@database "Wzonka-Lad Guide"
@master "Wzonka-Lad Guide"
@$VER: Wzonka-Lad Guide 1.01.00 (14.08.99)
@author "Ville Helin"
@(c) "Ville Helin 1996-1999"

@node "main" "Wzonka-Lad v1.01.00 - The Game Boy Fan Software Test Platform"
@toc "main"

          @{b}Before Starting...@{ub}

          @{" ABOUT 1.01.00! READ ME!   " link "aboutw"}

          @{" Read me                   " link "read"}  @{" Requirements              " link "req"}
          @{" Copyrights and copying    " link "copy"}  @{" Installing                " link "inst"}
          @{" Shareware announcement    " link "share"}  @{" Debugging                 " link "debug"}

          @{b}Windows@{ub}

          @{" Menu                      " link "mwin"}  @{" Preferences               " link "pwin"}
          @{" Visual settings           " link "vwin"}  @{" Sound settings            " link "swin"}
          @{" Misc settings             " link "zwin"}

          @{b}Menu Lists@{ub}

          @{" 20 Recent ROMs            " link "menu"}  @{" 20 Favourite ROMs         " link "favo"}

          @{b}Binaries@{ub}

          @{" The three executables     " link "three"}  @{" Tools (directory)         " link "tools"}
          @{" Palette Editor            " link "pe_main"}

          @{b}Programme Information@{ub}

          @{" Controls                  " link "contr"}  @{" Rom images                " link "images"}
          @{" Snapshots                 " link "snap"}  @{" Emulation                 " link "emu"}
          @{" Sound emulation           " link "sounds"}  @{" Supported cartridge types " link "mappers"}

          @{b}Misc Information@{ub}

          @{" The Author                " link "author"}  @{" Thanks to                 " link "thanks"}
          @{" Future                    " link "things"}  @{" Questions                 " link "ques"}
          @{" The keyfile               " link "keyfil"}  @{" Final words               " link "final"}
          @{" History                   " link "history"} 

@endnode

@node "debug" "Debugging with Wzonka-Lad"
@toc "main"

  You can use optcode $ED for debugging purposes. When Wzonka-Lad executes
  $ED the power light flashes. Not very ingenious, but helps.

@endnode

@node "mappers" "Supported cartridge types"
@toc "main"

  List of existing cartridge types:

   0 - ROM ONLY                12 - ROM+MBC3+RAM
   1 - ROM+MBC1                13 - ROM+MBC3+RAM+BATT
   2 - ROM+MBC1+RAM            19 - ROM+MBC5
   3 - ROM+MBC1+RAM+BATT       1A - ROM+MBC5+RAM
   5 - ROM+MBC                 1B - ROM+MBC5+RAM+BATT
   6 - ROM+MBC2+BATTERY        1C x ROM+MBC5+RUMBLE
   8 - ROM+RAM                 1D x ROM+MBC5+RUMBLE+SRAM
   9 - ROM+RAM+BATTERY         1E x ROM+MBC5+RUMBLE+SRAM+BATT
   B * ROM+MMM01               1F * Pocket Camera
   C * ROM+MMM01+SRAM          FD * Bandai TAMA5
   D * ROM+MMM01+SRAM+BATT     FE * Hudson HuC-3
   F * ROM+MBC3+TIMER+BATT     FF x Hudson HuC-1
  10 * ROM+MBC3+TIMER+RAM+BATT
  11 - ROM+MBC3

  *  not supported by Wzonka-Lad (yet)
  x  partial support (so far)

@endnode

@node "aboutw" "About version 1.01.00"
@toc "main"

  Wzonka-Lad emulates Game Boy (DMG), and is meant for the people who wish
  to develope their own fan software for it. I've also written WLA GB-Z80
  (http://www.hut.fi/~vhelin/wla.html) macro assembler, which is suitable
  for compiling your software to be used with Wzonka-Lad.

  There has been a change in the registering policy.

  This is the evaluation archive (e). v1.01.00e doesn't use a keyfile, if
  one is present, you'll need v1.01.00r for that. Registered users need
  to send me email and they'll recieve the latest registered version (r)
  of Wzonka-Lad with the reply.

  Remember when you use Wzonka-Lad you are doing it on your own
  risk. You are fully responsible if something happens to your machine
  due to Wzonka-Lad.

  NOTE! Use AHI Paula v4.19 (or better) device and DMA 8 bit Stereo mode to
        obtain the best and fastest sounds on any Paula-chip sound system
        machine! v4.19 is much better than the previous drivers (even the
        difference between v4.17 and v4.19 is hearable!!), so get it asap!!!

@endnode

@node "ques" "Questions"
@toc "main"

  @{b}Q:  The emulator doesn't work. In fact it quits right after starting.
      No window pops up at all!!@{ub}

  A:  You have older than 0.9x preference files in your system. Delete
      ENVARC:Wzonka-Lad.prefs and ENV:Wzonka-Lad.prefs and it'll work.


