Difference between revisions of "Visual Boy Advance GX"

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(Match Wii Controls: moved match wii stuff to its own page)
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== Match Wii Controls ==
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== [[Visual_Boy_Advance_GX/Match_Wii_Controls | Match Wii Controls]] ==
  
 
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Special Wii controls exist for many games. See link for more details.
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.
 
 
 
Warning: Be careful not to press the 2 button or the GameCube DPad left!
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{GCNController}} || {{Wiimote}}+{{Nunchuck}} || {{ClassicController}} || Action
 
|-
 
| {{GCControlStick}} || {{NunchuckControlStick}} || {{ClassicDPad}} or {{ClassicLControlStick}} || walk
 
|-
 
| {{GCControlStick}} || {{WiimoteAim}} || {{ClassicDPad}} or {{ClassicLControlStick}} || navigate items screen in Minish Cap
 
|-
 
| {{GCAButton}} || {{WiimoteAButton}}  || {{ClassicAButton}} || action, roll, jump, put away sword/shield
 
|-
 
| {{GCRTrigger}} || {{WiimoteAButton}} || {{ClassicAButton}} || pull, lift, throw
 
|-
 
| {{GCBButton}} || {{Wiimote}} || {{ClassicBButton}} || sword
 
|-
 
| {{GCBButton}} || {{Nunchuck}} || {{ClassicBButton}} || spin attack, throw
 
|-
 
| {{GCLTrigger}} || {{NunchuckZButton}} || {{ClassicLTrigger}} || shield, Z-Target, L-Target
 
|-
 
|  || {{WiimoteBButton}} || {{ClassicRTrigger}} || use current item
 
|-
 
|  || {{WiimoteDPadLeft}} || {{ClassicZRButton}} or {{ClassicRControlStick}} Left || swap item with left item, use kinstones
 
|-
 
|  || {{WiimoteDPadDown}} || {{ClassicYButton}} or {{ClassicRControlStick}} Down || swap item with down item, use B (Minish Cap)
 
|-
 
|  || {{WiimoteDPadRight}} || {{ClassicXButton}} or {{ClassicRControlStick}} Right || swap item with right item, use A (Minish Cap)
 
|-
 
| {{GCXButton}} ||  ||  || use item 1
 
|-
 
| {{GCYButton}} ||  ||  || use item 2
 
|-
 
| {{GCZButton}} || {{WiimoteDPadUp}} || {{ClassicRControlStick}} Up || Talk to Midna/Ezlo, secondary items, save
 
|-
 
| {{GCDPadUp}} || {{WiimoteMinusButton}} || {{ClassicPlusButton}} || Items
 
|-
 
| {{GCStartButton}} || {{WiimotePlusButton}} || {{ClassicPlusButton}} then {{ClassicMinusButton}} || Quest status
 
|-
 
| {{GCDPadRight}} || {{Wiimote1Button}} || {{ClassicMinusButton}} || Map
 
|-
 
| {{GCControlStickC}} Right || {{NunchuckCButton}} || {{ClassicZLButton}} || Turbo Mode, Menu Select (Minish Cap)
 
|-
 
| {{GCDPadLeft}} || {{Wiimote2Button}} ||  || Cheat, get most items
 
|}
 
 
 
'''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.
 
 
 
{| 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:'''
 
 
 
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. Metroid Zero Mission also has controls from Metroid Prime on the Gamecube. You aim up and down by pointing the Wii Remote up and down.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{GCNController}} (Zero Mission only) || {{Wiimote}}+{{Nunchuck}} || Action
 
|-
 
| {{GCControlStick}} || {{NunchuckControlStick}} || walk
 
|-
 
| {{GCLTrigger}} || {{Wiimote}} tilt  || aim up/down
 
|-
 
| {{GCAButton}} || {{WiimoteAButton}}  || shoot (beam weapons or bombs)
 
|-
 
| {{GCBButton}} || {{WiimoteBButton}}  || jump (when not in morphball)
 
