o cleanup
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tools/zsnes/docs/readme.txt/about.txt
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tools/zsnes/docs/readme.txt/about.txt
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ZSNES v1.51 Documentation
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================================
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N a v i g a t i o n
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================================
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||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
|
||||
* Games [Games.txt]
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||||
|
||||
* FAQ [FAQ.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
|
||||
* History [History.txt]
|
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|
||||
* About [About.txt]
|
||||
1. ZSNES
|
||||
2. Documentation
|
||||
3. Credits
|
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* License [License.txt]
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||||
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- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
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* ZSNES Home Page: [ZSNES.com]
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================================================================================
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~ A b o u t
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================================================================================
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1. About ZSNES
|
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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||||
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ZSNES is a SNES emulator that has been worked on since 1997. Originally
|
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programmed by zsKnight and _Demo_, the project has since then attracted a number
|
||||
of new developers and contributors.
|
||||
|
||||
On April 2, 2001, the ZSNES project was GPL'ed and its source released to the
|
||||
public. Written in a mixture of x86 assembler, C, and C++, ZSNES currently runs
|
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on Windows, DOS, x86 versions of Linux and FreeBSD, x86 Macintosh computers, and
|
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the Microsoft Xbox.
|
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|
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|
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................................
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||||
Donations
|
||||
................................
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|
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If you enjoy using ZSNES to re-live and enhance your experiences with the Super
|
||||
Nintendo, please consider making a donation to support further development.
|
||||
|
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You have two options when making a donation. You can choose to make a donation
|
||||
through the ZSNES SourceForge Project Donation Page:
|
||||
[http://sourceforge.net/donate/index.php?group_id=19677]
|
||||
(Donate to ZSNES through SourceForge).
|
||||
|
||||
Alternatively, you can send money to the ZSNES creator's PayPal account:
|
||||
[http://www.zsnes.com/?page=donate]
|
||||
(Donate directly to zsKnight, creator of ZSNES).
|
||||
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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2. About the Documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The ZSNES Documentation Project was started by RichardC in an attempt to update
|
||||
and reorganize all of the ZSNES documentation into an easy to read, easy to
|
||||
access collection. It made its public debut upon the release of ZSNES v1.40.
|
||||
It is officially available in HTML, CHM, and text formats.
|
||||
|
||||
If you have any suggestions or corrections that you would like to submit,
|
||||
feel free to let us know at our forum on the ZSNES Message Board
|
||||
[http://board.zsnes.com].
|
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|
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RichardC would like to give a special thanks to Nach and the ZSNES community for
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all the help and support that they have given to him and the project.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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3. C r e d i t s
|
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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||||
|
||||
........................................
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||||
Founding Developers
|
||||
........................................
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||||
zsKnight
|
||||
_Demo_
|
||||
|
||||
|
||||
........................................
|
||||
Current/Active Developers
|
||||
........................................
|
||||
pagefault - primary core developer, primary Win port developer.
|
||||
Nach - primary non-core developer, mostly works on significant back-end
|
||||
overhauling and large new features.
|
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grinvader - primary ASM to C porter, primary Unix build maintainer, many GUI
|
||||
improvements and other, and power of no pants.
|
||||
Jonas Quinn - primary bug fixer, also video code contributor.
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||||
ipher - ZSNES GUI expert, WIP distributor
|
||||
Deathlike2 - minor feature adder, also an ASM to C porter.
|
||||
|
||||
|
||||
........................................
|
||||
Assistant Coders
|
||||
........................................
|
||||
hpsolo
|
||||
Pharos
|
||||
Siloh (a.k.a. Stainless, a.k.a. randilyn)
|
||||
StatMan
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||||
teuf
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||||
theoddone33
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||||
|
||||
|
||||
........................................
|
||||
Contributors (in alphabetical order)
|
||||
........................................
|
||||
aaronl
|
||||
Aerdan
|
||||
amit
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||||
anomie
|
||||
BRPXQZME
|
||||
byuu
|
||||
Diablo-D3
|
||||
EvilTypeGuy
|
||||
hector
|
||||
Khan Artist (a.k.a. Noxious Ninja)
|
||||
kode54
|
||||
Kreed
|
||||
MaxSt
|
||||
MKendora
|
||||
Neviksti
|
||||
Overload
|
||||
prometheus
|
||||
relnev
|
||||
snes6502
|
||||
TRAC
|
||||
zinx
|
||||
|
||||
|
||||
........................................
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Documentation Writers/Contributors
|
||||
........................................
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||||
|
||||
Contributors are listed loosely based on their dates of contribution.
|
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|
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RichardC - founder of the ZSNES Documentation Project. First active
|
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administrator. He had the dirty job of doing the initial conversion
|
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of the docs into HTML.
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Nach - programmer extraordinaire, and knows ZSNES very well. He helps a lot in
|
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documenting the obscure things we writers don't know about.
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LDAWG - updated v1.40 changelog, based on a 2 year summary by Nach, as well as
|
||||
another 6 months of developer notes.
|
||||
kevman - helped with the v1.40 FAQ updates.
|
||||
xamenus - joined the project shortly after RichardC's initial release, and made
|
||||
many grammar fixes and updated the content. Combined the 3 separate,
|
||||
port-specific documentations into one. Still contributes some content from
|
||||
time to time.
|
||||
Noxious Ninja - manpage expert. No longer active in the emulation "scene", he
|
||||
always had something useful to contribute.
|
||||
Clements - maintainer of the CHM file. Also assists with coding and content.
|
||||
AspiringSquire - designer and maintainer of the TXT version of the docs;
|
||||
occasionally contributes content. Also an expert with grammar and
|
||||
vocabulary corrections.
|
||||
Jipcy - current active administrator and mark-up chief. Manages and contributes
|
||||
to all parts of the docs.
|
||||
Jonas Quinn - mainly helps in super-optimizing the images.
|
||||
Deathlike2 - ZBoard tech help expert. Also makes many suggestions/corrections to
|
||||
the docs.
|
||||
|
||||
Special thanks to Radio. He designed the ZSNES.com main page layout, from which
|
||||
we stole this design for the HTML docs. Also special thanks to Roman Rudenko,
|
||||
for finding the elusive "display:inline" fix for floated items in IE.
|
||||
|
||||
Also thanks to SnesCentral [http://snescentral.com] for providing some info!
|
||||
|
||||
|
||||
........................................
|
||||
Thanks
|
||||
........................................
|
||||
|
||||
All ports of ZSNES use NASM v0.98+, GNU Make, zlib, libpng, and JMAlib to
|
||||
compile, link, compress, decompress, and execute.
|
||||
|
||||
In addition to the above, ZSNES Win uses Visual C++ 2003 (or MinGW), DirectX 8,
|
||||
UPX, and ManyMouse; ZSNES SDL uses GCC, SDL v1.20, and ManyMouse; and ZSNES DOS
|
||||
uses DJGPP, CWSDPMI, and UPX.
|
||||
|
||||
Thanks to those who produced these fine programs!
|
||||
|
||||
Special Thanks to:
|
||||
- wnelson; without him, ZSNES would have never existed!
|
||||
- Y0SHi for his excellent SNES docs, his help, and his excellent support!
|
||||
- Ashley, Barubary, CyberWarriorX, DCX, DooMStalK, Fanwen, GreenImp, Hucard,
|
||||
Kaiden, PolestaR, Stalphos Knight, Star Creator, TeleKawaru, the people on
|
||||
the ZSNES IRC channel, and the regulars of the ZSNES message board!