  @{b}Q:  Programme xxx has corrupted graphics.@{ub}

  A:  Try first using Gfx -> Mode -> Full. If the graphics are ok, but
      you want more speed, switch to Gfx -> Mode -> x/153. Use different
      values for x to fix the output. Note that there are some problems
      which only Gfx -> Mode -> Full solves, but usually Gfx -> Mode
      -> x/153 is ok.

      And if you don't legally own the software you are referring to in this
      case, then, well, I couldn't care less.


  @{b}Q:  I can't hear any sounds.@{ub}

  A:  You'll need a keyfile to get them, so register fast! ;)


  @{b}Q:  If I put Wzonka-Lad on my homepage, will I get a keyfile?@{ub}

  A:  Certainly not. I did once give a keyfile for that reason, but
      then I realized the world is filled with homepages, and anyone
      willing can make one by himself.


  @{b}Q:  If I draw MahouWB/Wunderbaum icons for Wzonka-Lad, will I get
      a keyfile?@{ub}

  A:  Get real! Luca Longone is the official Wzonka-Lad icon producer. ;)
      But I do take free-of-charge fan art.


  @{b}Q:  If I'll do xxx, will I get a keyfile?@{ub}

  A:  Unless the xxx isn't pretty fantastic you can bet your heart out you
      will not get it.


  @{b}Q:  Keyfile!?@{ub}

  A:  With home made software.


  @{b}Q:  If I'll send you (the author) copyrighted ROM images, will I get
      a keyfile?@{ub}

  A:  No. And please read the documents. I will not answer to mails
      concerning about spreading illegal ROM files. I'll just redirect them
      to BSA for further actions. But I'll do my best to see that your
      mailbox is filled with spam'n'bull in the next 24 hours.


  @{b}Q:  Can I register with Kronas/Deutch Marks/Nuggets/Credits/Copper coins?@{ub}

  A:  Sorry, you can register Wzonka-Lad by sending me a piece of software
      you've made yourself as a proof of devotion.


  @{b}Q:  I'm the author of Spanish "Amiga Burrito" magazine. Can I have
      the keyfile for testing?@{ub}

  A:  Dear Mr. Nobody, if your magazine doesn't exist you can forget it.


  @{b}Q:  Why are you still supporting Amiga though you've received so
      many letters from cheaters and idiots?@{ub}

  A:  I'm not sure, perhaps I'm a masochist. ;) I like the Amiga OS, and
      there are quite a many nice people, too, but sometimes I wish I
      had never written any software, just because all the lamers and
      lamer wannabes have killed the Amiga with their childish tricks.


  @{b}Q:  Do you need a shrink?@{ub}

  A:  No, but I bet the shirnk would want to have me. Unfortunately he wouldn't
      get a thing out of me. ;)


  @{b}Q:  What does Wzonka-Lad mean?@{ub}

  A:  Not a thing, as far as I know. ;)

@endnode

@node "keyfil" "The keyfile"
@toc "main"

  The keyfile must be kept in L: or PROGDIR: (the directory where Wzonka-Lad
  executable is) volumes. You can gain a keyfile by @{"registering" link "share"}.

  With the keyfile you can use the @{"sound preferences" link "swin"} window to select the
  preferred AHI output devices and settings. Without the keyfile the
  window cannot be accessed and the sounds are not emulated.

  You'll also get a chance to use CD and SEGA pads, more than
  three XPK libraries, GBS loading and saving and GameGenie (tm)
  patch codes when you register!

  You must not spread the keyfile as it is not a very nice thing to do.
  Keep it to yourself!

@endnode

@node "sounds" "Sound emulation"
@toc "main"

  You can get yourself the sounds, aka a keyfile by registering. ;)

  The emulation is not perfect, but due to the lack of good documents I
  cannot enhance it much.

  NOTE! Always check out http://www.lysator.liu.se/~lcs/ahi.html (AHI
        homepage) for new updates!

  NOTE! It's recommended to keep the channel four shut down as the
        emulation for that channel is incomplete. With some software
        channel four works just fine, with some it doesn't. You'll
        just have to find it out.

  NOTE! If you are using default Amiga sounds chips for output, use
        Paula DMA 8bit Stereo driver as it gives the best result
        by being fast, clean and sharp in sound. Use Paula driver
        v4.19 or better if possible!

  NOTE! Due to the way things work, FAST and WARP executables work best
        with y Hz -mode.

@endnode

@node "three" "The three executables"
@toc "main"

  - FULL -->   This one offers a full GB Z80 emulation with all the
               CPU flags. Every GB-Z80 command can access RAM and ROM
               and read/write from/to hardware registers. Even the OAM RAM
               bug is emulated.

  - FAST --->  As the name indicated this one is faster, but lacks
               the emulation of H and N flags and the DAA command.
               GB-Z80 CALL, RST and PUSH optcodes can only write
               to RAM, and RET and RETI can only read from RAM.
               RES x, (HL), SET x, (HL), EX HL, (SP), INC (HL),
               DEC (HL), RLC (HL), RRC (HL), RL (HL), RR (HL),
               SLA (HL), SRA (HL), SWAP (HL), SRL (HL), LD (xx), SP,
               LDI (HL), A and LDD (HL),A commands can handle only RAM.

