WinUAEX Amiga Emulator port for XBox v2 what's New: - Fixed screen tearing - Should automatically switch to PAL50 mode for PAL users - New Options + Adjustable CPU/Chipset finegrain tuning from 100% CPU/0% Chip to 0% CPU/100% Chip Makes some games (e.g. Gloom) much more like the real thing + 1MB FastRAM + Sound quality - Exact/Slower, Good/Faster Some games like Batman : The Movie have to think reeeeal hard when the sound quality is exact and it results in very slow game play. Set it to Good/Faster and things speed up to normal again. - Fixed mouse bug with Frontier : Elite 2 AGA version - Fixed bug with filenames inside zips containing '+' characters - Fixed bug with launching large files from ISO9660 discs - The image you select from the file-selection screen will now always boot regardless of how your disk configuration has changed during gameplay. - 5 hard drive slots instead of just one Device name, volume name, read/only, boot priority are configurable now also You'll need to re-configure your HD games in order for them to work. Stella, Gnuboy, SMSPlus, FCEUltra, HUGO, NeoPop, DGen, Bochs, HUGO-CD, FMSXBox, Bliss, WinSTon, Gens, Z26X, StepmaniaX, PCSXBox, XBoyAdvance, DOSXBox, AtariXLBox, MirrorMagicX, KoboX, MaelstromX, MarblesX, Vice64X, Vice20X, VicePETX, KegsX, XPired, AdamX, WonderSwanX, BeatsOfRageX, PowermangaX, LynxBox, BlueMSXBox, GladiatorX, AmphetamineX, StarfighterX, PachiX, BlobWarsX, OdysseyX, ArnoldX, X68000X, WinUAEX what's next? Enjoy! ----------------------------------------------------------------- WinUAEX Amiga Emulator port for XBox v1 http://xport.xbox-scene.com http://www.winuae.net/ Thanks to J-Red for another great skin! Features : - Emulates Amiga - Excellent compatibility - ported from WinUAE 0.8.27 - ZIP support - Cheat system - Search/Create your own cheat codes (see notes) - Favorites list - Save states - Virtual Keyboard - go to Controller Configuration / UI Mappings to select the button combo that will bring up the Virtual Keyboard while in-game. - Real keyboard support - Real mouse support - Hard drive files (HDF) and hard drive directory support - Lots of WinUAE customization options - Fast forward/throttle - Resizable game screen - Skin-able : - Backgrounds - Sounds - Background Music - Sprites - Text position (right/left/center, top/bottom/center) - Text color, select bar color - Font - Fading speed - Screenshot position - Can specify 2 sprites to surround the selected menu option - Option to have a transparent select-bar color (from select-color menu) - Can flip sprites horizontally/vertically - Can set motion_x and motion_y variables for sprites - Sprites can loop continuously or just once - If you want to change the way something looks in this new UI, chances are that you can change it via the Configuration menu. - Save Game management - delete save game files - Text file viewer - ISO9660 support - User definable save directory. If you don't like the default of E:\SAVES\WINUAEX you can change it via the menu - Take in-game screenshots and display them on the game selection list - New UI feature - auto-screenshot capture mode. When enabled, the emu will start taking screenshots at a user-defined interval. Useful for ripping sprites/animation. - Hardware filtering options : Point, Bilinear, Trilinear, Anisotropic - Record/Playback feature - record your gameplay in the emu and then play it back again. Record up to 10 minutes of gameplay. - Every single in-game command is fully customizable on any of the four joypad controllers. - Map any emulator or UI command to a single button or a combination of two buttons. (e.g. RTrigger+LTrigger = Save State) - Autofire capabilities for any emulator button on any controller - One-button combos (define a series of emulator commands to be played back when you press a user-definable XBox controller combination.) (E.g. Press RTrigger+LTrigger to execute the command string A,B,A,B,Up,Down,Left,Right) - Traverse any directory on any drive ( Continue selecting the parent directory entry on the file selection list to get the drive selection list. Selectable drives are C, D, E, F, R, X, Y, Z, and SMB. R is the CDROM drive. SMB is the samba share you have defined in your WINUAEX.ini file.) Press Y from any file-listing screen to go up one directory level. - All UI commands (save state, load state, screenshot, etc) can be invoked from the Options/Pause menu as well as in-game via your customized joypad mappings. - Can be invoked from a command-line to directly run a game from a