吧里有用vbagx在wii上wii怎么用硬盘玩游戏戏的朋友吗

&>&&>&&>&&>&正文
  准备:SD卡一张、SD读卡器一个(连接电脑用)、Wii主机一台(需安装the homebrew channel)
  将下载包内文件复制到SD卡根目录下
进入hbc后点击vba图标
会出现游戏列表。我们选择足球小将日版
瞬间进入足球小将,将手柄横过来即可开始游戏
  游戏中按home键可呼出菜单选择推出和设置等,gba游戏复制到\vbagx\roms目录下。
提示:支持键盘“← →”键翻页From WiiBrew
Visual Boy Advance GX is a
emulator for the Wii based on . The GUI is powered by .
Wiimote, Nunchuk, Classic, and Gamecube controller support
Rotation sensors, Solar sensors, and Rumble support
Optional special Wii controls built-in for some games
Editable 14-colour palettes for monochrome Gameboy games
SRAM and State saving
IPS/UPS patch support
Custom controller configurations
SD, USB, DVD, SMB, Zip, and 7z support
Compatiblity based on
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Turbo speed, video zooming, widescreen, and unfiltered video options
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.
If you are using the
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.
& 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 ".gb", ".gbc" or ".gba" format. To be clear, there will be 2 "vbagx" folders. One in your apps folder, and one on the SD root.
Launch the emulator using your .
were gracious enough to create an official Wii Channel. You can find it on the
You must have
to use this channel. Either upgrade to , or use the .
You must have
1.0.8+ running on IOS58 to run the installer. If HBC is not using IOS58, reinstall it.
This channel tries load /apps/vbagx/boot.dol from SD or USB. You must have Visual Boy Advance GX installed in one of these locations.
Copy the installer files to your SD/USB device
Launch the installer from HBC
Click Install
ROMs can be burned to a DVD-/+R (4.7GB max size & ISO 9660 file format).
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
page for additional information and troubleshooting.
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.
Games for Gameboy Advance, Gameboy Color, and Super Gameboy, are already in colour, and changing palettes for these games will have no effect. Unfortunately, some Super Gameboy games are programmed in greyscale and that can't be changed yet.
Monochrome games for the original Gameboy had four shades of grey. But with VBA-Wii you can define your own colour palettes for these games.
VBA Wii comes with palettes for these games: Alleyway, Baseball, Duck Tales, Kid Icarus, Magnetic Soccer, Malibu Beach Volleyball, Marble Madness, Metroid 2 (not DX), Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, Mr. Do!, The Simpsons: Bart and the Beanstalk, Super Mario Land, Tennis, Tetris, and TMNT: Fall of the Foot Clan
Other games will use a default palette of green background, white status bar, red sprites and blue sprites. This palette makes palette editing easier, but isn't all that suitable for most games. You should usually either edit the palette for these games, or switch to black and white mode. Or you can edit the default palette by manually editing the "sd:\apps\vbagx\palette.xml" file.
To switch between black and white and palette mode, start a game, go to the HOME menu, choose "Game Settings", choose "Video", and click on "Colorize Mono GB". The game "Megaman 1" will always be in black and white, to prevent flashing.
To edit the palette for the current game, go to the HOME menu, choose "Game Settings", choose "Video", and click on "Choose Palette" to go to the Palette Editor.
After editing the palette, the palette might appear screwed up in the game until the game changes palettes. To fix that, you might need to save the game and then start the game again, or you might need to press start to pause or go to the menu, then press start again, or you might need to try moving your sprite to the far left side of the screen.
The colours are divided into 4 columns, which are arranged by brightness.
The first column is the background. The bottom "background" colour is used for both the background tiles, and also for parts of the screen not covered by background tiles or any sprites. Sometimes the background can go in front of some sprites, and in those cases the bottom background colour is transparent.
The second column is the "window". Usually that means the status bar and HUD, but it's sometimes used for other things, for example in Mortal Kombat 1, the entire game screen except the status bar is the window. VBA Wii is the only Gameboy emulator that lets you change the window colours, in other emulators the window uses the background colours.