  - WARP ----> WARP uses the same GB-Z80 CPU emulation with FAST.
               To make things warp TIMER, CMP and LCD interrupts are
               left away and only VBR interrupt is emulated.

               NOTE! Due to these defects in FAST and WARP executables
                     some software may have errors with sounds, graphics
                     and/or compability.

@endnode

@node "share" "Shareware happyoo da!"
@toc "main"

  There has been a change in the policy; If you want to register Wzonka-Lad,
  you'll have to send me a proof that you are writing software to Game Boy.
  A piece of your own stuff is more than sufficient.

  @{b}The Following features are only available for registered users@{ub}:

  - @{b}Sounds@{ub}
  - @{b}GameGenie patch codes@{ub}
  - @{b}GBS saving and loading (realtime and snapshotting)@{ub}
  - @{b}More than three XPK libraries@{ub}
  - @{b}CD joypad, SEGA pads with 2 and 4 buttons and 2 button joystick
    controllers@{ub}

  If I ever see a pirated version of @{"Wzonka-Lad" link "wzonka"} or a keyfile in public
  distribution, I will stop working.

  By registering you won't only get the missing features, you'll support Amiga
  and ensure that Wzonka-Lad is developed in the future.

@endnode

@node "menu" "20 Recent ROM images menu"
@toc "main"

  This menu list is only available via @{"Menu window" link "mwin"}.
  The 20 recently loaded ROM images are displayed on this menu.
  Selecting a name from the list will reload the ROM image.

  NOTE! 31 characters of the file name are saved with this list.
        Note also that the data is loaded from the selected default
        rom image storage directory.

  The list is saved on exit to the prefs file.

@endnode

@node "favo" "20 Favourite ROM images menu"
@toc "main"

  This menu list is created from an external file, which is not
  modified by the emulator. This is also only accessable via
  @{"Menu window" link "mwin"}.

  Inside this menu you can place the 20 favourite ROMs of yours. The
  names are in ASCII, located in favourites/favourites.list.

  favourites/favourites.list file is loaded on every start up and the
  menu will be shown only if it is available. It must be located in
  PROGDIR:favourites/!!!

  You can edit the file with your normal text editor.

  NOTE! The instructions for editing are inside favourites/favourites.list!

@endnode

@node "tools" "The tools directory"
@toc "main"

  - prefs_to_cfg --> Converts @{"Wzonka-Lad" link "wzonka"} .prefs files to
                     Virtual GameBoy .CFG files. SYNTAX:

                     prefs_to_cfg "[INPUT NAME]" [OUTPUT NAME] [ENTER]

                     NOTE! Background colours are also extracted as window
                           colours to create a whole .CFG file.


  - gbs_to_sav   --> Converts @{"Wzonka-Lad" link "wzonka"} .gbs files to
                     Virtual GameBoy .SAV files. SYNTAX:

                     gbs_to_sav [INPUT NAME] [OUTPUT NAME] [ENTER]

                     NOTE! It's up to you to check out if the cartridge
                           has got battery backed RAM. The best way to
                           check this out is to run VGB with the desired
                           rom image and look if it searching for .SAV file.

                     NOTE! This utility is made to extract battery RAM data
                           from .GBS files to be used with VGB.

                     NOTE! Loader supports xpk packed files!


  - sav_to_gbs   --> Converts Virtual Gameboy .SAV files to @{"Wzonka-Lad" link "wzonka"}
                     .GBS files. SYNTAX:

                     sav_to_gbs [INPUT NAME] [OUTPUT NAME] [ENTER]

@endnode

@node "copy" "Copyrights"
@toc "main"

  @{"Wzonka-Lad" link "wzonka"} @{"Palette Editor" link "pe_main"} and @{"Wzonka-Lad" link "wzonka"} the Emulator are copyrighted
  by Ville Helin 1996-99. @{"Wzonka-Lad" link "wzonka"} Palette Editor cannot be copied
  separately from the Wzonka-Lad emulator distribution archive. File
  removing and data altering are prohibited.

  @{"Wzonka-Lad" link "wzonka"} archive is freely distributable as long as

  - @{b}no payment is taken@{ub}.
  - @{b}the archive is complete@{ub}.
  - @{b}no files inside the archive are altered@{ub}.

  If you are doing an article or a review of @{"Wzonka-Lad" link "wzonka"} then
  you must send me a copy of the magazine!

  If @{"Wzonka-Lad" link "wzonka"} is put on a cd, then you must send me a copy of it.

  If you've registered @{"Wzonka-Lad" link "wzonka"} and you've recieved a keyfile,
  it must not leave your computer. You are not allowed to spread the
  keyfile.

  Generally, if @{"Wzonka-Lad" link "wzonka"} is involved in something I must be told. ;)

  Game Boy is naturally copyrighted by Nintendo.

  If any of these rules is broken I will stop developing of @{"Wzonka-Lad" link "wzonka"}.

@endnode

@node "inst" "Installing"
@toc "main"

  Installing the emulator would not be easier; Just click on the icon
  and Installer (tm) does the job for you.