|-
 
| {{GCBButton}} || {{Wiimote}} flick || jump in morphball with SpringBall item
 
|-
 
| {{GCYButton}} || {{WiimoteDPadDown}}  || missile
 
|-
 
| {{GCXButton}} || {{NunchuckCButton}}  || toggle morphball
 
|-
 
| {{GCStartButton}} || {{WiimoteMinusButton}}  || start
 
|-
 
| {{GCStartButton}} || {{WiimotePlusButton}} || toggle super missiles
 
|-
 
| {{GCZButton}} || {{Wiimote1Button}} || map
 
|-
 
| {{GCRTrigger}} || {{Wiimote2Button}} || hint
 
|}
 
 
 
=== Teenage Mutant Ninja Turtles ===
 
 
 
All Teenage Mutant Ninja Turtles games (except Battle Nexus) use the same controls as TMNT on Wii, Gamecube, or PS2.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{GCNController}} || {{Wiimote}}+{{Nunchuck}} || {{ClassicController}} || Action
 
|-
 
| {{GCControlStick}} || {{NunchuckControlStick}} || {{ClassicDPad}} or {{ClassicLControlStick}} || walk, run
 
|-
 
| {{GCAButton}} || {{WiimoteAButton}}  || {{ClassicBButton}} || jump
 
|-
 
| {{GCXButton}} || {{Wiimote}} || {{ClassicAButton}} || attack, pick up weapon, throw away weapon (when jumping)
 
|-
 
| {{GCYButton}} || {{Nunchuck}} || {{ClassicXButton}} || spin kick
 
|-
 
| {{GCBButton}} || {{WiimoteBButton}} || {{ClassicYButton}} || swap turtles / charge attack
 
|-
 
| hold {{GCBButton}} || {{WiimoteBButton}} while {{Wiimote}}+{{Nunchuck}} tilted up || hold {{ClassicYButton}} || super family move (needs medallion)
 
|-
 
| {{GCLTrigger}} or {{GCRTrigger}} || {{NunchuckZButton}} or {{NunchuckCButton}} || {{ClassicLTrigger}} or {{ClassicZLButton}} or {{ClassicZRButton}} or {{ClassicRTrigger}} || roll, special move
 
|-
 
|  {{GCStartButton}} || {{WiimotePlusButton}} || {{ClassicPlusButton}} || start, pause
 
|-
 
|  {{GCZButton}} || {{WiimoteMinusButton}} || {{ClassicMinusButton}} || select
 
|}
 
 
 
=== 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.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{Wiimote}} || {{Wiimote}}+{{Nunchuck}} || Action
 
|-
 
| {{WiimoteHomeButton}} || {{WiimoteHomeButton}} || go to game menu to change weather (unless nighttime)
 
|-
 
| {{WiimoteDPad}} || {{NunchuckControlStick}} || walk
 
|-
 
| point {{Wiimote}} at sky || point {{Wiimote}} at sky  || charge Gun Del Sol
 
|-
 
| point {{Wiimote}} at ground || point {{Wiimote}} at ground  || block sunlight
 
|-
 
| swing {{Wiimote}} || swing {{Wiimote}} || swing sword
 
|-
 
| {{WiimoteBButton}} || {{WiimoteBButton}} || shoot Gun Del Sol
 
|-
 
| {{WiimoteAButton}} || {{WiimoteAButton}} || action, use, talk, open, read, etc.
 
|-
 
| {{Wiimote1Button}} || {{NunchuckZButton}} || change element, change subscreen (L)
 
|-
 
| {{Wiimote2Button}} || {{NunchuckCButton}} || look around
 
|-
 
| {{Wiimote2Button}} || {{Wiimote2Button}} || change subscreen (R)
 
|-
 
| || {{Wiimote1Button}} || fast forward, turbo
 
|-
 
| {{WiimotePlusButton}} || {{WiimotePlusButton}} || start
 
|-
 
| {{WiimoteMinusButton}} || {{WiimoteMinusButton}} || select
 
|}
 
 
 
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.
 
