the necessary DLLs.
179
180#### Toolchain building
181
182If you have devkitARM (for 3DS), devkitPPC (for Wii), devkitA64 (for Switch), or vitasdk (for PS Vita), you can use the following commands for building:
183
184 mkdir build
185 cd build
186 cmake -DCMAKE_TOOLCHAIN_FILE=../src/platform/3ds/CMakeToolchain.txt ..
187 make
188
189Replace the `-DCMAKE_TOOLCHAIN_FILE` parameter for the following platforms:
190
191- 3DS: `../src/platform/3ds/CMakeToolchain.txt`
192- Switch: `../src/platform/switch/CMakeToolchain.txt`
193- Vita: `../src/platform/psp2/CMakeToolchain.vitasdk`
194- Wii: `../src/platform/wii/CMakeToolchain.txt`
195
196### Dependencies
197
198mGBA has no hard dependencies, however, the following optional dependencies are required for specific features. The features will be disabled if the dependencies can't be found.
199
200- Qt 5: for the GUI frontend. Qt Multimedia or SDL are required for audio.
201- SDL: for a more basic frontend and gamepad support in the Qt frontend. SDL 2 is recommended, but 1.2 is supported.
202- zlib and libpng: for screenshot support and savestate-in-PNG support.
203- libedit: for command-line debugger support.
204- ffmpeg or libav: for video recording.
205- libzip or zlib: for loading ROMs stored in zip files.
206- ImageMagick: for GIF recording.
207- SQLite3: for game databases.
208- libelf: for ELF loading.
209
210SQLite3, libpng, and zlib are included with the emulator, so they do not need to be externally compiled first.
211
212Footnotes
213---------
214
215<a name="missing">[1]</a> Currently missing features are
216
217- OBJ window for modes 3, 4 and 5 ([Bug #5](http://mgba.io/b/5))
218
219<a name="flashdetect">[2]</a> Flash memory size detection does not work in some cases. These can be configured at runtime, but filing a bug is recommended if such a case is encountered.
220
221<a name="osxver">[3]</a> 10.7 is only needed for the Qt port. The SDL port is known to work on 10.5, and may work on older.
222
223[downloads]: http://mgba.io/downloads.html
224[source]: https://github.com/mgba-emu/mgba/
225
226Copyright
227---------
228
229mGBA is Copyright © 2013 – 2018 Jeffrey Pfau. It is distributed under the [Mozilla Public License version 2.0](https://www.mozilla.org/MPL/2.0/). A copy of the license is available in the distributed LICENSE file.
230
231mGBA contains the following third-party libraries:
232
233- [inih](https://github.com/benhoyt/inih), which is copyright © 2009 Ben Hoyt and used under a BSD 3-clause license.
234- [blip-buf](https://code.google.com/archive/p/blip-buf), which is copyright © 2003 – 2009 Shay Green and used under a Lesser GNU Public License.
235- [LZMA SDK](http://www.7-zip.org/sdk.html), which is public domain.
236- [MurmurHash3](https://github.com/aappleby/smhasher) implementation by Austin Appleby, which is public domain.
237- [getopt for MSVC](https://github.com/skandhurkat/Getopt-for-Visual-Studio/), which is public domain.
238- [SQLite3](https://www.sqlite.org), which is public domain.
239
240If you are a game publisher and wish to license mGBA for commercial usage, please email [licensing@mgba.io](mailto:licensing@mgba.io) for more information.