|
||||
- All of our beta testers for being a great help!
|
||||
- The MAME team; info on 256x256x256 scanlines mode is from the MAME source!
|
||||
|
||||
Also Thanks to:
|
||||
- The_Teach of Snes9x for some great info and the nice chats!
|
||||
- Trepalium of Snes9x for some great info and help!
|
||||
- Gary of Snes9x and Steve Snake of Kega for being the source of info for
|
||||
sound decompression!
|
||||
- Gary of Snes9x for being the source of info for TCall/PCall and also for
|
||||
lots of help!
|
||||
- MrGrim for his great support!
|
||||
- Crono for info on Sound Blaster programming, surround sound, sound
|
||||
interpolation, and other sound stuff!
|
||||
- Aquis for the ZSNES logo!
|
||||
- Alucard for helping us with an issue in the 65816!
|
||||
- Vertigo for making a compatibility list!
|
||||
- EFX for being a great supporter and also giving a lot of help and stuff!
|
||||
- Zophar for being a great supporter and also maintaining the mirror site!
|
||||
- Chris Hickman for redesigning the ZSNES web page!
|
||||
- CSoft [http://www.csoft.net] for (previously) hosting our web page!
|
||||
- Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some
|
||||
optimization info!
|
||||
- Sardu for some great info and help!
|
||||
- Lord ESNES for some great help!
|
||||
- Robert Grubbs for the Sidewinder info!
|
||||
- Nerlaska for some useful info on optimizing and also for some help!
|
||||
- Diskdude for writing SNESkart which we used for the info on cheat codes!
|
||||
- DarkForce for some great help!
|
||||
- Pharos for some keyboard coding help!
|
||||
- Ivar and Gary of the Snes9x team for all their great help, which includes
|
||||
their SuperFX info and code, DSP-1 info, info on interleave formats (HiROM
|
||||
and SuperFX), offset per tile mode, FIR filter, and some insights on
|
||||
SPC700 and HDMA bugs!
|
||||
- WolfWings ShadowFlight for help on several issues of NASM!
|
||||
- Wildfire for some help!
|
||||
- A CoolMan for the algorithm for EAGLE!
|
||||
- Neill Corlett for some info on the .ips format and also helping out a lot
|
||||
on improving the sound engine!
|
||||
- Kreed for the 2xSaI and Super Eagle source codes!
|
||||
- Markus Oberhumer and Laszlo Molnar for the UPX compression utility
|
||||
[http://upx.sourceforge.net].
|
||||
- Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines!
|
||||
- kode54 for the low pass filter routines!
|
||||
- Andy Goth for some help on the design of the key combination engine!
|
||||
- Yamaha of XYZZ (Scott Scriven) for his water effect code.
|
||||
- ipher for compiling and releasing WIP builds!
|
||||
- cdbsi for the ZSNES icons!
|
||||
- The Dumper for lots of help with special chips.
|
||||
- snes6502 for the Xbox port!
|
||||
- hector and BRPXQZME for helping to port ZSNES to Mac OS X!
|
||||
- The NSRT Team, for their excellent utility, JMA compression, NSRT headers,
|
||||
and a great database!
|
||||
- All those people who contributed by either updating the docs, helping us,
|
||||
supporting us, or reporting bugs!
|
||||
|
||||
The changelog [History.txt] contains innumerable credits to people for their
|
||||
contributions or individual fixes. Many of them are not listed on this page.
|
||||
|
||||
Also thanks to all those whom we forgot!
|
||||
|
||||
Also, good luck to all those who are writing emulators, especially those who are
|
||||
writing SNES emulators, including Snes9x [http://www.snes9x.com],
|
||||
SNEeSe [http://sneese.sourceforge.net],
|
||||
Super Sleuth [http://users.tpg.com.au/advlink/spx/],
|
||||
and bsnes [http://www.byuu.org]!
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
483
tools/zsnes/docs/readme.txt/advanced.txt
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483
tools/zsnes/docs/readme.txt/advanced.txt
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@@ -0,0 +1,483 @@
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ZSNES v1.51 Documentation
|
||||
|
||||
================================
|
||||
N a v i g a t i o n
|
||||
================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
1. Movie Dumping
|
||||
2. Configuration Files
|
||||
3. Debugger
|
||||
4. KitchenSync
|
||||
5. Command-Line
|
||||
|
||||
* Games [Games.txt]
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
|
||||
|
||||
* ZSNES Home Page: [ZSNES.com]
|
||||
|
||||
|
||||
================================================================================
|
||||
~ A d v a n c e d U s a g e
|
||||
================================================================================
|
||||
|
||||
This page documents the advanced features of ZSNES, probably not useful for most
|
||||
end users.
|
||||
|
||||
|
||||
............................................................
|
||||
1. Movie Dumping
|
||||
............................................................
|
||||
|
||||
Please note that ZSNES does not support real-time video encoding. ZSNES only
|
||||
encodes existing ZMV (ZSNES movie) files. Refer to the GUI page [GUI.txt] for
|
||||
instructions on recording movies.
|
||||
|
||||
All instructions in this section assume that you are using the default settings
|
||||
of the zmovie.cfg file. If you are smart enough to edit zmovie.cfg, you had
|
||||
better be smart enough to dump movies with whatever new settings you've created.
|
||||
|
||||
You can dump video output alone, audio output alone, both at the same time (to
|
||||
separate files), or both to the same file (merged). If you choose to dump audio
|
||||
output, you can choose to dump that audio output uncompressed or compressed to
|
||||
MP3. Both uncompressed and compressed audio can be merged with the video.
|
||||
|
||||
- - - - - - - - - - - -
|
||||
About Video Encoding
|
||||
- - - - - - - - - - - -
|
||||
|
||||
Video encoding requires MEncoder [http://www.mplayerhq.hu].
|
||||
|
||||
- - - - - - - - - - - -
|
||||
About Audio Encoding
|
||||
- - - - - - - - - - - -
|
||||
|
||||
Audio encoding requires LAME [http://lame.sourceforge.net]. Currently, Windows
|
||||
users *must* use this fixed LAME build [http://nsrt.edgeemu.com/lame.zip] due to
|
||||
a bug in the official versions.
|
||||
|
||||
You have a choice of dumping audio either in uncompressed PCM format with WAV
|
||||
header, or compressed as MP3. ZSNES uses LAME [http://lame.sourceforge.net] for
|
||||
MP3, so you can expect high-quality audio, given the bit rate.
|
||||
|
||||
When dumping audio to a separate file (not merged with video), audio compressed
|
||||
to MP3 will be about 6% of the size of the same uncompressed PCM audio.
|
||||
|
||||
- - - - - - - - -
|
||||
Dumping a Movie
|
||||
- - - - - - - - -
|
||||
|
||||
1. Place your MEncoder (mencoder.exe) and LAME (lame.exe) binaries in the same
|
||||
directory as ZSNES. Alternatively, configure your PATH environment variable
|
||||
to include the directories where MEncoder and LAME are installed.
|
||||
2. Start ZSNES and load a game.
|
||||
3. Open the Movie Options dialog. (Misc Menu->Movie Opt).
|
||||
4. Make sure to select the correct movie slot, depending on which movie slot
|
||||
you used to record a ZMV.
|
||||
5. Select the Dumping tab, and configure the Video Options and Audio Options
|
||||
to your liking [GUI.txt].
