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To provide a skin image optimized for a particular screen type, all you need to do is set the value of each item to the filename of the matching image. For example, if you downloaded the Default GBA template and opened up the portrait assets, you would see the following:. As you can see, each filename begins with the word "portrait", then appends different suffixes depending on what screen the image was made for.

Technically, these filenames can be anything you want, but it is strongly recommended you follow a standard naming convention, since that makes it easier to change images without having to open up the info. In case you're wondering, "R4" stands for "Retina 4-inch", the size of the newer iPhone screens, and " 2x" is the suffix Apple recommends when providing images for retina displays. You might have noticed something else in the Default GBA portrait assets example: there's no value for iPhone Widescreen!

If an image for the current device's screen doesn't exist, then it will fallback to using another image in the skin, if it can. Typically, this is what you'd want for a portrait iPhone skin; most of the time, you don't need a separate image for the different types of portait iPhone screens. If for whatever reason GBA4iOS can't fallback to using another image in your skin, it will then use the default skin. Once you have updated the info. Copy all the images you need for your skin into the same folder as the info.

GBA4iOS will automatically layout everything correctly regardless of what size the images are, but by default GBA4iOS uses the following image sizes for the default skins in pixels :. If all you want to do is change the images of an existing skin or one of the "default" templates, at this point you have all the necessary pieces to make your skin, and can skip to the Finishing the Skin section below to learn how to turn these files into an actual.

However, if you want to customize the button mapping for your skins, carry on into the next section, Mapping Buttons. Despite looking radically different than the default GBC skin, Sketch by Alyssa Surowiec uses the exact same button mapping. Congratulations, if you have gotten this far in the tutorial, you know enough to make simple modifications of how a skin looks. However, skins offer more than just the ability to switch out images; they also give you full control over exactly where the buttons should go, how big they should be, and also where the game screen itself should be placed.

Combining all of these, you can create very unique read: strange layouts for your skins, or maybe just make the game screen a bit smaller when in landscape mode.

The point is, skins were designed to be flexible, and this section will show you just how to take advantage of everything! Open up the orientation of your choice in your skin template, then open up layouts. If you open up landscape, you should see the following options:. If you were to open up the portrait orientation, you would notice that there isn't an iPhone Landscape item.

If GBA4iOS can't find button mappings for the current device's screen, then it will fallback to another button mapping. Unlike images, if it can't find any button mappings, GBA4iOS does not revert to using the default skin; it just won't respond to button presses! This fallback mechanism is the same reason why there isn't an iPad Retina item for either orientation. Very rarely will the iPad and iPad Retina button mappings differ, so it's better to just map all the buttons for the non-retina version, and have all retina iPads fallback to using the non-retina mappings.

If the button mappings should differ between iPad and iPad Retina , or between iPhone and iPhone Widescreen in portrait, feel free to add either an iPad Retina or iPhone Widescreen item. Now, let's take a look at the format of how each button is mapped. Open any button up, and you should see four or five items:. The first four items define the exact location of the button in the image in pixels, with no padding around it. The extendedEdges item is something special that we use to add padding around the buttons to increase the touch area, but we'll look at that later.

Now, you may be wondering, how can the iPad and iPad Retina items use the same mappings, even though the iPad Retina image has twice the number of pixels both vertically and horizontally as the iPad image? Well, this is because everything is actually mapped in points. On a non-retina display, one point is equal to one pixel. However, on a retina display, one point is actually four pixels; two pixels wide and two pixels tall. So even though the iPhone image is x pixels, everything should be mapped as if it were x So, if you're mapping anything other than an iPad image, it's recommended that you copy the image, downsize it to half its original width and height, and then map it.

Exactly how you find the location and size of the skin buttons may vary, but all GBA4iOS skins were mapped by downsizing images to non-retina sizes, opening them in Photoshop , and using a combination of masks and the Info window to find the exact pixel locations of each button.

Once you find the required information, you can fill in the button mappings for each button x and y refer to the x and y co-ordinates of the top left of the button location.

Just so you know what each button does, they're each listed individally below. Some have slightly different mapping requirements than others, so make sure to read them all! Typically, it controls movement in games. Unlike other controls, this control is actually divided up into nine sections: eight control directions, and a center neutral section. However, there aren't nine separate mappings for each section; there's only one for the entire D-Pad.

Simple, it just divides the button mapping you give it into three equal sections horizontally and three equal sections vertically. Because of this, it is very important that you map the D-Pad exactly as it appears on the skin, and with no extra padding, or else the directions will not exactly match what the user sees.

To properly add padding without messing up the mapping, you can take advantage of the extendedEdges property, which will be explained in more detail below. Typically, this is used to select or confirm options in the game. Typically, this is used to cancel or perform secondary functions in the game.

When pressed, this button actually presses both the A and B buttons at once, which can be useful for certain games. Typically, this performs a secondary function in the game. As always, make sure to map it exactly without padding, since the pause menu that appears relies on the mapping to position itself next to the button on an iPad.

Each extendedEdges item consists of four sub-items: top, bottom, left, and right. These four items "extend" the edge of a button in that direction by whatever value it has been set to. For example, the A button may have a mapping of:.

However, maybe the orientation-specific extendedEdges has a value of 10 in all directions. Now, the actual touch target of the A button would be:.

Another reason to use extendedEdges is to ensure the touch targets of buttons near the edges of the screen actually extend to the edge. This is very important, because if you don't do this, it's easy for the user to tap near the edge of the screen but not perform any action due to the touch targets not extending far enough. To make this an easy fix, each button mapping also has its own extendedEdges item, which will overwrite the orientation-specific version if you enter a value for it.

For example, let's take the A button example above. Step 2: Launch the emulator and navigate to controller settings from the gear icon placed at the top. Step 3: Find the controller skin section by scrolling down a bit. Step 4: Select Portrait or Landscape based on your preference. Pick your downloaded skin from the next screen.

Step 5: Restart the emulator and enjoy your gameplay with the latest skin. There are many sources you can download GBA skins from. However, here are some awesome skins you should consider applying to the emulator. Batman 2. Berry 3. Flash 4. Green Lantern 5. Jolteon 6. Lightning 7. Marvel 8. Naruto 9. Spiderman Arceus 2. Charizard 3. Charizard-X 4.



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