The third column, "OBJ", is for sprites that use palette 0. Sprites only have 3 colours, because one is always transparent. Games can choose which three of the four brightness levels will be used (that's why there are two sprite palettes). In the editor it's assumed that the first three brightness levels will be chosen. When the game chooses different brightness levels, some of those colours will be brightened or darkened in-game. Black is assumed to be 10% brightness, while dark grey is assumed to be 40% brightness. That means half the time, the colour you choose for OBJ 2 will appear 4 times darker in-game, so you might need to make it very bright. Other colours also will appear at different brightnesses, but not by a factor of 4.
The fourth column "SPR", is for sprites that use palette 1. It has the same issues as specified above. VBA on other platforms uses the same colours for both palette 0 and palette 1, but VBA Wii lets you change them separately. Palette 1 is often used for some monsters, or for when your character takes damage, or for making collectible items flash.
Clicking on any colour will pop up a colour editor window. You change a colour by choosing how much red, green, and blue are mixed together. You can only go up or down 8 at a time. It is in hexadecimal, which means it goes up to F instead of up to 9. F means 15.
red+green+blue = white
red+green = yellow
two parts red, one part green = orange
dark orange is brown, especially if you mix in a bit of blue
red+blue = magenta (pinkish purple)
two parts blue, one part red = purple
two parts red, one part blue = hot pink
green+blue = cyan (bright blue/green)
two parts blue, one part green = light blue
To make a colour paler, mix in a little bit of all the other colours
Clicking on the "load / save" button will save the palette changes. Unless you are worried about a power failure, this is unnecessary, since they are saved automatically when you close. This button will have more features in the next version.
The palette will be saved whenever you close the editor window.
As mentioned above, after editing the palette, the palette might appear screwed up in the game until the game changes palettes. To fix that, you might need to save the game and then start the game again, or you might need to press start to pause or go to the menu, then press start again, or you might need to try moving your sprite to the far left side of the screen.
Once the emulator has created the palette.xml file (by playing a mono game), you can edit it manually to change the palettes. This might be quicker and easier than editing inside the emulator. It also lets you edit the default palette to something more suitable. And it lets you set some games to play in Black and White mode.
You can, and should, share your palette.xml with other users if you have made palettes for other games.
Game names in the palette.xml file are based on the ROM's internal name, not the filename. That means you only have to set the palette once even if you have several files for different regions. It also means you can use other people's xml files without worrying what they named their ROMs. If you need to know the game's internal name, you can check in VBA-M on the PC, or some websites will tell you, or you can just start editing the palette in the emulator and then it will be added to the XML file for you.
When "use" is set to "1" that means that game will be in palette mode. When "use" is set to "0", that means that game will always be in black and white mode.
Colours are specified in hexadecimal, in the format: 0xRRGGBB. FF is the brightest, 80 is half brightness, 00 is black. VBA-Wii only uses 15-bit colour, so the last digit will be rounded down to either 8 or 0. But if palette support is ported to other platforms, then they might not be rounded on those platforms.
Move through the Menu
Page up / page down
Select menu item, change setting
Swap between list box and buttons
Exit (main menu), return to game (game menu)
Keyboard and mouse don't work in the menu yet, only in-game.
The controls can be changed in "Controller Configuration" menu.
Emulator menu
Turbo Mode
Zoom In/Out
Special Wii controls exist for many games. See link for more details.