|
||||
6. Hit the Start button.
|
||||
7. ZSNES will then exit the GUI and start playing back the previously recorded
|
||||
movie. If you chose to encode the video and/or audio output, you will see a
|
||||
console window appear, showing the progress of encoding. Don't worry if
|
||||
ZSNES slows down while playing back the movie; it needs to do this because
|
||||
the encoding process takes a lot of processor time.
|
||||
8. ZSNES will indicate when the movie has finished playback (and encoding).
|
||||
You can now look in your ZSNES directory for the newly created file(s).
|
||||
|
||||
Note: ZSNES does not create an uncompressed temporary file and then encode it.
|
||||
Instead, the output stream is directly encoded. The only output files will be
|
||||
the finished, compressed files. Because ZSNES must encode the output stream as
|
||||
it is generated, ZSNES may delay the output of new frames of video/audio to
|
||||
give more time to MEncoder/LAME to compress the current frame. This means that
|
||||
you should *not* worry if you see the playback of your movie slow down while
|
||||
ZSNES is dumping it. The dumped file(s) will play back at full speed!
|
||||
|
||||
|
||||
............................................................
|
||||
2. Configuration Files
|
||||
............................................................
|
||||
|
||||
Every time you run ZSNES, it checks to see if these files are present in the
|
||||
same directory as the ZSNES executable. If they are not, ZSNES will create them
|
||||
with their default values. Thus, if you are having weird problems with ZSNES,
|
||||
try deleting these files.
|
||||
|
||||
If there are any missing or invalid lines in zsnes*.cfg, ZSNES will insert or
|
||||
replace the lines with their default values.
|
||||
|
||||
- - - - - - -
|
||||
zsnes*.cfg
|
||||
- - - - - - -
|
||||
|
||||
Almost every option available in ZSNES can be configured in this file. If there
|
||||
is something you don't understand in this file, please refrain from changing it,
|
||||
and instead set the option from within the ZSNES GUI [GUI.txt].
|
||||
|
||||
The last letter of the filename is different for each port.
|
||||
Windows: zsnesw.cfg SDL: zsnesl.cfg DOS: zsnes.cfg.
|
||||
|
||||
- - - - - - -
|
||||
zmovie.cfg
|
||||
- - - - - - -
|
||||
|
||||
This file contains movie-dumping configuration information.
|
||||
|
||||
You can edit this file to make ZSNES use something other than MEncoder or LAME,
|
||||
or to tweak options. Read the MEncoder and LAME manuals to see what options you
|
||||
can tweak. If you choose other applications, they must support stream input via
|
||||
stdin and raw video (in the case of video encoding). Refer to the appropriate
|
||||
documentation for more information.
|
||||
|
||||
Unfortunately, you're on your own if wish to play with this.
|
||||
|
||||
- - - - - - -
|
||||
zfont.txt
|
||||
- - - - - - -
|
||||
|
||||
This file contains the font data for the ZSNES GUI. You can edit this file to
|
||||
customize the font.
|
||||
|
||||
* Comments are preceded by a ; and can be up to 99 characters in length.
|
||||
- In the default file, each comment precedes the character it's labeling.
|
||||
* Each letter is represented by a block of five rows, each containing 8 bits.
|
||||
Only the first five columns of bits are used for font data; ZSNES uses a 5x5
|
||||
font. The last three columns of bits should always be zeros.
|
||||
- There are characters for English, Hiragana, and Katakana scripts.
|
||||
* In case it isn't obvious, a 1 means the pixel is on in that location. A 0
|
||||
means it's off. If you view zfont.txt, you should be able to figure it out.
|
||||
* The file terminates on the EOF+newline character or the last character
|
||||
(whichever comes first).
|
||||
|
||||
The absolute ordering of each and every line in this file is *important*. If
|
||||
you're missing a single line, things might start messing up. Just so you know,
|
||||
the last line of data should be on line 846, followed by the EOF character on
|
||||
line 847.
|
||||
|
||||
If you mess something up, just delete zfont.txt, and ZSNES will re-generate it
|
||||
as normal.
|
||||
|
||||
|
||||
............................................................
|
||||
3. Debugger
|
||||
............................................................
|
||||
|
||||
The debugger, now available in all ports, is enabled only when you enter ZSNES
|
||||
with a -d (If you are using the DOS port, just type "zsnes -d" at the
|
||||
commandline. Win port users should add a "-d" after their ZSNES shortcut
|
||||
target). Loading a ROM via a command line will start ZSNES in debugger mode;
|
||||
otherwise press F1 to reach it.
|
||||
|
||||
Average users, however, should have no need to use the debugger.
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . Debugger . Keys . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
|Key| |Function|
|
||||
- - - - - - - - -
|
||||
1 Enable/Disable SPC700 display
|
||||
2 Enable/Disable 65816 display
|
||||
T Trace (in 65816 opcodes)
|
||||
B 65816 break point
|
||||
S SPC break point
|
||||
C Clear counter
|
||||
M 65816 modify
|
||||
A SPC modify
|
||||
D Debug dump (SPC/DSPRAM dump only)
|
||||
W Break at signal (used only by the programmers)
|
||||
F1 Switch between debugger input and game input
|
||||
F2 Save state
|
||||
F4 Load state
|
||||
Esc Exit entire program
|
||||
|
||||
|
||||
............................................................
|
||||
4. KitchenSync (Win port only)
|
||||
............................................................
|
||||
|
||||
This makes NTSC games (60Hz) run at 120Hz, and PAL games (50Hz) run at 100Hz.
|
||||
To enable it, just start ZSNESw with the -ks switch. Alternatively, you can
|
||||
create a shortcut to ZSNESw that starts with this switch enabled, every time.
|
||||
First create a shortcut to ZSNESw in Windows. Next, right-click on the shortcut
|
||||
and choose Properties. Then, put the cursor right after the quotation marks in
|
||||
the Target box, press the space bar, and type -ks. Finally, click OK. If ZSNESw
|
||||
crashes or refuses to start after enabling this, your monitor does not support
|
||||
the 100/120 Hz refresh rate.
|
||||
|
||||
If your monitor supports 100Hz and not 120Hz, you can instead use the -kp switch
|
||||
for PAL only. This way, you will not have to disable the -ks switch every time
|
||||
you wish to play an NTSC game.
|
||||
|
||||
|
||||
............................................................
|
||||
5. Command-Line Arguments
|
||||
............................................................
|
||||
|
||||
ZSNES supports execution arguments via the command line. More detailed
|
||||
descriptions of how to use the arguments with each port is forthcoming.
|
||||
|
||||
Further detail of each argument's effect is given in [GUI.txt] for the
|
||||
corresponding GUI option, if one exists.
|
||||
|
||||
Usage : zsnes* [-d,-f #, ... ] filename.sfc
|
||||
Example : zsnes* -s -r 2 game.sfc
|
||||
|
||||
*Fill in the appropriate letter for your port when entering this into the
|
||||
command line.