 
 
=== WarioWare Twisted ===
 
 
 
WarioWare Twisted uses similar controls to the Gameboy game.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{WiimoteHorizontal}} || {{Wiimote}}+{{Nunchuck}} || Action
 
|-
 
| rotate {{WiimoteHorizontal}} || rotate {{Wiimote}} || rotate
 
|-
 
| {{Wiimote2Button}} || {{WiimoteAButton}} || confirm
 
|-
 
| {{Wiimote1Button}} || {{WiimoteBButton}} || back
 
|-
 
| {{WiimoteAButton}} || {{NunchuckZButton}} || grab hold of menu
 
|-
 
| {{WiimotePlusButton}} || {{WiimotePlusButton}} || start
 
|}
 
 
 
=== Kirby's Tilt n Tumble ===
 
 
 
Kirby's Tilt n Tumble uses similar controls to the Gameboy game.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{WiimoteHorizontal}} || {{Wiimote}}+{{Nunchuck}} || Action
 
|-
 
| tilt {{WiimoteHorizontal}} || tilt {{Wiimote}} || move, tilt the world
 
|-
 
| flick {{WiimoteHorizontal}} || flick {{Wiimote}} || jump, flip monsters
 
|-
 
| {{Wiimote2Button}} || {{WiimoteAButton}} || shoot out of hole, jump from cloud
 
|}
 
 
 
=== Mortal Kombat ===
 
 
 
All Mortal Kombat games use the same controls as Mortal Kombat Armaggedon, except that special moves gestures are not implemented yet.
 
* '''''Note!''' Gamecube control has a bug with inputs mapped to the same thing, do not use the gamecube controller in these games. Disable "Match Gamecube Controls" to play Mortal Kombat on Gamecube.''
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{Wiimote}}+{{Nunchuck}} || {{ClassicController}} || Action
 
|-
 
| {{NunchuckControlStick}} || {{ClassicDPad}} or {{ClassicLControlStick}} || walk, crouch, jump
 
|-
 
| {{WiimoteDPadLeft}} || {{ClassicYButton}} || 1, Low Punch
 
|-
 
| {{WiimoteDPadUp}} || {{ClassicXButton}} || 2, High Punch
 
|-
 
| {{WiimoteDPadDown}} || {{ClassicBButton}} || 3, Low Kick
 
|-
 
| {{WiimoteDPadRight}} || {{ClassicAButton}} || 4, High Kick
 
|-
 
| {{NunchuckZButton}} || {{ClassicRTrigger}} || block, start
 
|-
 
| {{WiimoteAButton}}  || {{ClassicZRButton}} || throw
 
|-
 
| {{NunchuckCButton}} || {{ClassicLTrigger}} / {{ClassicZLButton}} || change fighting style, run
 
|-
 
| {{NunchuckCButton}} / {{WiimoteMinusButton}} || {{ClassicLTrigger}} / {{ClassicZLButton}} / {{ClassicMinusButton}} || change character or costume, select
 
|-
 
| {{WiimotePlusButton}} || {{ClassicPlusButton}} || pause, start
 
|-
 
| {{WiimoteAButton}}+{{WiimoteBButton}} || || Turbo
 
|}
 
 
 
The standard moves match the arcade rather than the gameboy games, except in MK2.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! Buttons || Action || Action in Mortal Kombat 2
 
|-
 
| Down + HP || Uppercut || Uppercut
 
|-
 
| Down + LP || Crouching punch || Uppercut
 
|-
 
| Back + HK || Roundhouse kick || Sweep kick
 
|-
 
| Back + LK || Sweep kick || Sweep kick
 
|-
 
| Forward + HK || Normal high kick || Roundhouse kick
 
|}
 
 
 
The special moves match the gameboy games, see a gameboy movelist for the specific game.
 