Restored Wiiflow mode plugin by fix94
Restored fix filebrowser window overlapping
Change all files End Of Line to windows mode
Remove update check for updates
Hide saving dialog that pops up briefly when returning from a game
Added the delete save file (SRAM / Snapshot) option
Changed the box colors for the SRAM and Snapshots files to match the color scheme of the emu GUI
Change the "Power off Wii" exit option to completely turn off the wii, ignoring the WC24 settings
Updated settings file name in order to have it's own settings file name
Added an option to switch between screenshots, covers, or artwork images,with their respective named folders at the device's root. You can set which one to show, by going to Settings & Menu & Preview Image. The .PNG image file needs to have the same name as the ROM (e.g.: Mother 3.png)
Removed sound from GUI (thanks to Askot)
Added option to switch between the Green or Monochrome GB color screen. You can set which one to show by going to Settings & Emulation & GB Screen Palette
Fixed the GC pad Down input on the File browser window
Added Koston's green gb color screen
Added the Screenshot Button
Increased and Centered the Screenshot image and reduce game list width
Added a background for the preview image
Added the WiiuPro Controller icon on the controller settings
Fix DSI error / Bug from Emulator Main Menu
libertyernie
Wii U: if widescreen is enabled in the Wii U setting, VBA GX will use a 16:9 aspect ratio, except while playing a game with fixed pixel mode turned on
There are now three options for border in the emulation settings menu (see "Super Game Boy borders" section for details)
PNG borders now supported for GBA games
Video mode "PAL (50Hz)" renamed to "PAL (576i)"
Video mode "PAL (60Hz)" renamed to "European RGB (480i)"
240p support added (NTSC and European RGB modes)
All video modes now use a width of 704 for the best pixel aspect ratio
Added FIX94's libwupc for WiiU Pro Controllers
Added tueidj's vWii Widescreen Fix
libertyernie
Super Game Boy border support
Borders can be loaded from (and are automatically saved to) PNG files
Any border loaded from the game itself will override the custom PNG border
Custom palette support from 2.2.8 restored
Option added to select Game Boy hardware (GB/SGB/GBC/auto)
Fixed pixel ratio mode added
Overrides zoom and aspect ratio settings
To squish the picture so it appears correctly on a 16:9 TV, you can open the settings.xml file and add 10 to the gbFixed/gbaFixed value. However, setting your TV to 4:3 mode will yield a better picture.
Real-time clock fixes for GB/GBC games, including Pokémon G/S/C
RTC data in save file stored as little-endian
Option added for UTC offset in the main menu (only required if you use the same SRAM on other, time-zone-aware platforms)
New option for selecting "sharp" or "soft" filtering settings
"Sharp" was the default for 480p, "soft" was the default for 480i
libertyernie
VBA-M core updated to r1231
Tiled rendering used for GBA games (new VBA-M feature, originally from RetroArch) - provides a major speed boost!
Changes from cebolleto's version
Screenshots can be displayed for each game on the menu
Nicer 7-Zip support
When you leave a folder, the folder you just left will be selected
New options available:
Disable the " Auto" string being appended to save files
Disable frameskip entirely on GBA
Keyboard fixed (from libwiigui r56)
GUI prompt is now purple instead of green (button colors more intuitive)
Goomba and Goomba Color ROM support:
Any Game Boy ROM stored within a Goomba ROM can be loaded "natively" in the Game Boy (Color) emulator (or the Goomba ROM can be loaded as GBA)
Game Boy SRAM stored within Goomba SRAM is loaded and saved correctly
Fixed lag with GameCube controllers
Fixed PAL support
Support for newer Wiimotes
Fixed missing audio channel bug (eg: in Mario & Luigi: Superstar Saga)
Improved controller behavior - allow two directions to be pressed simultaneously
Compiled with devkitPPC r26 and libogc 1.8.11
Added Turkish translation
Fixed browser regressions with stability and speed
Improved USB and controller compatibility (recompiled with latest libogc)
Enabled SMB on GameCube (thanks Extrems!)