front-end or dashboard and bypass the user-selection screens. (Only if the frontend or dashboard supports this feature.) - Can return to the launching program *if* the launching program supports this feature. For example, if the custom-launch routines are incorporated into a new frontend, that frontend could launch WINUAEX and when you exit WINUAEX, that frontend can be automatically reloaded. Default ROM dir is D:\AMIGADISKS =============== Important Notes =============== -------------- Kickstart ROMs -------------- You need to put the following ROM files into the D:\ROMS directory: KICK12.ROM KICK13.ROM KICK20.ROM KICK30.ROM KICK31.ROM These are the so-called "Kickstart" ROM images that are REQUIRED in order for WinUAEX to be functional. Search google for "kickstart roms" and I'm sure you'll find them. -------- Cutbacks -------- WinUAE eats up a LOT of memory. I had to remove the following: Software graphics filters (2xSai, AdvanceMame2x, etc, etc) MP3 playback Network sharing (Samba, Relax, netplay) Hi-definition modes (720p, 1080i) If you put a different skin on, I don't recommend using any sprites or sounds because if you add too much, it may prevent WinUAEX from being able to load any games. I don't think these restrictions will be really disappointing to people, though. ------------------------- Using Disks + Save states ------------------------- When you change disks while playing, the configuration of the game is updated as well. For example, if I start a game with DISK1 and then during the game I change the disk in drive 1 from DISK1 to DISK2, then the configuration of the game will now state that the disk in drive 1 is DISK2. When you start the game again from the main menu, it will try to boot off of DISK2. This is intentional. Save states for multiple disk games requires that the disks present in the drives when the state was saved are there when the state is reloaded. If you are playing a game where you have to change the disks during gameplay, then I strongly suggest these tips: - Turn on auto-loading of save states - After you have changed a disk, wait until the game has finished loading whatever it needs and then save the state. Always remember to save the state after each disk swap. If you do this, then when you exit the game and restart it in the future, the disks will be set correctly in the configuration screen, the state will automatically load, and you'll be all set. ----------------- Weird Speedup Bug ----------------- There is a strange bug that has popped up a couple of times during testing that I have not been able to find. If you notice that the game you are playing is going way too fast, then simply exit out of it and restart (or save the state and immediately load the state again.) It should be fine after that. ----------------------------- Save States + Hard Drive = No ----------------------------- Saving states while using hard drives is not supported in WinUAE, therefore it is not supported in WinUAEX. You can still save/load the states, but there is no guarantee that it will work with hard drive images. I've had it work fine for me in some cases and in other cases it has crashed. ------------------ Game Configuration ------------------ The default configuration will work with most non-AGA games, but some games do require tweaking. For AGA games, I suggest using KICK31. There are lots of tutorials, docs, and forums about configuring games for use in WinUAE. I suggest you read them first if you are having a problem getting a game to run. I have found that just about every game will work if you fiddle with the settings enough. There are also different versions of various games. If one does not work, try to find another. In the few cases that I couldn't get a game to work, I found that it also did not work in the Windows version of WinUAE. Here are some general configurations that have worked well for me: #1 - This is good for standard A500 games, including Shadow of the Beast 68000 Kickstart 1.3 512k Chip Mem defaults for everything else #2 - This is good for some more advanced games (A1200) 68020 Kickstart 3.1 2MB Chip mem defaults for everything else #3 - This is good for AGA games 68020 Kickstart 3.1 2MB Chip mem AGA Chipset defaults for everything else -------------------------- Amiga Controllers Defaults -------------------------- It seems the normal configuration that many games expect is for a mouse to be plugged into port 1 and a joystick in port 2. The default configuration for your controller is as follows: The following