all repos — mgba @ dd31a888620ad6e8481a4e688f38dc078e75fc37

mGBA Game Boy Advance Emulator

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, GIF, WebP, and APNG recording.
 31- e-Reader support.
 32- Remappable controls for both keyboards and gamepads.
 33- Loading from ZIP and 7z files.
 34- IPS, UPS and BPS patch support.
 35- Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro.
 36- Configurable emulation rewinding.
 37- Support for loading and exporting GameShark and Action Replay snapshots.
 38- Cores available for RetroArch/Libretro and OpenEmu.
 39- Many, many smaller things.
 40
 41#### Game Boy mappers
 42
 43The following mappers are fully supported:
 44
 45- MBC1
 46- MBC1M
 47- MBC2
 48- MBC3
 49- MBC3+RTC
 50- MBC5
 51- MBC5+Rumble
 52- MBC7
 53- Wisdom Tree (unlicensed)
 54- Pokémon Jade/Diamond (unlicensed)
 55
 56The following mappers are partially supported:
 57
 58- MBC6
 59- MMM01
 60- Pocket Cam
 61- TAMA5
 62- HuC-1
 63- HuC-3
 64
 65### Planned features
 66
 67- Networked multiplayer link cable support.
 68- Dolphin/JOY bus link cable support.
 69- M4A audio mixing, for higher quality sound than hardware.
 70- Re-recording support for tool-assist runs.
 71- Lua support for scripting.
 72- A comprehensive debug suite.
 73- Wireless adapter support.
 74
 75Supported Platforms
 76-------------------
 77
 78- Windows Vista or newer
 79- OS X 10.7 (Lion)[<sup>[3]</sup>](#osxver) or newer
 80- Linux
 81- FreeBSD
 82- Nintendo 3DS
 83- Wii
 84- PlayStation Vita
 85
 86Other Unix-like platforms, such as OpenBSD, are known to work as well, but are untested and not fully supported.
 87
 88### System requirements
 89
 90Requirements 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 3.2 or newer for shaders and advanced features.
 91
 92Downloads
 93---------
 94
 95Downloads can be found on the official website, in the [Downloads][downloads] section. The source code can be found on [GitHub][source].
 96
 97Controls
 98--------
 99
100Controls are configurable in the settings menu. Many game controllers should be automatically mapped by default. The default keyboard controls are as follows:
101
102- **A**: X
103- **B**: Z
104- **L**: A
105- **R**: S
106- **Start**: Enter
107- **Select**: Backspace
108
109Compiling
110---------
111
112Compiling 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.
113
114#### Docker building
115
116The 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.
117
118To use a Docker image to build mGBA, simply run the following command while in the root of an mGBA checkout:
119
120	docker run --rm -t -v $PWD:/home/mgba/src mgba/windows:w32
121
122This 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:
123
124- mgba/3ds
125- mgba/switch
126- mgba/ubuntu:xenial
127- mgba/ubuntu:bionic
128- mgba/ubuntu:cosmic
129- mgba/ubuntu:disco
130- mgba/ubuntu:eoan
131- mgba/ubuntu:focal
132- mgba/vita
133- mgba/wii
134- mgba/windows:w32
135- mgba/windows:w64
136
137#### *nix building
138
139To use CMake to build on a Unix-based system, the recommended commands are as follows:
140
141	mkdir build
142	cd build
143	cmake -DCMAKE_INSTALL_PREFIX:PATH=/usr ..
144	make
145	sudo make install
146
147This 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.
148
149If 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:
150
151	brew install cmake ffmpeg libzip qt5 sdl2 libedit pkg-config
152	mkdir build
153	cd build
154	cmake -DCMAKE_PREFIX_PATH=`brew --prefix qt5` ..
155	make
156
157Note that you should not do a `make install` on macOS, as it will not work properly.
158
159#### Windows developer building
160
161##### MSYS2
162
163To 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):
164
165For x86 (32 bit) builds:
166
167	pacman -Sy --needed base-devel git mingw-w64-i686-{cmake,ffmpeg,gcc,gdb,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
168
169For x86_64 (64 bit) builds:
170
171	pacman -Sy --needed base-devel git mingw-w64-x86_64-{cmake,ffmpeg,gcc,gdb,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
172
173Check out the source code by running this command:
174
175	git clone https://github.com/mgba-emu/mgba.git
176
177Then finally build it by running these commands:
178
179	cd mgba
180	mkdir build
181	cd build
182	cmake .. -G "MSYS Makefiles"
183	make
184
185Please 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.