Added Catalan translation
Translation updates
Fixed "blank listing" issue for SMB
Improved USB compatibility and speed
Added Portuguese and Brazilian Portuguese translations
Channel updated (improved USB compatibility)
Other minor changes
IOS 202 support removed
USB 2.0 support via IOS 58 added - requires that IOS58 be pre-installed
DVD support via AHBPROT - requires latest HBC
Fixed broken auto-update
Reverted USB2 changes
Ability to use both USB ports (requires updated IOS 202 - WARNING: older versions of IOS 202 are NO LONGER supported)
Hide non-ROM files
Other minor improvements
USB improvements
GameCube improvements - audio, SD Gecko, show thumbnails for saves
Other minor changes
DVD support fixed
Fixed some potential hangs when returning to menu
Video/audio code changes
Fixed scrolling text bug
Other minor changes
Fix auto-save bug
Fixed issue with saves (GBA) and snapshots (GB)
Most 3rd party controllers should work now (you're welcome!)
Translation updates (German and Dutch)
Other minor changes
Fixed ROM allocation. Should solve some unexplained crashes
Numerous performance optimizations (thanks dancinninja!)
DVD / USB 2.0 support via IOS 202. DVDx support has been dropped. It is highly recommended to install IOS 202 via the included installer
Multi-language support (only French translation is fully complete)
Thank you to everyone who submitted translations
SMB improvements/bug fixes
Minor video & input performance optimizations
Disabling rumble now also disables in-game rumbling
Fixed saving of GB screen position adjustment
Numerous core optimizations (thanks dancinninjac!)
File browser now scrolls down to the last game when returning to browser
Auto update for those using USB now works
Fixed scrollbar up/down buttons
Minor optimizations
Save state corruption issues fixed
Fixed SMB (for real this time!)
Added separate horizontal/vertical zoom options, and separate GB/GBA ones
Improved scrolling timing - the more you scroll, the fast it goes
Fixed reset button on Wii console - now you can reset multiple times
APU optimization (dancinninjac)
Minor code optimizations
Reduce memory fragmentation - fixes out of memory crashes
Revamped filebrowser and file I/O
Fixed MBC2 saving/loading
Fixed some GB-Z80 instructions
DVD loading in GameCube should work now (untested and unsupported)
Many, many other bug fixes
Text rendering corrections
SMB improvements
Built with latest libraries
Video mode switching now works properly
Other minor bugfixes and cleanup
Fixed "No game saves found." message when there are actually saves.
Fixed shift key on keyboard
Text scrolling works again
Change default prompt window selection to "Cancel" button
Faster SMB/USB browsing
Last browsed folder is now remembered
Fixed controller mapping reset button
Fixed no sound on GameCube version
Directory names are no longer altered
Preferences now only saved on exit
Fixed on-screen keyboard glitches
SRAM auto-saved on power-off from within a game
Prevent 7z lockups, better 7z error messages
Fixed auto-update
Increased file browser listing to 10 entries, decreased font size
Added text scrolling on file browser
Added reset button for controller mappings
Settings are now loaded from USB when loading the app from USB on HBC
Fixed menu crashes caused by ogg player bugs
Fixed memory card saving verification bug
Fixed game savebrowser bugs
Miscellaneous code cleanup/corrections
Fixed SD/USB corruption bug
SMB works again
GUI bugs fixed, GUI behavioral improvements
GB Palette editing
More built-in palettes
Palettes now fade to white correctly instead of getting brighter
Can now turn off palette colorizing
Workaround for palette issue on Mega Man I GB - palette disabled
Star Wars, TMNT, Lord Of The Rings, Castlevania Wii Controls
Fix for WarioWare startup - Nunchuk C button or Wii Remote B button will now make calibration easy by locking the gyroscope.
Fixed issues with constant rumbling
Improved stability
Fixed broken SDHC from HBC 1.0.2 update
Fixed issues with returning to menu from in-game
Add option to disable rumble
Auto-determines if HBC is present - returns to Wii menu otherwise
Unfiltered mode fixed
Miscellaneous bugfixes
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
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
Gamecube controller should no longer rumble constantly
"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)
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
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
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
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
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!
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
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
GBA games now run at full speed
Menu improvements, with spiffy new background - thanks brakken!
Fixed L/R buttons - they work now
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
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This page was last modified on 23 December 2016, at 16:02.}

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