|
||||
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . Universal Switches . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
Argument|Sub-Arg.|Description
|
||||
= = = = = = = = = = = = = = =
|
||||
-1 #/-2 # Select Player 1/2 Input
|
||||
0 None
|
||||
1 Keyboard
|
||||
-d Start with debugger enabled
|
||||
-dd Disable sound SPC700/DSP emulation, which also disables sound
|
||||
output
|
||||
-dh Disable ROM-specific hacks
|
||||
-ds Disable sound output
|
||||
-f # [0...9] Enable fixed frame rate
|
||||
-g # [0...15] Specify gamma correction value
|
||||
-h Force HiROM
|
||||
-j Disable Mouse (Automatically turns off right mouse click)
|
||||
-k # [0...100] Set Volume Level
|
||||
-l Force LoROM
|
||||
-m Disable GUI (Must specify ROM filename)
|
||||
-mc Exit ZSNES when closing a movie (use with -zm)
|
||||
-md # Dump video (use with -zm)
|
||||
1 Raw
|
||||
2 FFV1
|
||||
3 x264
|
||||
4 XviD
|
||||
5 Custom
|
||||
-ml # Define movie dump length in amount of frames (use with -md)
|
||||
-n # Enable scanlines (when available)
|
||||
0 None
|
||||
1 Full
|
||||
2 25%
|
||||
3 50%
|
||||
-o Disable MMX support
|
||||
-p # [50...150] Percentage of instructions to execute
|
||||
-r # Set sound sampling rate
|
||||
0 8000Hz
|
||||
1 11025Hz
|
||||
2 22050Hz
|
||||
3 44100Hz
|
||||
4 16000Hz
|
||||
5 32000Hz
|
||||
6 48000Hz
|
||||
-s Enable sound output and enable SPC700/DSP emulation
|
||||
-sa Show all extensions in GUI (*.*)
|
||||
-t Force NTSC timing
|
||||
-u Force PAL timing
|
||||
-v8 Grayscale mode
|
||||
-y Enable Interpolation graphics filter
|
||||
-z Disable stereo sound
|
||||
-zm # [0...9] Auto load specified movie slot on startup
|
||||
-zs # [0...99] Auto load specified save state slot on startup
|
||||
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . Windows-only Switches . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
From the Windows NT command-line, you can use the following command to view the
|
||||
accepted command-line input for a given ZSNES binary: "zsnesw -? | more".
|
||||
Typing "zsnesw -?" does not work.
|
||||
|
||||
Users of any flavor of Windows can use the following command to output to a file
|
||||
the same information returned from the command above: "zsnesw -? > commands.txt"
|
||||
|
||||
Argument|Sub-Arg.|Description
|
||||
= = = = = = = = = = = = = = =
|
||||
-3 Enable triple buffering (disables VSync)
|
||||
-6 # [50...180] Force a user-specified refresh rate for fullscreen modes
|
||||
-js # [0...32767] Set joystick sensitivity
|
||||
-kp Enable the KitchenSync for PAL only (100Hz)
|
||||
-ks Enable the KitchenSync for NTSC and PAL (120Hz/100Hz)
|
||||
-v # Select Video Mode:
|
||||
0 256x224 R WIN
|
||||
1 256x224 R FULL
|
||||
2 512x448 R WIN
|
||||
3 512x448 DR WIN
|
||||
4 640x480 S WIN
|
||||
5 640x480 DS WIN
|
||||
6 640x480 DR FULL
|
||||
7 640x480 DS FULL
|
||||
8 640x480 S FULL
|
||||
9 768x672 R WIN
|
||||
10 768x672 DR WIN
|
||||
11 800x600 S WIN
|
||||
12 800x600 DS WIN
|
||||
13 800x600 S FULL
|
||||
14 800x600 DR FULL
|
||||
15 800x600 DS FULL
|
||||
16 1024x768 S WIN
|
||||
17 1024x768 DS WIN
|
||||
18 1024x768 S FULL
|
||||
19 1024x768 DR FULL
|
||||
20 1024x768 DS FULL
|
||||
21 1024x896 R WIN
|
||||
22 1024x896 DR WIN
|
||||
23 1280x960 S WIN
|
||||
24 1280x960 DS WIN
|
||||
25 1280x960 S FULL
|
||||
26 1280x960 DR FULL
|
||||
27 1280x960 DS FULL
|
||||
28 1280x1024 S WIN
|
||||
29 1280x1024 DS WIN
|
||||
30 1280x1024 S FULL
|
||||
31 1280x1024 DR FULL
|
||||
32 1280x1024 DS FULL
|
||||
33 1600x1200 S WIN
|
||||
34 1600x1200 DS WIN
|
||||
35 1600x1200 DR FULL
|
||||
36 1600x1200 DS FULL
|
||||
37 1600x1200 S FULL
|
||||
38 CUSTOM D WIN
|
||||
39 CUSTOM DS FULL
|
||||
40 CUSTOM WIN
|
||||
41 CUSTOM S FULL
|
||||
42 CUSTOM DR FULL
|
||||
-w Enable VSync (disables triple buffering)
|
||||
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . . SDL-only Switches . . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
Argument|Sub-Arg.|Description
|
||||
= = = = = = = = = = = = = = =
|
||||
-ad <> Audio Driver (note you may not have all of these):
|
||||
auto Select a driver automatically - uses SDL without libao
|
||||
null No sound, only available with libao
|
||||
oss Open Sound System, only available with libao on UNIX systems
|
||||
with OSS
|
||||
alsa Advanced Linux Sound Architecture, only available with libao
|
||||
on Linux systems with ALSA
|
||||
alsa09 Advanced Linux Sound Architecture, only available with libao
|
||||
on Linux systems with ALSA
|
||||
polyp polypaudio (next generation GNOME sound server), only
|
||||
available with libao and new versions of GNOME
|
||||
esd ESounD or Enlightened Sound Daemon, only available with
|
||||
libao and ESD installed
|
||||
sun Sun Microsystem's audio system, only available with libao
|
||||
and Solaris or certain BSD systems
|
||||
irix IRIX audio system, only available with libao and IRIX
|
||||
systems
|
||||
nas Network Audio System, only available with libao and NAS
|
||||
installed
|
||||
arts Analog RealTime Synthesizer sound, only available with libao
|
||||
on systems with aRts (KDE)
|
||||
sdl Simple DirectMedia Layer sound
|
||||
-js # [0...32767] Set joystick sensitivity
|
||||
-v # Select Video Mode:
|
||||
0 256x224 R WIN
|
||||
1 256x224 R FULL
|
||||
2 512x448 DR WIN
|
||||
3 512x448 DR FULL
|
||||
4 640x480 DR FULL
|
||||
5 256x224 OR WIN
|
||||
6 512x448 ODR WIN
|
||||
7 640x480 ODS FULL
|
||||
8 640x480 ODS WIN
|
||||
9 640x560 ODR WIN
|
||||
10 768x672 ODR WIN
|
||||
11 800x600 ODS FULL
|
||||
12 800x600 ODS WIN
|
||||
13 896x784 ODR WIN
|
||||
14 1024x768 ODS FULL
|
||||
15 1024x768 ODS WIN
|
||||
16 1024x896 ODR WIN
|
||||
17 1280x960 ODS FULL
|
||||
18 1280x1024 ODS FULL
|
||||
19 1600x1200 ODS FULL
|
||||
20 VARIABLE ODR WIN
|
||||
21 VARIABLE ODS WIN
|
||||
22 CUSTOM OD FULL
|
||||
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . . DOS-only Switches . . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
Argument|Sub-Arg.|Description
|
||||
= = = = = = = = = = = = = = =
|
||||
-0 Force black background in 8-bit modes
|
||||
-1 #/-2 # Select Player 1/2 Input:
|
||||
2 2 Button
|
||||
3 4 Button
|
||||
4 6 Button
|
||||
5 8 Button
|
||||
6 Sidewinder #1
|
||||
7 Sidewinder #2
|
||||
8 Sidewinder #3
|
||||
9 Sidewinder #4
|
||||
10 Gamepad Pro #0
|
||||
11 Gamepad Pro #1
|
||||
12 LPT1 #1
|
||||
13 LPT1 #2
|
||||
14 LPT1 #3
|
||||
15 LPT1 #4
|
||||
16 LPT1 #5
|
||||
-3 Enable triple buffering (disables VSync)
|
||||
-8 Force 8-bit sound
|
||||
-c Enable full/wide screen (when available)
|
||||
-cc Enable small screen (when available)
|
||||
-sp Report sound detection information
|
||||
-v # Select Video Mode:
|
||||
0 256x224x8B (MODEQ)
|
||||
1 256x240x8B (MODEQ)
|
||||
2 256x256x8B (MODEQ)
|
||||
3 320x224x8B (MODEX)
|
||||
4 320x240x8B (MODEX)
|
||||
5 320x256x8B (MODEX)
|
||||
6 640x480x16B (VESA1)*
|
||||
7 320x240x8B (VESA2)
|
||||
8 320x240x16B (VESA2)
|
||||
9 320x480x8B (VESA2)
|
||||
10 320x480x16B (VESA2)
|
||||
11 512x384x8B (VESA2)
|
||||
12 512x384x16B (VESA2)
|
||||
13 640x400x8B (VESA2)
|
||||
14 640x400x16B (VESA2)
|
||||
15 640x480x8B (VESA2)
|
||||
16 640x480x16B (VESA2)
|
||||
17 800x600x8B (VESA2)
|
||||
18 800x600x16B (VESA2)
|
||||
-w Enable VSync (disables triple buffering)
|
||||
|
||||
*The 640x480x16B (VESA1) video mode is compatible with many video cards, but can
|
||||
also be very slow. We recommend that you use a VESA2 mode if your video card
|
||||
supports it. Please see the system requirements for more information
|
||||
[Readme.txt].