buttons apply to the controller assigned to port 2 which is defaulted to an Amiga Joystick: XBox DPAD - Port 2 Up/Down/Left/Right XBox A - Port 2 Button 1 (Joystick Button 1 or Mouse Left Button) XBox B - Port 2 Button 2 (Joystick Button 2 or Mouse Right Button) XBox X - Port 2 Button 3 (Joystick Button 3 or Mouse Middle Button) The following buttons apply to the controler assigne to port 1 which is defaulted to an Amiga Mouse: XBox Y - Port 1 Button 1 (Joystick Button1 or Mouse Left Button) XBox Black - Port 1 Button 2 (Joystick Button 2 or Mouse Right Button) XBox White - Port 1 Button 3 (Joystick Button 3 or Mouse Middle Button) The XBox Left Thumbstick will always control the mouse cursor regardless of the port to which it is assigned. (The same thing applies to a real mouse if you have one connected.) Questions? Select the HELP option from the Main Menu or go to my website, noted above, for FAQs. ============= Configuration ============= Everything can be changed from the configuration menu. To change things like default save directory, default game directory, etc, go to Main Menu -> Configuration -> Change Default Directories =============== Menu Navigation =============== Select menu options with the DPAD or with R/LTrigger. The speed of R/LTrigger movements can be controlled by : Configuration -> Menu Scroll Speed There are some places where you can enter or change values. This can usually be done in a variety of ways include DPAD Left/Right, R/L Trigger, and L/R Thumb. Try all of them if the values are changing too slowly. "A" selects the highlighted choice. "B" cancels/returns. "Y" from a file-select list will go up one directory. ================ Text File Viewer ================ DPAD Up - Up one line DPAD Down - Down one line DPad Left - Up one page DPAD Right - Down one page R Trigger - Scroll down L Trigger - Scroll up A - Start search X - Continue last search White - Top of file Black - End of file Y - Simulate fixed-width font Back - Decrease width of simulated fixed-width font Start - Increase width of simulated fixed-width font B - Exit ===== SKINS ===== Instructions for making a new skin: - Create a new directory off of your SKINS directory (default skins directory is D:\EMUSKINS - Place your sound/font/graphic media files in this new directory - Load WINUAEX - "Select Skin" from the main menu and select your new directory. - Select Configuration - select Configure Skin - Use the menus to select your new media files and change your settings - When you are satisfied with what you have, go back to the main menu. - Select "Configuration" - Select "Overwrite D:\*.ini and D:\emuskins\\<skin>\\settings.ini" This will write the skin settings in your skin directory (if your skin directory is on the hard drive.) - You're done! You can package up the directory and share it with your friends. If you wish to use sprites in your new skin, then read the following: - Create a subdirectory off of your new skin directory called SPRITES e.g. D:\EMUSKINS\NEWSKIN\SPRITES - In this new SPRITES directory create a 0-based numeric directory for each sprite you wish to make. This means that if you have 4 sprites you wish to load, the directory names *must* be called 0, 1, 2, and 3. Do not call them 1, 2, 3, and 4. Do not call them 0, 3, 5, 6. Do not call them SPRITE1, SPRITE2, SPRITE3, SPRITE4. - Inside each of these new directories, you must place the sprite frames. Each frame is represented by a BMP, PNG, or JPG file. The order of the frames is given by the filenames. These filenames must also be named with 0-based numbers. For example, 0.png, 1.png, 2.png. Look at the sprites directory of the included default skin to see how it works. - Do not skip numbers when naming sprite directories or sprite frame filenames. A list of directories called 0,1,2,5,7 is *INVALID*. Similarly, a list of files called 0.png, 1.png, 4.png, 5.png is also *INVALID*. Also be aware of memory constraints. Let's say you have a frame of a sprite called 0.png. This picture file is 90 pixels wide and 130 pixels high. This will get rounded up to a 256x256 pixel 32bit picture. This means that it will consume 256x256x4 bytes (256KB) of memory. If your sprite has 10 frames of animation, that's around 2.5MB of memory. Keep this in mind before you make ultra-smooth moving sprites with hundreds of frames of animation. You can check your available memory by going to Configuration -> Configure Skin -> Show Available Memory If you make/configure a skin and WINUAEX does not load the next time