  Thanks to Lennart Johannesson (95lenjo@ostrabo.uddevalla.se) for
  the script. Without him we wouldn't have the option of automatic
  installation. ;) Cheers!

@endnode

@node "read" "Read me before anything!"
@toc "main"

  Read the documents first before sending me any mail!!!

  Do not send me mail about the following things. If you do send me mail
  with one of the listed subjects included I will not answer to your
  mail.

  @{b}I don't want to hear about@{ub}

  - @{b}Requests for ROM images@{ub}.
  - SEGA PAD's behaviour. Contact the library's @{"author" link "info"}, it's not my fault.

  @{b}PS. If something seems to be wrong when first trying out a new version of
      @{"Wzonka-Lad" link "wzonka"}, delete the old prefs file first, before sending me
      mail. If that doesn't help, then please write me a line or two.@{ub}

  But @{b}do write@{ub} about

  - Emulator bugs.
  - @{b}Brilliant@{ub} ideas (brilliant = exceptionally good).
  - Current compability with your gfx/sfx card (with system configuration).
  - How much you like this emulator. ^_^ Or how little. ;P
  - Features you'd like to see in the future releases (these must, too, be
    brilliant suggestions aswell).

@endnode

@node "req" "Requirements"
@toc "main"

                              Real Requirements:

  - MC68020+
  - About 3MB of memory.
  - reqtools.library version 38+
  - wzonka.font for the screen (zapot or topaz fonts will do it if wzonka font
    isn't found, but the view is optimized for wzonka font).
  - OS3.0 (OS3.0 routines @{b}are@{ub} used!).
  - AHI sound system installed, any version of this will do fine, but the newer
    the better. Only used in the registered version of @{"Wzonka-Lad" link "wzonka"}.


                             Things good to have:

  - Keyfile to hear the sounds.
  - A cd32 compatible joypad.
  - lowlevel.library for the cd32 joypad routines.
  - controlpad.library if you are using a Sega controlpad alternatively.
    NOTE! You need an CP-1 CONTROL PAD ADAPTER to utilize all the buttons.
    Get ControlPad.lha from Aminet for more details.
  - A fast CPU (030/50 MHz should guarantee enjoyable usability in
    all graphics modes, I guess). At least my 030/50 plays most of the software
    at ok speed (with FAST emulation, that is).
  - xpkmaster.library and some good sub libraries to pack the rom images
    and ram snapshots with.
  - NewIcons system to see the excellent Wzonka-Lad newicon icons!
  - A Graphics card, OS3.1 and 060+ if you are really going to use the Workbench
    window drivers.

@endnode

@node "snap" "Snapshots"
@toc "main"

  Wzonka-Lad allows you to save a snapshot of the RAM to disk. This way
  you can freeze the Game Boy and continue the game later.

  Please make the files end to .GBS to indicate that the format really
  is @{"Wzonka-Lad" link "wzonka"}'s own snapshot format.

@endnode

@node "contr" "Controls"
@toc "main"

                 A            B          START       SELECT     (PAUSE)

  KEYBOARD:   left alt   left shift   right shift   right alt   p / esc
  CD32 PAD:   blue       red          yellow        green       pause
  SEGA 4B :   a          b            start         c           p / esc
  SEGA 2B :   fire 1     fire 2       right shift   right alt   p / esc
  JOY 1B  :   fire       left shift   right shift   right alt   p / esc
  JOY 2B  :   fire 1     fire 2       right shift   right alt   p / esc


  If you have a keyfile, the following keys apply to all control modes:


  TMP GBS :     1     2     3     4     5
  SAVE GBS:    F1    F2    F3    F4    F5
  LOAD GBS:    F6    F7    F8    F9    F10


  In CD32 PAD mode you can use the following buttons to load/save TMP GBS 1
  file in realtime:


  TMP GBS1:      SAVE       LOAD
  CD32 PAD:     reverse    forward


  Note that these five GBS files are saved into T: and have names
  Wzonka-Lad.RT.GBS(1-5).GBS. Wzonka-Lad will delete all these
  temporary GBS files on exit.

@endnode

@node "mwin" "Menu window"
@toc "main"

  @{b}ROM@{ub}

  - Load        -->    Load a ROM image.
  - Run         --->   Start / continue the emulation.
  - Reset       ---->  Reset the emulator.

                       NOTE! Resetting does the following things:
                             1) Battery RAM is saved.
                             2) Emulator is reset.
                             3) Battery RAM is loaded.
                             4) ROM's preferences are loaded and used.

                       NOTE! Resetting does not:
                             1) Clear any installed GameGenie patches. If you
                                want a 100% fresh ROM, you'll have to reload it.


  - Info        -----> Display ROM information data.

  @{b}GBS@{ub}

  - Load        -->    Load a RAM snapshot file (.GBS).
  - Save        --->   Save                           .

                       Check out @{"controller" link "contr"} preferences info for
                       runtime shortcuts for GBS loading and saving!