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
748
tools/zsnes/docs/readme.txt/faq.txt
Normal file
748
tools/zsnes/docs/readme.txt/faq.txt
Normal file
@@ -0,0 +1,748 @@
|
||||
ZSNES v1.51 Documentation
|
||||
|
||||
================================
|
||||
N a v i g a t i o n
|
||||
================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
|
||||
* Games [Games.txt]
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
1. Universal
|
||||
2. Win Port
|
||||
3. SDL Port
|
||||
4. DOS Port
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
|
||||
|
||||
* ZSNES Home Page: [ZSNES.com]
|
||||
|
||||
|
||||
================================================================================
|
||||
~ F. A. Q. (Frequently Asked Questions)
|
||||
================================================================================
|
||||
|
||||
The FAQ page was first included in version 0.390 of ZSNES, released on
|
||||
April 11, 1998.
|
||||
|
||||
|
||||
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|
||||
Question Index
|
||||
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|
||||
|
||||
- - - - - - - - - - -
|
||||
UNIVERSAL QUESTIONS
|
||||
- - - - - - - - - - -
|
||||
|
||||
General
|
||||
Where do I download games / ROMs?
|
||||
What is the "save directory"?
|
||||
Why are my games not saving?
|
||||
Are the ZSNES data files compatible among the various ZSNES ports
|
||||
(Win/DOS/SDL)?
|
||||
Is there Toaster Support?
|
||||
Games
|
||||
Why don't my games work after applying IPS patches to them?
|
||||
Does ZSNES support Snes9x, GoodSNES, and NSRT ROMs? Or only ZSNES ones?
|
||||
Video
|
||||
Why do my scanlines look awful?
|
||||
Why am I missing some video filter options?
|
||||
Sound
|
||||
Why does ZSNES produce a lot of static?
|
||||
Why am I missing some sound options?
|
||||
Input
|
||||
Why can't I press more than 2 keys at a time?
|
||||
Why is one direction of the d-pad always held down, even when I'm not
|
||||
pressing any keys?
|
||||
How do I use both my keyboard and joystick for the 1st or 2nd player?
|
||||
Why can't I set the keys/buttons for Player 2?
|
||||
Why won't ZSNES accept input when I'm configuring the keys for my
|
||||
gamepad?
|
||||
This game tells me that it is not compatible with the MultiTap
|
||||
(or an external device attached). What should I do?
|
||||
Speed
|
||||
Why is ZSNES slow?
|
||||
Why does the game slow down even though I'm using auto frame rate and
|
||||
the FPS is pretty high?
|
||||
My games are running too quickly! How do I slow them down?
|
||||
Miscellaneous
|
||||
Does ZSNES support loading ROMs which are compressed?
|
||||
Why doesn't ZSNES support the 7z, RAR, or ZIP deflate64 compression
|
||||
formats?
|
||||
Does ZSNES support multiple ROMs in a single ZIP or JMA file?
|
||||
Can you make a Mac/PocketPC/PS2/whatever port?
|
||||
|
||||
- - - - - - - - - - - -
|
||||
WIN-SPECIFIC QUESTIONS
|
||||
- - - - - - - - - - - -
|
||||
|
||||
General
|
||||
Why does ZSNESw crash and give me an error with dinput.dll?
|
||||
I just switched from the DOS port to the Windows port of ZSNES;
|
||||
why don't my savestates work? Are they incompatible?
|
||||
Video
|
||||
Why am I seeing double, with strange colors?
|
||||
Why is the video choppy with an FPS of 60 and VSync on?
|
||||
Sound
|
||||
How come I don't get any sound?
|
||||
|
||||
- - - - - - - - - - - -
|
||||
SDL-SPECIFIC QUESTIONS
|
||||
- - - - - - - - - - - -
|
||||
|
||||
General
|
||||
Can I run ZSNES without X?
|
||||
I got ZSNES from my distro and I found a bug. To whom should I report it?
|
||||
Should I use SVN?
|
||||
I'm getting an error about gzdirect() missing when I try to compile
|
||||
ZSNES. What's up?
|
||||
|
||||
- - - - - - - - - - - -
|
||||
DOS-SPECIFIC QUESTIONS
|
||||
- - - - - - - - - - - -
|
||||
|
||||
Video
|
||||
How do you enable transparencies?
|
||||
Why is there a layer of fog blocking my view?
|
||||
Why am I getting error messages regarding VESA 2 drivers?
|
||||
Sound
|
||||
Why is there no sound?
|
||||
Are there any plans to improve detection for non-SoundBlaster cards
|
||||
(or supporting non-SB cards)?
|
||||
I get a sound initialization error using my SB Live! (or any other
|
||||
PCI card). How do I fix it?
|
||||
Input
|
||||
Why doesn't my Sidewinder pad work?
|
||||
How do I get my daisy-chained Sidewinder to work?
|
||||
Why doesn't my Gamepad Pro work?
|
||||
Why doesn't my joystick work anymore?
|
||||
Why does JB5/JB6 keep getting pressed whenever I try to change a key?
|
||||
Freezing/Crashing Issues
|
||||
Why does ZSNES freeze when I run it under pure DOS?
|
||||
Why does ZSNES crash when I load a ROM?
|
||||
Why does ZSNES freeze when I try to enter the GUI?
|
||||
ZSNES gives me an "out of memory" error and I only have 16MB of RAM.
|
||||
How do I fix this?
