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

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:

jpanettiere@earthlink.net

or send a check by mail to:

John Marco Panettiere
2829 Tilghman Street
Allentown, PA 18104-4265

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.
