Table of Contents:
Built-in high-level BIOS emulation is used by default; however, a real BIOS can be used by setting the gba.bios setting.
To allow for custom LCD color matching/gamma correction, a custom colormap can be loaded via the gba.colormap setting.
To specify the backup memory type on a per-game basis, create a file with the same name as the ROM image but with the extension replaced with "type", in the "sav" directory under the Mednafen base directory.
Example: SexyPlumbers.gba -> SexyPlumbers.type
One or more of the following strings(on separate lines) should appear in this file:
Additionally, the flash size can be specified by specifying the size(real size, or divided by 1024) after the type, like "flash 128" or "flash 131072".
Key(s): | Action: | Configuration String: |
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ALT + SHIFT + 1 | Activate in-game input configuration process for GameBoy Advance pad. | input_config1 |
Key: | Action/Button: |
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Keypad 2 | B |
Keypad 3 | A |
Enter/Return | Start |
Tab | Select |
Keypad 5 | Shoulder Left |
Keypad 6 | Shoulder Right |
W | Up |
S | Down |
A | Left |
D | Right |
Setting: | Value Type: | Possible Values: | Default Value: | Description: |
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gba.bios | string | Path to optional GBA BIOS ROM image. | ||
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gba.colormap | string | Path to custom color map file. The color map file should be 98304 bytes total, divided up into 32768 8-bit R, G, B(in that byte order) triplets. | ||
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Setting: | Value Type: | Possible Values: | Default Value: | Description: |
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gba.enable | boolean | 0 1 | 1 | Enable (automatic) usage of this module. |
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gba.forcemono | boolean | 0 1 | 0 | Force monophonic sound output. |
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gba.pixshader | enum | none ipxnoty ipynotx ipsharper ipxnotysharper ipynotxsharper scale2x | none | Enable specified OpenGL pixel shader. Obviously, this will only work with the OpenGL "vdriver" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader.
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gba.scanlines | integer | 0 through 100 | 0 | Enable scanlines with specified opacity. Opacity is specified in %; IE a value of "100" will give entirely black scanlines. |
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gba.special | enum | none hq2x hq3x hq4x scale2x scale3x scale4x 2xsai super2xsai supereagle nn2x nn3x nn4x nny2x nny3x nny4x | none | Enable specified special video scaler. The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to "2", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).
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gba.stretch | enum | 0 full aspect | 0 | Stretch to fill screen.
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gba.tblur | boolean | 0 1 | 0 | Enable video temporal blur(50/50 previous/current frame by default). |
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gba.tblur.accum | boolean | 0 1 | 0 | Accumulate color data rather than discarding it. |
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gba.tblur.accum.amount | real | 0 through 100 | 50 | Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. |
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gba.videoip | boolean | 0 1 | 0 | Enable bilinear interpolation. |
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gba.xres | integer | 64 through 65536 | 1024 | Full-screen horizontal resolution. |
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gba.xscale | real | 0.01 through 256 | 3.000000 | Scaling factor for the X axis. |
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gba.xscalefs | real | 0.01 through 256 | 4.000000 | Scaling factor for the X axis in fullscreen mode. |
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gba.yres | integer | 64 through 65536 | 768 | Full-screen vertical resolution. |
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gba.yscale | real | 0.01 through 256 | 3.000000 | Scaling factor for the Y axis. |
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gba.yscalefs | real | 0.01 through 256 | 4.000000 | Scaling factor for the Y axis in fullscreen mode. |
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