 
 
==== New Mortal Kombat Characters ====
 
New characters have been added to Mortal Kombat 3: Chameleon, Khameleon, Noob Saibot, Frost, Reptile, and Scorpion. The secret character Smoke can now be selected, as can boss Shao Khan. Sektor, Cyrax and Smoke now have human forms. Sub-Zero, Kano, and Kabal now have Cyborg forms. All these can be selected by pressing the Change Style button ({{NunchuckCButton}}, {{ClassicLTrigger}}, {{ClassicZLButton}}) or the Select button ({{WiimoteMinusButton}}).
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
!colspan=3| Mortal Kombat 3
 
|-
 
| Sindel || Sektor <br/>{{NunchuckCButton}} Human Sektor || Kabal <br/>{{NunchuckCButton}} Cyborg Kabal
 
|-
 
| Sheeva || Cyborg Smoke<br/>{{NunchuckCButton}} Human Smoke <br/>{{NunchuckCButton}} Reptile <br/>{{NunchuckCButton}} Scorpion || Sub-Zero <br/>{{NunchuckCButton}} Cyborg Sub-Zero <br/>{{NunchuckCButton}} Noob Saibot <br/>{{NunchuckCButton}} Frost <br/>{{NunchuckCButton}} Chameleon
 
|-
 
| Kano <br/>{{NunchuckCButton}} Cyborg Kano || Sonya Blade<br/>{{NunchuckCButton}} Khameleon || Cyrax <br/>{{NunchuckCButton}} Human Cyrax || Shao Khan
 
|}
 
 
 
* Chameleon randomly changes between the move-sets, and colours, of the Ninjas originally in the game: Sub-Zero, Smoke, Sektor, and Cyrax.
 
* Khameleon randomly changes between the move-sets, and colours, of the Females originally in the game: Sindel, Sheeva, and Sonya.
 
* Reptile and Scorpion share the same moves as Smoke.
 
* Frost and Noob Saibot share the same moves as Sub-Zero.
 
 
 
New characters have also been added to Mortal Kombat Advance.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
!colspan=7| Mortal Kombat Advance
 
|-
 
|colspan=7| Hu. = Human, Un. = Unmasked, Cy. = Cyborg
 
|-
 
|Rain<br/>Cy. Rain<br/>Un. Rain||Reptile<br/>Cy. Reptile<br/>Un. Reptile<br/>Chameleon<br/>Cy. Chameleon||Stryker||Jax<br/>Hu. Jax<br/>Cy. Jax||Nightwolf||Jade<br/>Khameleon||Noob Saibot<br/>Cy. Noob Saibot<br/>MK3 Noob Saibot<br/>Classic Saibot
 
|-
 
|Sonya||Kano<br/>Cy. Kano||Mileena<br/>Tanya||Ermac<br/>Cy. Ermac<br/>Ruby||Classic SubZero 1<br/>Cy. SubZero 1<br/>Un. SubZero 1<br/>Noob SubZero<br/>Frost 1||Un. SubZero 2<br/>Cy. SubZero 2<br/>MK2 SubZero<br/>Frost 2||Kung Lao
 
|-
 
|||Sektor<br/>Hu. Sektor||Kitana<br/>Skarlet||Hu. Smoke<br/>Cy. Smoke||Scorpion<br/>Cy. Scorpion||Cyrax<br/>Hu. Cyrax
 
|-
 
|||Kabal<br/>Hu. Kabal||Sindel||Cy. Smoke<br/>Hu. Smoke||Liu Kang<br/>Johnny Cage<br/>Blaze<br/>Hornbuckle||Shang Tsung<br/>Motaro<br/>Shao Khan
 
|}
 
 
 
* Chameleon randomly changes between the colours of the male ninjas: Sub-Zero, Scorpion, Reptile, Smoke, Ermac, Rain, Sektor, Cyrax, and Tremor. His moves are the same as Reptile's. Tremor is a Lin Kuei from the comics who I tried to add but failed.
 
* Khameleon randomly changes between the colours of the female ninjas: Kitana, Mileena, Jade, Tanya, Ruby, and Skarlet. Her moves are the same as Jade's.
 