you play it, then you need to delete the E:\SAVES\WINUAEX\WINUAEX.INI and E:\SAVES\WINUAEX\SKIN_SETTINGS.INI files. WINUAEX should work fine again, but you'll have to reconfigure your skin. The problem was probably that one of your resources (like a WAV or background file) was specified incorrectly or was never changed from the old skin. Carefully look at the E:\SAVES\WINUAEX\SKIN_SETTINGS.INI file to make sure that all filenames exist in your skin directory. ==================== Controller Remapping ==================== Configuration -> Configure Controllers There are 32 general/all-purpose emulator "buttons" or actions. Each of these buttons can be assigned a specific emulator action. For example, Emu Button 1 can be A, or B, or DPad Down, etc. These "emu buttons" can then be assigned XBox triggers. For example, Emu Button 1 (which you have mapped to, for example, A) can be triggered by XBox controller button B. The default button mappings should provide enough information on how the system works and how it can be used. ========== Autofiring ========== Configuration -> Configure Controllers -> Controller # -> Change Autofire Each "Emu Button" can be set up for autofiring. Simply set the autofire variable to a non-zero value. This value indicates how long the emulator should wait before releasing and re-pressing the button. A value of 1 might be too fast to register on some games. I suggest setting it to a number like 5 first and them fine-tuning it. ====== Combos ====== Setting up a combo can be kind of tricky because you need to know exactly what the game expects to have happen on the joypads to execute the special move. For example, let's say that we want to map a standard move that is described like this : D, DR, R, A D = Down, DR = Down+Right, R = Right, A = A button First, set the delay to a number like 2 or 3. Then set up the moves. In this case, any (or none) of the following might work: Down Down+Right Right Right+A Right OR Down Down+Right Right+A OR Down Down+Right Right Right+A Right+A Right+A You will probably need to fine-tune each combo move before it works, but you'll soon get the hang of it. ================================================== Cheating System - How To Make Your Own Cheat Codes ================================================== Special Note for Z26 - In many Atari 2600 games, certain important values (like the number of lives you have, etc) are stored as a nibble value. A nibble is half of a byte. For example, in Asteroids your number of lives and the current direction you are pointing are stored in the same byte. (High nibble is the number of lives and the low nibble is the direction.) When searching for cheat codes, I would advise using *only* the "equal to" or "not equal to" options. Just about every single port I've released has this feature, and I occasionally hear people asking "how does it work?" This is easiest to explain by example: 1) Start playing a game. 2) Go to Options Menu and select "Start Search for Cheat Code" 3) Go back to game and lose a life 4) Go to Options Menu and select "Continue Search For Cheat Code" 5) Select "Search For Values Less Than Before" because when you first selected "Start Search For Cheat Codes" you had one more life than you do now. You will see the number of matches go down. 6) If the number of matches is greater than 10, then perform actions 3, 4 and 5 continually until the number of matches is less than 10. If you run out of lives, then just start playing the game again. (Do not exit the emulator and select the game again - just start another game from within the emulator.) Now you will have a full stock of lives, which is *more* than the last time you checked your values. So when you continue searching, you'll want to select "Search For Values Greater Than Before." Then go through steps 3-5 over and over until you have less than 10 matches. 7) Now that you have less than 10 matches, you can add the codes to your list. If the search narrowed the list down to 1 possible match, it will automatically add it to your list. Now you can "List Cheat Codes" and selectively turn on/off the cheat codes to try them out and see which on is the right one. Alternately, you can use the "Search For An Exact Value" option if you already know the number you wish to change. Example: Let's say you are playing Dragon Warrior and your character currently has 25 Hit Points. Follow these instructions: 1) Go to Options Menu and select "Start Search for Cheat Code" 2) Select "Continue Search For Cheat Code" 3) Select "Search For an Exact Value" and enter 25 as the number. The number of matches should decrease very quickly. 