  @{b}Edit@{ub}

  - Gfx         -->    Edit @{"graphics" link "vwin"} preferences.
  - Sfx         --->        @{"audio" link "swin"}               .
  - Prefs       ---->       @{"universal" link "pwin"}           .
  - Misc        ----->      @{"misc" link "zwin"}                .

  @{b}<Misc>@{ub}

  - About       -->    Display emulator information.
  - Status line --->   Displays misc info.

@endnode

@node "zwin" "Misc settings"
@toc "main"

  @{b}Misc@{ub}

  - Multitasking          -->   Executes exec.library/Forbid() at the beginning
                                of the emulation loop, and ends the emulation
                                loop to an exec.library/Permit() call.

                                These two procedures control the multitasking.
                                With this box unchecked you can turn off the
                                multitasking with system routines to gain a
                                little speed.

                                Disabling the multitasking and enabling the
                                sounds is not recommended, though testing
                                results show that it's ok. ^_^

  - OS screen speed limit --->  Uses graphics.library/WaitTOF() to sync the
                                screen drawing into the beam. Use this only
                                if you've got a very fast Amiga and software
                                runs far too fast on the OS screen you use.

  - Bitmaps in FAST RAM   ----> Place all bitmaps to FAST RAM instead of
                                CHIP RAM in OS Screen and Window modes.

                                All displayable bitmaps should be placed in
                                CHIP RAM, but graphics cards and AmigaOS
                                GUI hacks might work with FAST RAM'ed
                                bitmaps. Use at your own risk!

  @{b}GameGenie patch code@{ub}

  - <The three boxes>     -->   Put three letters/digits into every three
                                boxes. Currently only the older version of
                                GameGenie codes is supported, so nine
                                digits are needed.

  - Patch                 --->  Patch the ROM file with the provided code.

                                NOTE! You can use as many cheats per ROM
                                      as you like as long as they don't alter
                                      the same memory location. You can
                                      discard the patches by reloading the
                                      ROM file. Resetting doesn't clear
                                      the patches!

  - <List of codes>       ----> ROM related GameGenie patch codes are obtained
                                from the game_genie/game_genie.list file.
                                Press one of these and the corresponding code
                                is inserted into the three boxes above.

@endnode

@node "vwin" "Visual settings"
@toc "main"

  @{b}Mode@{ub}

  - Full       -->  Process graphics data every scanline. Slow.
  - x/153      ---> Draw the whole screen on scanline x. Fast.

  @{b}Driver@{ub}

    @{b}AGA@{ub}

    - PAL      -->  Output to a PAL hardware screen.
    - NTSC     --->             NTSC               .

    @{b}Screen@{ub}

    - Select   -->  Select the used screenmode.

    @{b}Window@{ub}

    - Solid    -->  Use a fixed 160x144 window.
    - Scalable ---> Turn on the window scaling. Window width must
                    be a multiplication of 16 (Wzonka-Lad fixes this
                    automatically). You had better have a graphics
                    card and a fast CPU to use the window driver!

  @{b}Variables@{ub}

  - x          -->  The scanline where the screen will be drawned if
                    x/153 mode is used.
  - Frame skip ---> The amount of skipped frames.

  @{b}Colours@{ub}

  - Obtain     -->  Fetch the colour values from the @{"Palette Editor" link "pe_main"}.
  - Load       ---> When unchecked this button disables colour data loading
                    from ROM's own preference file. If you have a very
                    nice colour scheme saved as default and don't want to
                    use the ugly predefined palettes, but still need the
                    ROM's variable x and frameskip, uncheck this.

@endnode

@node "swin" "Sound settings"
@toc "main"

  @{b}Master@{ub}

  - Audio  -->   Disable / enable audio.
  - Volume --->  Change the master volume (ranging from 1 to 16).

  @{b}Audio@{ub}

    @{b}Quality@{ub}

    - High -->   Perform the best audio emulation available. Slow.

    - Low  --->  Leave out envelope and frequency sweeps. Fast.

                 High and Low modes update the sound output when
                 the registers are written into. Doing this you'll
                 gain very accurate emulation, but it costs some
                 speed by breaking the emulation.

    - y Hz ----> Update the sound information y times a second.
                 The bigger the y, the more often the sounds
                 will be updated, and the more slower the emulation.

                 AmiGameBoy is using a sound emulation very similiar to
                 this mode with y = 60 (?).

                 NOTE! Realtime changing effects for eg. channel three
                       (sample) can't be heard with this mode as they
                       update the sample buffer more than 60 times
                       a second (usually >100 times faster).

  @{b}Channels@{ub}

  - Turn   -->   Disable / enable channel.

  @{b}AHI mode@{ub}

  - Select -->   Select the AHI driver and playback frequency.

  @{b}Variables@{ub}

  - y      -->   Ranging from 1 to 60, this value is the amount
                 of times to update the sound registers in a
                 second. The bigger the better the audio will
                 be, but the slower the emulation is going to get.

@endnode

@node "pwin" "Preferences"
@toc "main"

  @{b}Paths@{ub}

  - ROM     -->     Set the path for ROM images      .
  - GBS     --->                     GBS files       .
  - Prefs   ---->                    ROM .prefs files.
  - Battery ----->                   ROM .sav files  .
  - Get     ------> Use a requester the select the path.