* Tanya, Johnny Cage, Blaze, and Hornbuckle all share Liu Kang's moves.
 
* Hornbuckle is a character seen in the background of MK1 fighting Blaze.
 
* Frost has either Sub-Zero 1's or Sub-Zero 2's moves, depending on how you chose her.
 
* Ruby has the same moves as Ermac (she is a follower of Ermac's from the comics).
 
* Skarlet has the same moves as Kitana, and is a character rumoured to be in MK2.
 
* Shang Tsung can't morph into Rain or any of the added characters.
 
* MK3 Noob Saibot looks and moves like Kano.
 
* Classic Saibot looks like his former self Sub-Zero, but has his new Noob Saibot moves.
 
* Noob Sub-Zero has his new Noob Saibot look, but still has his classic Sub-Zero moves.
 
* Human Smoke and Cyborg Smoke have slightly different moves. Other cyborgs/humans keep their original moves.
 
* Currently only Rain keeps his correct sprites in all his forms when doing his special moves (but not when doing the ninja slap). Other characters temporarily revert to their original sprites to do a special move. That's because I was lazy.
 
* Some colour palettes are not perfect, sorry.
 
 
 
=== Lego Star Wars ===
 
 
 
Both Lego Star Wars games use the same controls as Lego Star Wars: The Complete Saga for the Wii, and Lego Star Wars (and other Lego games) for the PC. But the two force powers controlled by the same button in those games are now controlled by two different buttons. So Z is now Z or -, and J is now J or I.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{Wiimote}}+{{Nunchuck}} || {{USBKeyboard}} || Action
 
|-
 
| {{NunchuckControlStick}} || W, A, S, D || walk
 
|-
 
| {{WiimoteAButton}} || U || jump
 
|-
 
| {{WiimoteBButton}} || H || shoot
 
|-
 
| {{NunchuckZButton}} || I || use force, build lego
 
|-
 
| {{WiimoteMinusButton}} || J || force power, special ability
 
|-
 
| Swing {{Wiimote}} || H || light-saber
 
|-
 
| Flick {{Wiimote}} || J || grapple (gun characters)
 
|-
 
| {{NunchuckCButton}} || K, LCtrl ||  change characters, talk to people
 
|-
 
| {{WiimotePlusButton}} || Enter || start, menu
 
|-
 
| {{Wiimote1Button}} or {{Wiimote2Button}} || Spacebar || 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.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{Wiimote}}+{{Nunchuck}} || Action
 
|-
 
| {{WiimoteAim}} || aim wand (after pressing B) in HP5
 
|-
 
| {{NunchuckControlStick}} || walk
 
|-
 
| {{NunchuckZButton}} || run (fast forward), sneak
 
|-
 
| {{WiimoteAButton}}  || action, push button, talk, read, etc., Jinx
 
|-
 
| {{WiimoteBButton}}  || use your wand, cancel
 
|-
 
| {{WiimoteMinusButton}} || Maurauder's Map, tasks
 
|-
 
| {{WiimotePlusButton}} || pause, menu
 
|-
 
| {{NunchuckCButton}} || show location name, flute, jump
 
|-
 
| {{WiimoteDPad}} || navigate map or menu, L / R
 
|-
 
| {{Wiimote1Button}}, {{Wiimote2Button}} || change spells
 
|}
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
!colspan=2| Harry Potter 1-3 keyboard
 
|-
 
! {{USBKeyboard}} || Action
 
|-
 
| Arrow Keys / W, A, S, D || walk, navigate menu
 
|}
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
!colspan=2| Harry Potter 4 keyboard
 
|-
 
! {{USBKeyboard}} || Action
 
|-
 
| Arrow Keys || walk
 
|-
 
| Shift || fast forward
 
|-
 
| X || jinx
 
|-
 
| C || charm
 
|-
 
| Enter || talk, interact
 
|-
 
| Tab || select
 
|-
 
| Space || start, menu
 
|-
 
| A, D || L / R
 
|}
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
!colspan=2| Harry Potter 5 keyboard
 
|-
 
! {{USBKeyboard}} || Action
 
|-
 
| W, A, S, D || walk
 
|-
 
| Enter || talk, interact
 
|-
 
| Arrow Keys Left / Right || L / R
 
|-
 
| Arrow Keys Up / Down || toggle wand
 
|-
 
| Shift || run (fast forward)
 
|-
 
| Tab || select
 
|-
 
| Spacebar || start
 
|}
 
 
 