186
187##### Visual Studio
188
189To build using Visual Studio is a similarly complicated setup. To begin you will need to install [vcpkg](https://github.com/Microsoft/vcpkg). After installing vcpkg you will need to install several additional packages:
190
191    vcpkg install ffmpeg[vpx,x264] libepoxy libpng libzip sdl2 sqlite3
192
193Note that this installation won't support hardware accelerated video encoding on Nvidia hardware. If you care about this, you'll need to install CUDA beforehand, and then substitute `ffmpeg[vpx,x264,nvcodec]` into the previous command.
194
195You will also need to install Qt. Unfortunately due to Qt being owned and run by an ailing company as opposed to a reasonable organization there is no longer an offline open source edition installer for the latest version, so you'll need to either fall back to an [old version installer](https://download.qt.io/official_releases/qt/5.12/5.12.9/qt-opensource-windows-x86-5.12.9.exe) (which wants you to create an otherwise-useless account, but you can bypass temporarily setting an invalid proxy or otherwise disabling networking), use the online installer (which requires an account regardless), or use vcpkg to build it (slowly). None of these are great options. For the installer you'll want to install the applicable MSVC versions. Note that the offline installers do not support MSVC 2019. For vcpkg you'll want to install it as such, which will take quite a while, especially on quad core or less computers:
196
197    vcpkg install qt5-base qt5-multimedia
198
199Next, open Visual Studio, select Clone Repository, and enter `https://github.com/mgba-emu/mgba.git`. When Visual Studio is done cloning, go to File > CMake and open the CMakeLists.txt file at the root of the checked out repository. From there, mGBA can be developed in Visual Studio similarly to other Visual Studio CMake projects.
200
201#### Toolchain building
202
203If you have devkitARM (for 3DS), devkitPPC (for Wii), devkitA64 (for Switch), or vitasdk (for PS Vita), you can use the following commands for building:
204
205	mkdir build
206	cd build
207	cmake -DCMAKE_TOOLCHAIN_FILE=../src/platform/3ds/CMakeToolchain.txt ..
208	make
209
210Replace the `-DCMAKE_TOOLCHAIN_FILE` parameter for the following platforms:
211
212- 3DS: `../src/platform/3ds/CMakeToolchain.txt`
213- Switch: `../src/platform/switch/CMakeToolchain.txt`
214- Vita: `../src/platform/psp2/CMakeToolchain.vitasdk`
215- Wii: `../src/platform/wii/CMakeToolchain.txt`
216
217### Dependencies
218
219mGBA 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.
220
221- Qt 5: for the GUI frontend. Qt Multimedia or SDL are required for audio.
222- SDL: for a more basic frontend and gamepad support in the Qt frontend. SDL 2 is recommended, but 1.2 is supported.
223- zlib and libpng: for screenshot support and savestate-in-PNG support.
224- libedit: for command-line debugger support.
225- ffmpeg or libav: for video, GIF, WebP, and APNG recording.
226- libzip or zlib: for loading ROMs stored in zip files.
227- SQLite3: for game databases.
228- libelf: for ELF loading.
229
230SQLite3, libpng, and zlib are included with the emulator, so they do not need to be externally compiled first.
231
232Footnotes
233---------
234
235<a name="missing">[1]</a> Currently missing features are
236
237- OBJ window for modes 3, 4 and 5 ([Bug #5](http://mgba.io/b/5))
238
239<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.
240
241<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.
242
243[downloads]: http://mgba.io/downloads.html
244[source]: https://github.com/mgba-emu/mgba/
245
246Copyright
247---------
248
249mGBA is Copyright © 2013 – 2020 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.
250
251mGBA contains the following third-party libraries:
252
253- [inih](https://github.com/benhoyt/inih), which is copyright © 2009 – 2020 Ben Hoyt and used under a BSD 3-clause license.
254- [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.
255- [LZMA SDK](http://www.7-zip.org/sdk.html), which is public domain.
256- [MurmurHash3](https://github.com/aappleby/smhasher) implementation by Austin Appleby, which is public domain.
257- [getopt for MSVC](https://github.com/skandhurkat/Getopt-for-Visual-Studio/), which is public domain.
258- [SQLite3](https://www.sqlite.org), which is public domain.
259
260If 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.