  @{b}XPK packing when saving@{ub}

    @{b}Battery RAM@{ub}

    - On  -->       Use the selected XPK library to pack the battery
                    backed RAM.
    - Off --->      Don't pack battery backed RAM's.

    @{b}GBS@{ub}

    - On  -->       Use the selected XPK library to pack the RAM snapshot.
    - Off --->      Don't pack RAM snapshots.

    @{b}<List of XPK libraries>@{ub}

    - Select the used XPK library.

  @{b}Controller@{ub}

    @{b}<List of controlling methods>@{ub}

    - Select the used controlling method.

  @{b}Save preferences@{ub}

  - Default -->     Save the preferences as default ones. Everything is
                    saved to ENVARC:Wzonka-Lad.prefs
  - ROM     --->    Save ROM image preferences. Only the colours,
                    variable x and framskip value are saved.

  @{b}RAM@{ub}

    @{b}Battery@{ub}

    - On  -->       Save battery backed RAM to a file.
    - Off --->      Onboard battery has run out of power. ;)

@endnode

@node "images" "Rom images"
@toc "main"

  Wzonka-Lad is targetted for people who wish to develope and test Game Boy
  fan software on Amiga machines.

  Wzonka-Lad is by no means a competitor for the professional developement
  software. I wanted to help individuals who wish to write their own software
  for the best hand held console there is. At least I do enjoy coding
  for Game Boy. ;)

  WLA (GB-Z80 macro assembler I've written, http://www.hut.fi/~vhelin/wla.html)
  comes packed with a sufficient include file to create software that works
  with Wzonka-Lad. Wzonka-Lad doesn't check the validity of the ID area in a
  ROM dump file, so you can write software without the licensee code.

@endnode

@node "emu" "Emulation"
@toc "main"

  Not very far from perfect. ;) There are two things that are not done
  in the graphics emulation. Sprites to h/w window priority and colour changes
  on a scanline basis are left out for your's sake. They would eat up too
  much resources.

  It's a real Game Boy emulation this time, no fakes here! ;)

  Runs a lot faster than the medicore unix-port Virtual GameBoy, which is
  though a far better emulator in the terms of compability.

  Here is some misc @{"information" link "info"} about the emulator programme.

@endnode

@node "things" "Things to do"
@toc "main"

  Very imminent additions:

  - Fix all the bugs.
  - More compability.
  - Two player support via direct modem connection (TCP/IP is too slow and
    sophisticated to be of any use).
  - Enhance the sound quality.
  - Sound saving to a file plus an external player.

  To be done:

  - Speed up the cybergraphics drivers alot!
  - Code a sound driver banging directly Amiga's Paula chip get gain
    more speed and quality on machines without soundcards.
  - Select a background image to be displayed inside the Wzonka-Lad WB game
    window.
  - ColourGB support.

@endnode

@node "info" "Information"
@toc "main"

  - 100% assembler code.
  - Assembled with PhxAss MC680x0/68851/6888x Macro Assembler v4.38
    Copyright 1991-98 by Frank Wille.
  - 020+ instructions used. Very little additional memory access while
    doing the Z80 emulation (With FAST and WARP executables the amount of
    memory accesses is divided by ~seven).
  - GB-Z80 instruction timings 100% supported.

  - Uses optionally Sega ControlPad Library, Copyright 1995 by Joseph
    Carlson and Randall Richards <xrichard@csu.fullerton.edu>.

@endnode

@node "thanks" "Thanks to"
@toc "main"

                @{b}Thanks to the following people:@{ub}

  Jarkko Vatjus-Anttila, Marcel de Kogel, Marat Fayzyllin, Chaos-Knight,
  Hans Guijt, Morgan Johansson, Brothers Sandgren, Luca Longone,
  Lennart Johannesson, Paul Barker, Jon slund, Jeff Frohwein, Sampo Kytmki,
  Sebastian Schlesinger, D. Domnguez, Jussi Lindgren, Mr. A, Mr. B, Tim Favro,
  Noca$h, Rodnay Zaks, Joona Palaste and all those unlukcy people I've
  forgotten. I have a bad memory. ;)

  "Nocash GMB Diag" was used in the making of this product. Thanks again!

@endnode

@node "author" "The author"
@toc "main"

  I'm happily living here in Finland. Age is 22 and I'm studying information
  technology at the Helsinki University of Technology.

  @{b}Now I have a summer job at Napa OY, and I'm studying at the university
  so there's very little time for anything else at the moment. ;(@{ub}

  Stuff used for developement: A1200/030/50MHz (+FPU) + 16MB'S OF FAST
                               + 400MB HD + CD JOYPAD + "DRACULA X" -
                               AUDIO CD ;) + LOADS OF ANIME TAPES + WINUAE.