=== Medal of Honour ===
 
 
 
All the Medal of Honour games use the same controls as various Medal of Honour games and modes on the Wii.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{Wiimote}}+{{Nunchuck}} || Action
 
|-
 
| {{NunchuckControlStick}} || walk
 
|-
 
| {{NunchuckZButton}} || run (fast forward), sneak
 
|-
 
| {{WiimoteAim}} || turn (MOH Underground only)
 
|-
 
| {{WiimoteBButton}}  || shoot
 
|-
 
| {{WiimoteMinusButton}} || use
 
|-
 
| {{WiimotePlusButton}} || pause, objectives, menu
 
|-
 
| {{NunchuckCButton}} || strafe
 
|-
 
| {{WiimoteDPadUp}} or {{Wiimote2Button}} or swing {{Wiimote}} up || reload
 
|-
 
| {{WiimoteDPadDown}} || toggle crouch
 
|-
 
| {{WiimoteDPadLeft}}, {{WiimoteDPadRight}} || change weapon
 
|-
 
| {{Wiimote1Button}} || run
 
|}
 
 
 
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.
 
 
 
=== 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.
 
 
 
{| class="wikitable" style="left;text-align:center;"
 
|-
 
! {{GCNController}} || {{Wiimote}}+{{Nunchuck}} || Action
 
|-
 
| {{GCControlStick}} || {{WiimoteDPad}} or {{NunchuckControlStick}} || move, direction
 
|-
 
| {{GCYButton}} || {{WiimoteBButton}} || jump, select menu item
 
|-
 
| {{GCAButton}} || {{WiimoteAButton}}  || attack, cancel menu
 
|-
 
| {{GCXButton}} || {{WiimoteDPadUp}}+{{WiimoteAButton}} || attack up
 
|-
 
| {{GCBButton}} || {{NunchuckZButton}} || grab
 
|-
 
| double click {{GCLTrigger}} and hold || double click {{NunchuckCButton}} and hold || dash
 
|-
 
| {{GCRTrigger}} || {{WiimoteMinusButton}} || change character
 
|-
 
| {{GCStartButton}} || {{WiimotePlusButton}} || start, pause menu
 
|-
 
| {{GCControlStickC}} right || {{Wiimote2Button}} || fast forward
 
|-
 
| || {{Wiimote1Button}} || select
 
|}
 
  
 
== Changelog ==
 
== Changelog ==

Revision as of 10:13, 1 May 2009

Template:Infobox homebrewapp

A Game Boy Advance / Game Boy emulator for the Wii based on VBA-M.

Features

  • Wiimote, Nunchuk, Classic, Gamecube controller, Mouse and Keyboard support
  • Rotation sensors, Solar sensors, and Rumble support
  • Optional special Wii controls built-in for some games
  • 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.