|
||||
Miscellaneous
|
||||
I'm using DJGPP 2.03 and I get an error about missing stdint.h.
|
||||
What's wrong?
|
||||
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
1. UNIVERSAL QUESTIONS
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
................................
|
||||
General
|
||||
................................
|
||||
|
||||
Q: Where do I download games / ROMs?
|
||||
A: Due to the questionable legality of ROM images of commercial games (see
|
||||
[http://en.wikipedia.org/wiki/Rom_images#Legal_status_of_ROMs]), the ZSNES
|
||||
Team *cannot* and *will not* provide you with any games / ROMs. We must do
|
||||
this in order to keep ZSNES, as an emulator, legal. Please see the disclaimer
|
||||
[Readme.txt].
|
||||
|
||||
Q: What is the "save directory"?
|
||||
A: Please read more about the types of files ZSNES generates and where they are
|
||||
created in the Files section of [Readme.txt].
|
||||
|
||||
By default, in the Win and DOS ports of ZSNES, these files will go into their
|
||||
corresponding ROM directory (e.g. If your Chrono Trigger ROM is in
|
||||
"C:\SNES Games\RPG", its files will go into that folder; if your Harvest Moon
|
||||
ROM is in "C:\SNES Games\Simulation", its files will go into that folder).
|
||||
In the SDL port of ZSNES, however, saves will go into "~/.zsnes" by default.
|
||||
ZSNES SDL under Mac OS X will place them in
|
||||
"~/Library/Application Support/ZSNES" instead.
|
||||
|
||||
If you dislike the default settings, you can configure a single, universal
|
||||
save path by either going to the Config->Paths menu in the GUI or by editing
|
||||
the ZSNES configuration file [Advanced.txt].
|
||||
|
||||
Q: Why are my games not saving?
|
||||
A: If your ROM images are stored on a CD-ROM, you need to define a save
|
||||
directory that points to your hard drive. In order to do this, either go to
|
||||
Config-->Paths and enter a directory, or edit the ZSNES configuration file by
|
||||
typing in a directory after "SaveDirectory=". Make sure that this directory
|
||||
is not marked read-only.
|
||||
|
||||
If this still does not solve your problem, enable SRAM Check + Save under the
|
||||
Config-->Saves menu.
|
||||
|
||||
Q: Are the ZSNES data files compatible among the various ZSNES ports
|
||||
(Win/DOS/SDL)?
|
||||
A: Yes. Unlike certain PC applications and games, ZSNES's various save files
|
||||
and formats are completely port-independent; you can share any of your files
|
||||
with any user using any port of ZSNES (although some things may be
|
||||
version-dependent). Note, however, that ZSNES's configuration file
|
||||
[Advanced.txt] contains port-specific options which don't exist in other
|
||||
ports, so while they can be transfered between ports, some things won't work
|
||||
as expected. Note that when transfering various files, make sure they're
|
||||
named properly and in the proper location (see the Files section [Readme.txt]
|
||||
for details).
|
||||
|
||||
Q: Is there Toaster Support?
|
||||
A: While we'd love for ZSNES to lace our shoes, feed us, breathe for us, and
|
||||
amass wealth for us, we can't add every crazy feature that comes up.
|
||||
Even though ZSNES does have many, many features that are not necessarily
|
||||
SNES related, they normally don't go beyond features that you'd expect from
|
||||
an advanced gaming system.
|
||||
|
||||
Regarding toaster support itself, rumor has it ZSNES does bread toasting
|
||||
if you happen to be using it after midnight while paying your respects
|
||||
to the master of all controls and considering monetary options.
|
||||
|
||||
................................
|
||||
Games
|
||||
................................
|
||||
|
||||
Q: Why don't my games work after applying IPS patches to them?
|
||||
A: If your patched game crashes early or just displays a black screen, you
|
||||
probably need to either add or remove the 512 byte offset from the patch.
|
||||
Use the program IPSEDIT to do this, which is bundled along with NSRT.
|
||||
|
||||
Alternatively, you could either add or remove a header from your ROM before
|
||||
patching. Again, NSRT is capable of doing this. [http://nsrt.edgeemu.com]
|
||||
|
||||
Q: Does ZSNES support Snes9x, GoodSNES, and NSRT ROMs? Or only ZSNES ones?
|
||||
A: ZSNES, Snes9x, GoodSNES, and NSRT ROMs do not exist. All these programs work
|
||||
with SNES ROMs. As ZSNES is an SNES emulator, it will work with all SNES ROMs
|
||||
(except where ZSNES has a bug or the ROM is in an unsupported interleave
|
||||
format).
|
||||
|
||||
................................
|
||||
Video
|
||||
................................
|
||||
|
||||
Q: Why do my scanlines look awful?
|
||||
A: Scanlines can be negatively affected by the method of vertical scaling that
|
||||
your video card uses, depending on the video mode you have selected for
|
||||
ZSNES. This can sometimes result in scanlines that are not of uniform
|
||||
darkness. The effect of this video scaling is most noticeable with Full
|
||||
scanlines, with 50% and 25% scanlines being less noticeable. To display the
|
||||
scanlines effect properly, you should use resolutions based on a multiple of
|
||||
256x224 in windowed modes (e.g. 512x448) and 320x240 for fullscreen modes
|
||||
(e.g. 640x480).
|
||||
|
||||
Q: Why am I missing some video filter options?
|
||||
A: Please make sure you have MMX Support enabled in the Options dialog. Refer to
|
||||
the Video Config description in [GUI.txt] to see what video options require
|
||||
MMX support.
|
||||
|
||||
................................
|
||||
Sound
|
||||
................................
|
||||
|
||||
Q: Why does ZSNES produce a lot of static?
|
||||
A: There could be many reasons why you are hearing static. If you are using the
|
||||
Windows port and you have an ISA sound card, this could be your problem. If
|
||||
you are using the DOS port, and you have a PCI sound card, this could also be
|
||||
your problem. If your sound card is using SoundBlaster emulation, you
|
||||
probably need to use 8-bit sound, but this can make sound output worse. You
|
||||
can also try doing the following things to improve your sound: Reduce your
|
||||
sampling rate or disable lowpass filtering and stereo sound; Win port users
|
||||
can also enable the Primary Sound Buffer.
|
||||
|
||||
Q: Why am I missing some sound options?
|
||||
A: Please make sure you have MMX Support enabled in the Options dialog. Refer to
|
||||
the Sound Config description in [GUI.txt] to see what sound options require
|
||||
MMX support.
|
||||
|
||||
................................
|
||||
Input
|
||||
................................
|
||||
|
||||
Q: Why can't I press more than two keys at a time?
|
||||
A: Many PC ("Personal Computer") keyboards limit the number of key signals that
|
||||
can be transmitted simultaneously. For example, certain combinations of three
|
||||
or more alphanumeric keys may not work. Conversely, there may be some
|
||||
combinations of three or more keys that *do* work. You would just have to
|
||||
test by trial-and-error to find out, since these combinations can vary
|
||||
between keyboards. Joysticks and gamepads generally don't have this
|
||||
limitation.
|
||||
|
||||
If you must use a keyboard, you can set multiple game keys to a single
|
||||
keyboard key. Alternatively, you could set some keys to the right and left
|
||||
Ctrl and Shift keys, since most keyboards do not restrict signals from
|
||||
these keys.
|
||||
|
||||
Q: Why is one direction of the d-pad always held down, even when I'm not
|
||||
pressing any keys?