4) Go back to the game and do something to change your Hit Points amount. For example, let's say you drink a potion and your Hit Points are now 35. 5) Go to options menu and select "Continue Search For Cheat Code" 6) Select "Search For an Exact Value" and enter 35 as the number. Chances are very good that the number of matches will be down to one or two. Just try out the codes to see which one gives you infinite Hit Points! Advanced Cheat Code Usage: Cheat codes have the following format: TT AAAAAA VVVV TT = Type AAAAAA = Address VVVV = Value You can hand-edit the cheat codes you've created. Go to the Cheat Code list, select a code, and select Edit. Let's say you've already created a cheat code that keeps your hit points at 25. The last four hex digits of your code will be 0019 (which is hexidecimal for 25.) You can change the last two digits to, for example, FF which will give you 255 hit points instead of 25. More sophisticated codes can be made by altering the Type: Type Table 80 - Means set the 16-bit value (0-65535) pointed to by the cheat code address to the cheat code value. 30 - Means set the 8-bit value (0-255) pointed to by the cheat code address to the cheat code value. 10 - Means increase the 16-bit value pointed to by the cheat code address by the cheat code value. 11 - Means decrease the 16-bit value pointed to by the cheat code address by the cheat code value. 20 - Means increase the 8-bit value pointed to by the cheat code address by the cheat code value. 21 - Means decrease the 8-bit value pointed to by the cheat code address by the cheat code value. D0 - Means only execute the next code in the list if the 16-bit value pointed to by the cheat code address is equal to the cheat code value D1 - Means only execute the next code in the list if the 16-bit value pointed to by the cheat code address is not equal to the cheat code value D2 - Means only execute the next code in the list if the 16-bit value pointed to by the cheat code address is less than the cheat code value D3 - Means only execute the next code in the list if the 16-bit value pointed to by the cheat code address is greater than the cheat code value E0 - Means only execute the next code in the list if the 8-bit value pointed to by the cheat code address is equal to the cheat code value E1 - Means only execute the next code in the list if the 8-bit value pointed to by the cheat code address is not equal to the cheat code value E2 - Means only execute the next code in the list if the 8-bit value pointed to by the cheat code address is less than the cheat code value E3 - Means only execute the next code in the list if the 8-bit value pointed to by the cheat code address is greater than the cheat code value If you are familiar with cheat codes, you'll notice that these are standard Gameshark types. With enough experience you could make some seriously interesting codes with this system. For example, I played around with Super Mario Bros (NES) and found out that address 0007EE stores the number of coins and address 0007FA is the one's digit in the timer. Here are two codes: E0 0007FA 03 20 0007EE 01 Those codes mean that while the ones timer digit is equal to three, increase the number of coins by one. You won't see the coins updated on the overhead display in the game, but if you start a game, wait until the timer one's digit is a three and then collect a coin, you'll see that your coin value is actually much higher than one, now. Fun useless stuff. :P ================================================== Command-Line/Auto-Launching and Return to Launcher ================================================== This section is for the developers of frontends, dashboards, etc. WINUAEX can be started with parameters to automatically launch a game at startup. Example code can be found in the custom_launch_params.cpp file. There is also example code in that same file that will show you how to make WINUAEX load your frontend/dashboard when it exits. Stella, Gnuboy, SMSPlus, FCEUltra, HUGO, NeoPop, DGen, Bochs, HUGO-CD, FMSXBox, Bliss, WinSTon, Gens, Z26X, StepmaniaX, PCSXBox, XBoyAdvance, DOSXBox, AtariXLBox, MirrorMagicX, KoboX, MaelstromX, MarblesX, Vice64X, Vice20X, VicePETX, KegsX, XPired, AdamX, WonderSwanX, BeatsOfRageX, PowermangaX, LynxBox, BlueMSXBox, GladiatorX, AmphetamineX, StarfighterX, PachiX, BlobWarsX, OdysseyX, ArnoldX, X68000X, WinUAEX what's next? Enjoy! |