Discussion

You can discuss this emulator at TehSkeen

Controls

In Menu

GameCube Controller Wiimote.svg WiimoteHorizontal.svg Wiimote.svg+Nunchuck alternative.svg ClassicController.svg Action
Gamecube D-Pad Up / Gamecube D-Pad Down or GameCube Control Stick Wiimote D-Pad Up / Wiimote D-Pad Down Wiimote D-Pad Up / Wiimote D-Pad Down Wiimote D-Pad Up / Wiimote D-Pad Down or Nunchuck Control Stick or Nunchuck C Button Classic D-Pad Up / Classic D-Pad Down or Classic Left Control Stick Move through the Menu
Gamecube D-Pad Left / Gamecube D-Pad Right or GameCube Control Stick Wiimote D-Pad Left / Wiimote D-Pad Right Wiimote D-Pad Left / Wiimote D-Pad Right Wiimote D-Pad Left / Wiimote D-Pad Right or Nunchuck Control Stick Classic D-Pad Left / Classic D-Pad Right or Classic Left Control Stick Page up / page down
Gamecube A Button Wiimote A Button Wiimote 2 Button Wiimote A Button Classic a Button Select menu item, change setting
Gamecube B Button Wiimote B Button Wiimote 1 Button Wiimote B Button Classic b Button Swap between list box and buttons
Wiimote HOME Button Wiimote HOME Button Wiimote HOME Button Classic HOME Button Exit (main menu), return to game (game menu)

Keyboard and mouse don't work in the menu yet, only in-game.

In Game (by default)

The controls can be changed in "Controller Configuration" menu.

GameCube Controller WiimoteHorizontal.svg Wiimote.svg+Nunchuck alternative.svg ClassicController.svg Action
GameCube D-Pad or GameCube Control Stick Wiimote D-Pad Wiimote D-Pad or Nunchuck Control Stick Classic D-Pad or Classic Left Control Stick GBA DPad
Gamecube A Button Wiimote 2 Button Nunchuck Z Button Classic b Button A
Gamecube B Button Wiimote 1 Button Nunchuck C Button Classic y Button B
GameCube L Trigger Wiimote B Button Wiimote 2 Button Classic L Trigger L
GameCube R Trigger Wiimote A Button Wiimote 1 Button Classic R Trigger R
GameCube Z Button Wiimote - Button Wiimote - Button Classic - Button SELECT
GameCube START Button Wiimote + Button Wiimote + Button Classic + Button START
Left Gamecube C Control Stick Wiimote HOME Button Wiimote HOME Button Classic HOME Button Emulator menu
Gamecube C Control Stick Right Wiimote A Button+Wiimote B Button Wiimote A Button+Wiimote B Button Classic Right Control Stick Right Turbo Mode
Gamecube C Control Stick Up/Down Classic Right Control Stick Up/Down Zoom In/Out

Match Wii Controls

Special Wii controls exist for many games. See link for more details.

Changelog

2.0.1 - April 30, 2009

  • Multiple state saves now working
  • Built with more stable libogc/libfat
  • Fixed settings saving glitches
  • Fixed Mortal Kombat GameCube controller bug
  • Fixed Zelda DX palette bug
  • Fixed Harry Potter 1-3 keyboard bug

2.0.0 - April 27, 2009

  • New GX-based menu, with a completely redesigned layout. Has Wiimote IR support, sounds, graphics, animation effects, and more
  • Thanks to the3seashells for designing some top-notch artwork, to Peter de Man for composing the music, and a special thanks to shagkur for fixing libogc bugs that would have otherwise prevented the release
  • Onscreen keyboard for changing save/load folders and network settings
  • Menu configuration options (configurable exit button, wiimote orientation, volumes)
  • New save manager, allowing multiple saves and save browsing. Shows screenshots for Snapshot saves, and save dates/times
  • Added video shifting option
  • Added video mode selection (recommended to leave on Automatic)
  • ROM filenames are now displayed shortened by removing unnecessary characters from name
  • USB Mouse support (buttons only)
  • Keyboard shift key bug fixed
  • Built-in 14 colour palettes for some monochrome gameboy games (Magnetic Soccer, Malibu Beach Volleyball, Marble Madness, Metroid 2, Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, Mr. Do!)
  • Rumble works in GBC games designed for rumble cartridges but shipped without rumble cartridges, such as Disney's Tarzan for GBC
  • Improved Mortal Kombat Wii Controls
  • Mortal Kombat games now have many extra characters to choose
  • Wii Controls for more Teenage Mutant Ninja Turtles games
  • Improved Lego Star Wars controls
  • Boktai menu now tells you when there can't be sun because it is night
  • Zelda cheat button removed
  • Minor bug fixes

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