  NOTE! UNCOUNTED ANIME TAPES WERE WATCHED DURING THE TIME WHICH SHOULD HAVE
        BEEN USED TO CODING/STUDYING. ;)

        REGISTER WZONKA-LAD and support my anime hobby! ^_^


                             --> Free commercial <--

                       Disney's bullshit! GET ANIME NOW! ;)

             Did you know that Disney cloned Jungle Taitei anime
             and gave it the name "Lion King"? Ok, they didn't 100%
             duplicate it as the main character's name is Simba, not Kimba
             like in Jungle Taitei's English version which was released
             in the 60's. Nice one!

             I just wonder where Walt copied Mickey and Donald from...
             They just might be original characters as they suck bad.


  e-mail:     vhelin@cc.hut.fi

  snail-mail: Ville Helin
              Suomenlinna c54 b14
              00190 Helsinki
              Finland

  www:   http://www.hut.fi/~vhelin (The page with information about
                                    Wzonka-Lad and other ~normal stuff).

         http://www.niksula.cs.hut.fi/~tursas (This is for people capable
                                               of reading Finnish. Take a
                                               look at my school related
                                               home page ;).

@endnode

@node "final" "Final Words"
@toc "main"

  If you think you could improve some parts of the program, then let
  me know.


                               Help wanted:

  If anyone has very good information about GB's sound channel 4, well, I
  could use some help here.

  Mappers MMM01, MBC3+TIMER, MBC4(?), TAMA5 and HUC3 information anyone?
  Weird, but legal ROM sizes?

@endnode

@node "wzonka" "Wzonka-Lad"
@toc "main"

  So, where does this silly name come from? Many have guessed that Wzonka
  stands for Game and Lad for Boy in Finnish, but that's not it!
  Wzonka-Lad is the first name that came into my mind when it was time
  to choose a title for this emulator. I often like to name things like this.
  Anyway, it's much better than something like "MagiGB", "GoggleBoy" or
  "AmiGameBoy", well not better than "GoggleBoy", but anyway. ;)

  Damn, I should have chosen that one... ;)

@endnode

@node "pe_main" "Wzonka-Lad Palette Editor 1.10"
@toc "main"

          @{b}In General@{ub}

          @{" The Palette Editor       " link "pe_palette"}  @{" Features                 " link "pe_features"}
          @{" Compability              " link "pe_compability"}  @{" Requirements             " link "pe_requirements"}
          @{" History                  " link "pe_history"}  @{" Usage                    " link "pe_usage"}

          @{b}Gadgets@{ub}

            @{b}.iff@{ub}

              - Load        -->   Load colours from an iff file. Only the
                                  first 8 colours are processed.

            @{b}.prefs@{ub}

              - Load        -->   Load colours from a Wzonka-Lad .prefs file.
              - Save        --->  Save colours to a Wzonka-Lad .prefs file.

            @{b}.cfg@{ub}

              - Load        -->   Load colours from a VGB .cfg file.
              - Save        --->  Save colours to a VGB .cfg file. Note that
                                  -xc(0-3) tags are used.

            @{b}Wzonka-Lad@{ub}

              - Obtain      -->   Obtain colours from @{"Wzonka-Lad" link "wzonka"} the Emulator.
                                  @{"Wzonka-Lad" link "wzonka"} must be running in the background,
                                  or this gadget will be shadowed. To have this
                                  button activated you need @{"Wzonka-Lad" link "wzonka"} version
                                  0.90 or greater.

            @{b}Background and Sprite colours@{ub}

              - Interpolate -->   Compute the two colours between the first
                                  and the last one to form a smooth slide
                                  of shades.

              - <           -->   Copy colour to left.
              - >           --->                 right.

              - R           -->   Change the amount of Red in that colour.
              - G           --->                       Green             .
              - B           ---->                      Blue              .

@endnode

@node "pe_usage" "Usage"
@toc "pe_main"

  Use the @{"sliders" link "pe_main"} and @{"interpolate" link "pe_main"} and @{"copy" link "pe_main"} gadgets to alter the colour
  values, and save, load and @{"obtain" link "pe_main"} gadgets to exhange data with
  external processes.

  You can check out the effect of the current palette on Wzonka-Lad the
  Emulator's game window by looking at the two provided example images
  located at the bottom of the Wzonka-Lad Palette Editor window. Note
  that if your Workbench hasn't got enough pens available, some of the
  colours will not show correctly. By using Wzonka-Lad with Screen or AGA
  modes this problem is solved, because they don't rely on Workbench's
  dimensions.

@endnode

@node "pe_history" "History"
@toc "pe_main"

  1.10 (25.05.99)
  "Colours"-label is now known as "Wzonka-Lad" for better logic.

  1.09 (14.02.99)
  Cleaned up the code, less memory references.

  1.08 (29.11.98)
  Changed the example pictures.

  1.07 (15.07.98)
  Recompiled for faster CPUs with optimizations.

  1.06 (19.05.98)
  Palette Editor does now FindPort() 75% less often. Deadlock's propability
  to occur now is 99% smaller if the user closes Wzonka-Lad and rapidly
  presses Palette Editor's obtain button.

  1.05 (05.12.97)
  Added iff palette loading. When idle, the CPU usage is only 20% of
  what it used to be. Fixed a bug that might cause Palette Editor
  to fail to locate Wzonka-Lad.