|
||||
A: ZSNES auto-calibrates any connected gamepads/joysticks when it first starts.
|
||||
Thus, if one of the buttons or directions is accidentally held down while
|
||||
ZSNES is starting, ZSNES will think this is "normal" or "zero" input, even
|
||||
when you let go of the button. To fix the problem, simply close ZSNES, make
|
||||
sure no buttons are pressed and all axis are centered on your
|
||||
gamepad/joystick, and restart ZSNES. It will then auto-calibrate to the
|
||||
correct "zero" settings.
|
||||
|
||||
Q: How do I use both my keyboard and joystick for the 1st or 2nd player?
|
||||
A: First, configure the Player 1 pad (Config-->Input--> #1) for your normal
|
||||
set-up (for example, a keyboard). Next, configure the Player 3 pad
|
||||
(Config-->Input--> #3) to use your alternative set-up (for example, a
|
||||
joystick or gamepad). When you want to switch between your regular and
|
||||
alternative set-up, go to the Config-->Options menu and check
|
||||
USE PL3/4 AS PL1/2. Now the Player 3 controls act as the Player 1 pad, and
|
||||
Player 4's controls act as the Player 2 pad. To return to the normal
|
||||
controls, simply uncheck this option. Follow the same procedure to create a
|
||||
similar set-up for Players 2 and 4.
|
||||
Note: Enabling the option USE PL3/4 AS PL1/2 disables MultiTap emulation.
|
||||
|
||||
Q: Why can't I set the keys/buttons for Player 2?
|
||||
A: You need to set the Current Device before ZSNES will allow you to set the
|
||||
individual keys for Player 2 (or Players 3, 4, or 5). If NONE is shown after
|
||||
CURRENT:, the input cannot be changed (or used, for that matter). See the
|
||||
Input section of the GUI page [GUI.txt] for further instructions.
|
||||
|
||||
Q: Why won't ZSNES accept input when I'm configuring the keys for my gamepad?
|
||||
A: Exit ZSNES and calibrate your input device. Then restart ZSNES and see if it
|
||||
works.
|
||||
|
||||
Q: This game tells me that it is not compatible with the MultiTap (or an
|
||||
external device attached). What should I do?
|
||||
A: Set the input devices of player 3, 4, and 5 to "None". You may also need to
|
||||
go to Config-->Options, and enable "Use Player 3/4 as Player 1/2".
|
||||
Additionally, you could add an NSRT header to your ROM if you desire.
|
||||
|
||||
................................
|
||||
Speed
|
||||
................................
|
||||
|
||||
Q: Why is ZSNES slow?
|
||||
A: First and foremost, does your computer meet the minimum system requirements
|
||||
to run ZSNES? If not, there is little you can do to improve performance. That
|
||||
being said, you can still try a number of things.
|
||||
|
||||
* Make sure that any major program(s) is/are closed (such as Winamp).
|
||||
* Try the default settings of ZSNES before you do anything else. You can
|
||||
reset ZSNES to the default settings by deleting all three of its
|
||||
configuration files.
|
||||
* Ensure that MMX Support is enabled in the Options dialog; this mode
|
||||
should provide a noticeable speed increase for computers that can use it.
|
||||
* Certain system configurations and video cards work better with certain
|
||||
video modes. Try switching between different video modes until you find
|
||||
one that has good/better performance. Things to remember when doing this
|
||||
are that lower resolutions are faster than higher resolutions, full
|
||||
screen modes are faster than windowed modes, and 'R' modes are faster
|
||||
than 'S' modes (because no scaling is necessary).
|
||||
* Make sure you are using Auto Frame Skipping. If you already are, try
|
||||
increasing the Max Frame Skip.
|
||||
* Do not use VSync; if you must use VSync, try also enabling Triple
|
||||
Buffering.
|
||||
* Disable all video filters.
|
||||
* Compile ZSNES yourself with optimizations for your CPU's architecture.
|
||||
* If you still need more speed, disable sound. If that's not enough,
|
||||
disable SPC emulation (you must restart ZSNES for this option to take
|
||||
effect). Some games will not work without SPC emulation.
|
||||
|
||||
If you have an old computer, such as one with a 486/100 processor, you will
|
||||
probably be better off using older DOS versions of ZSNES, as the minimum
|
||||
system requirements have increased slightly with subsequent releases. To
|
||||
achieve greater speed, you may want to avoid using VESA video modes (although
|
||||
this will disable transparencies). Experiment with the different video modes
|
||||
and try the recommendations above to see which configuration provides the
|
||||
best speed for you.
|
||||
|
||||
Q: Why does the game slow down even though I'm using auto frame rate and the FPS
|
||||
is pretty high?
|
||||
A: If you have ever played a real SNES, you may notice that some games slow down
|
||||
even on it. To the extent that ZSNES accurately emulates an SNES, a game will
|
||||
slow down in ZSNES in the same places it would slown down on a real SNES.
|
||||
|
||||
Q: My games are running too quickly! How do I slow them down?
|
||||
A: You may have disabled auto frame skipping. Re-enable it in the
|
||||
Config-->Speed menu.
|
||||
|
||||
If you don't want to use auto frame skipping, and you want to play in
|
||||
windowed mode, you might want to set your monitor's refresh rate to 60hz
|
||||
and enable VSync in ZSNES.
|
||||
|
||||
If you want to use fullscreen mode without using auto frame skipping,
|
||||
you can enable the KitchenSync by using either the -ks (for NTSC/PAL)
|
||||
or -kp (for PAL) command-line parameter (Windows port only) [Advanced.txt].
|
||||
Also be sure to enable triple buffering.
|
||||
|
||||
................................
|
||||
Miscellaneous
|
||||
................................
|
||||
|
||||
Q: Does ZSNES support loading ROMs which are compressed?
|
||||
A: Yes, but it depends on what compression format is used. ZSNES can currently
|
||||
load ROMs that are compressed in the ZIP (method 0 - store and method 8 -
|
||||
deflate), GZip, and JMA compression formats.
|
||||
|
||||
Many tools are available to create ZIP files. If you want a fast, commandline
|
||||
based ZIP program that is available on many platforms, get Info-ZIP. Info-ZIP
|
||||
also has a Windows front end called WiZ available if you prefer a GUI.
|
||||
|
||||
For creating GZip files, there are not too many choices. A fast, commandline
|
||||
based compressor for the GZip format, available for several platforms, may be
|
||||
downloaded at the GZip site [http://www.gzip.org]. If you use Windows, there
|
||||
is a program with a GUI called 7-Zip [http://www.7-zip.org] that has support
|
||||
for ZIP, GZip, and others. ZIP and GZip files created by 7-Zip are smaller
|
||||
than those created with other programs, but 7-Zip takes a longer time
|
||||
creating them. For users of Unix based operating systems who would like a GUI
|
||||
front end for both ZIP and GZip, get Ark
|
||||
[http://docs.kde.org/en/3.2/kdeutils/ark/], which is part of the KDE project.
|
||||
|
||||
To create JMA files, a format invented by Nach and the rest of the NSRT team
|
||||
which offers the best compression ratio for SNES ROMs, you must use NSRT
|
||||
[http://nsrt.edgeemu.com]. NSRT is also capable of compressing SNES ROMs into
|
||||
ZIP and GZip formats.
|
||||
|
||||
Q: Why doesn't ZSNES support the 7z, RAR, or ZIP deflate64 compression formats?
