Thank you for trying AGD version 0.14b! This beta is being released so that you will have access to a powerful debugger for developing your GBA programs, and I am hoping your feedback will help me to complete the product. This is the first emulator that I've written, and I got a late start, so please give it a try and let me know what you think! You will need to have DirectX installed on your machine before you can run AGD. I do not use hardware acceleration; I only use DirectX to have direct access to the framebuffer, so don't worry if you have an unsophisticated video card. To install AGD, make a directory anywhere you want to run AGD, and decompress/copy the files in this archive to that location. You will need to get a copy of the GBA ROM; rename it gba.rom and place it in the directory where you put AGD. Then, run agd.exe, and you're all set. I recommend that you first read the "help" documentation by clicking on the help tab at the top-right part of the screen, or you can print the file "help_eng.txt". Please send bug reports to: agd@emuunlim.com - NO LONGER ACTIVE As this is an incomplete product, I didn't feel right charging people for it yet. If you want to help me out considerably, though, please feel free to send a contribution via www.paypal.com to: *EMAIL REMOVED* or send a check by mail to: *ADDRESS REMOVED* Notes for version 0.14b: - First public release (beta). - Requires DirectX to be installed on your machine. - ARM cpu fully emulated, including all privilege modes, ARM state, and Thumb state. Presently, cycle times are inaccurate. - GBA video processor emulated, including: - Text BGs, with scrolling and tile flipping. - Scaling/rotating BGs. - Direct-mode BGs (all 6 video modes supported). - Transparency supported. - Sprites supported, including rotation, scaling, transparency, palette options. Some features are not yet implemented: - MOSAIC. - Windows. - DMA support, including control options that let you do DMA transfers at H-Blank or V-Blank. Presently, DMA consumes 0 emulated cycles and does not trigger data breakpoints. - Step-over, step-into, step-atomic, and run options. - The ability to set an arbitrary number of code & data breakpoints without adversely affecting performance. - Sound is not yet implemented. - API for user programs allows you to output debug messages and set software-controlled breakpoints by encoding certain NOP opcodes. - Sophisticated memory browser provides detailed information about I/O memory and color-codes palette memory. For all other memory, you can select from a wide number of available memory formats, including 32-bit float, text, binary, word, halfword, and byte. - Communications support is not yet implemented. - A disassembly window follows the IP as you step through your code. - The registers panel lets you view the ARM registers in a number of different formats. - A separate DMA panel shows you what each DMA channel is doing. - You have the ability to toggle the display of BG layers 0-3, and the sprites, during program execution. You can also superimpose a grid over the screen. - This version does not attempt to sync to real time.