  1.04 (17.10.97)
  The background bitmap was one scaline too short. When pressing the
  colour copy gadget the RGB values were not copied if the visible
  colour on Workbench screen was same in the both units.

  1.03 (10.10.97)
  Fixed a grave bug in gfx routines. If OS3.1 and chunky to planar
  conversion hardware are detected, the example images will be drawn
  with WriteChunkyPixels() instead of WritePixelArray8(). Simplified
  the font sensitivity code a lot. Changed the example images. First
  public release.

  1.02 (04.10.97)
  Now the .prefs directory is loaded from Wzonka-Lad.prefs.

  1.01 (04.10.97)
  Added font sensitivity to the GUI.

  1.00 (04.10.97)
  Initial release for internal beta testing.

@endnode

@node "pe_requirements" "Requirements"
@toc "pe_main"

  Wzonka-Lad Palette Editor requires

  - OS 3.0.
  - Wzonka.font, Zapot.font or Topaz.font.
  - A mouse. ;)

  If you want to edit Wzonka-Lad .prefs files, you need some of them
  previously saved with Wzonka-Lad. Note that Wzonka-Lad Palette
  Editor cannot create .prefs files from nothing as they contain more
  data than just the palette.

@endnode

@node "pe_compability" "Compability"
@toc "pe_main"

  Wzonka-Lad Palette Editor is compatible with all the versions of
  @{"Wzonka-Lad" link "wzonka"}. VGB compability is greatly extended to support almost
  all the colour values and options.

  Supported VGB .cfg colour tags:

  -c(0-3)          -bc(0-3)          -backgroundcolor(0-3)
                   -wc(0-3)          -windowcolor(0-3)
                   -sc(0-3)          -spritecolor(0-3)

  Supported VGB .cfg colour names:

  yellow, green, brown, black, cyan, red, white, pink, blue,
  orange, magenta, dkcyan, dkmagenta, dkcyan, dkgreen, dkred,
  dkblue, gray and dkgray.

  NOTE! I have no exact 24-bit values for gray and dkgray, so
        I had to use my imagination to add the support for those
        colours. If you have the true values for gray or dkgray
        (or something else, that's completely missing from the
        previous list), please send me a note.

  NOTE! -wc(0-3) and -windowcolor(0-3) are ignored if -c(0-3),
        -bc(0-3) or -backgroundcolor(0-3) tags are found. If not,
        then the backgroung colour is obtained from window colour
        tags.

  NOTE! As Wzonka-Lad doesn't support window colour editing, the
        background colours are outputted as window colours, too.

@endnode

@node "pe_palette" "Wzonka-Lad Palette Editor"
@toc "pe_main"

  People who are not interested in messing around with colour values
  can forget Wzonka-Lad Palette Editor, the emulator will work without
  it very nicely, indeed. But those who'd love to create wild colour
  schemes for different software to suit their tastes Wzonka-Lad Palette
  Editor will be the perfect tool.

  Forget unimaginative hex values. Wzonka-Lad Palette Editor will
  provide you with all the gadgets and example images required for
  fast and easy colour editing.

@endnode

@node "pe_features" "Features"
@toc "pe_main"

  Wzonka-Lad Palette Editor

  - Applies intelligent pen allocating/deallocating scheme to
    achieve the best results.
  - Allows you to select and edit the colours used by Wzonka-Lad.
  - Is 100% asm code.
  - Is free of any charge. ;) No keyfile is required to use Wzonka-Lad
    Palette Editor to the maximum.
  - Is fully multitasking.
  - Window is font sensitive.
  - Runs inside a window on Workbench screen.
  - Shows you the results in real time without even starting the
    emulator.
  - Supports Wzonka-Lad .prefs, VGB .cfg and Amiga .iff files.
  - Uses gadtools.library for the GUI.

@endnode

@node "history" "History"
@toc "main"

  v1.01.00 (14-Aug-99)
  Wzonka-Lad doesn't check the ID area in a ROM dump file, so you can run
  all the software you want with Wzonka-Lad.

  v1.00.00 (25-May-99)
  ROM+MBC5+RUMBLE(+SRAM+BATTERY)-mappers are now emulated, but the rumble
  device emulation is not implemented. Optimized scanline emulation loop.
  MBC3's clock I/O was emulated, but the clock itself wasn't. Now it is.
  Enhanced sound channel 4 emulation. When the Game Boy screen is turned off
  all the data is cleared instead of doing nothing in AGA mode. Palette
  emulation came one frame too early in AGA modes. When the size of the
  battery RAM was bigger than 8kb the active bank wasn't saved. Main menu
  window functions can now be accessed with keyboard. Interleaved $xx and
  $CBxx optcode routines in FULL CPU emulation, like it was done in FAST
  earlier, resulting in a smaller executable. Enhanced Info-window data
  display. Wzonka-Lad can now only be used in testing unlicenced software
  (ie. the programmes you and your friends have written). Read the
  documentation for further information.

  v0.ab.cd
  Too much to list in here.

@endnode