|
||||
A: ZSNES only supports formats which have an open-source, portable, and
|
||||
easy-to-use library. The 7z and RAR formats do not yet have libraries that
|
||||
fill those criteria. If you want the best compression ratio for your SNES
|
||||
ROMs, you should use JMA. Currently, the only publicly available program that
|
||||
can compress and decompress with JMA is NSRT [http://nsrt.edgeemu.com]. ZIP
|
||||
deflate64 lacks a decompression library which ZSNES can use, but rumor has it
|
||||
that Nach is working on one.
|
||||
|
||||
Q: Does ZSNES support multiple ROMs in a single ZIP or JMA file?
|
||||
A: ZSNES currently does not support more than one ROM in a ZIP or JMA file,
|
||||
although such support will probably be implemented in the future.
|
||||
|
||||
Q: Can you make a Mac/PocketPC/PS2/whatever port?
|
||||
A: Since ZSNES is written in assembly, ports to any systems that are not 100%
|
||||
x86 compatible are impossible. Try Snes9x [http://www.snes9x.com] for
|
||||
portability.
|
||||
|
||||
Apple Computer, Inc. recently switched the Macintosh computers to use Intel
|
||||
processors [http://www.apple.com/pr/library/2005/jun/06intel.html], and
|
||||
as such ZSNES has already been modified to run on said computers. Just
|
||||
compile the SDL port with an up-to-date NASM and zlib and everything normally
|
||||
required.
|
||||
|
||||
Another third party developer recently ported ZSNES to the Microsoft Xbox as
|
||||
well, and released it under the name "ZsneXbox". Unfortunately, we can not
|
||||
provide a download link as this port is being illegally distributed as a
|
||||
compiled XBE file. As a result, any link or support requests regarding this
|
||||
port will be promptly ignored.
|
||||
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
2. WIN-SPECIFIC QUESTIONS
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
................................
|
||||
General
|
||||
................................
|
||||
|
||||
Q: Why does ZSNESw crash and give me an error with dinput.dll?
|
||||
A: If you get this error, download and install the latest version of DirectX.
|
||||
You might also try running the DirectX Diagnostic Tool. You can do this by
|
||||
clicking the Start button, then selecting "Run...". Type "dxdiag" after
|
||||
"Open:", and click "OK". There are lots of options you can play with, so
|
||||
please read everything before you start messing around. Specifically, go to
|
||||
the "Display" tab, and under the "DirectX Features" section, click the
|
||||
"Disable" button beside each feature. After they are all disabled, re-enable
|
||||
them. Exit dxdiag, and try ZSNES again.
|
||||
|
||||
If none of that worked, try re-installing DirectX.
|
||||
|
||||
Q: I just switched from the DOS port to the Windows port of ZSNES; why don't my
|
||||
savestates work? Are they incompatible?
|
||||
A: The saves and savestates will work just as well with any port of ZSNES. You
|
||||
simply need to rename all files that have .srm and .zst (and .zs1, .zs2,
|
||||
etc.) extensions to match the filenames of your ROMs (or the jma/zip archives
|
||||
that contain them).
|
||||
|
||||
For example, if you have "Super Mario World.zip" and "Super Mario RPG.zip",
|
||||
both games will have saves that are labeled "SUPERM~1.SRM", "SUPERM~1.ZS2",
|
||||
etc., and they will be differentiated only by the number after the "~" in the
|
||||
filename.
|
||||
|
||||
If you need to find out which "~" number a game uses, open a DOS prompt
|
||||
(a.k.a. Command Prompt), change to the ROM directory, and enter "dir /on /p"
|
||||
(On some newer systems like Win2k you need to add the "/x" switch for the DOS
|
||||
filenames to be displayed). Unfortunately, this method may not be accurate if
|
||||
you have moved your ROMs to a different folder or another computer; you may
|
||||
need to guess and hope for the best, trying to swap filenames a few different
|
||||
ways between the saves before it works for all your games. If it comes down
|
||||
to guessing, we recommend that you backup your save files before renaming
|
||||
them.
|
||||
|
||||
Don't forget to put the files into your Save directory. A question concerning
|
||||
the Save directory is under Universal Questions -> General [FAQ.txt].
|
||||
|
||||
................................
|
||||
Video
|
||||
................................
|
||||
|
||||
Q: Why am I seeing double, with strange colors?
|
||||
A: Any change of resolution within ZSNES should correct the problem. Fullscreen
|
||||
modes are recommended because they are faster than windowed modes.
|
||||
|
||||
If you still experience problems, see if these suggestions help (each should
|
||||
be done/tried separately):
|
||||
- The issue can be completely resolved with up-to-date video card drivers.
|
||||
Keeping your device drivers fully updated will provide other benefits
|
||||
unrelated to ZSNES.
|
||||
- Set the resolution for ZSNES to the same one used by the Windows desktop.
|
||||
- Try enabling 16-bit color depth in Windows.
|
||||
|
||||
Q: Why is the video choppy with an FPS of 60 and VSync on?
|
||||
A: If you have VSync on, your monitor needs to be set to a refresh rate that is
|
||||
a multiple of the framerate of the game. NTSC games natively run at ~60 FPS.
|
||||
PAL games natively run at 50 FPS. Thus your monitor would need to be either
|
||||
60Hz or 120Hz for NTSC games, or 50Hz/100Hz for PAL games. If you run ZSNES
|
||||
with the -6 switch, with a sub-argument of '60', ZSNES will try to switch
|
||||
your monitor to 60Hz refresh rate. You can use the -ks switch to make ZSNES
|
||||
try to switch your monitor to 120Hz refresh rate. These two switches only
|
||||
work in fullscreen modes and are for the Windows port only.
|
||||
Please reference [Advanced.txt] for details on command-line switches.
|
||||
|
||||
You can also try enabling Triple Buffering (using the -3 switch or the GUI
|
||||
option), however this currently only works in Full Screen modes. One last
|
||||
thing you can try is to turn off auto frame-skipping, and set manual frame
|
||||
rate to "0".
|
||||
|
||||
................................
|
||||
Sound
|
||||
................................
|
||||
|
||||
Q: How come I don't get any sound?
|
||||
A: Either you accidentally disabled sound, you don't have a sound card, the
|
||||
sound drivers aren't properly installed in your system, or your sound card is
|
||||
not compatible with DirectSound (part of Microsoft's DirectX API
|
||||
[Support.txt]). Also make sure that 'Disable SPC Emulation' is NOT checked.
|
||||
See [GUI.txt] for more information about sound settings in ZSNES.
|
||||
|
||||
Try (re-)installing the latest version of DirectX, and make sure you have the
|
||||
latest drivers for your sound card (WHQL Certified, if possible).
|
||||
|
||||
Please also note that ISA sound cards tend not to work with Windows, while
|
||||
they do with DOS.
|
||||
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
3. SDL-SPECIFIC QUESTIONS
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
................................
|
||||
General
|
||||
................................
|
||||
|
||||
Q: Can I run ZSNES without X?
|
||||
A: Yes, but you'll need to have SDL compiled to use SVGAlib.
|
||||
|
||||
Q: I got ZSNES from my distro and I found a bug. To whom should I report it?
|
||||
A: Compile ZSNES yourself and see if the bug still exists. If it does,
|
||||
please tell us, otherwise be happy that ZSNES works now, and give your
|
||||
distro a heads-up if you feel motivated enough.
|
||||
|
||||
Q: Should I use SVN?
|
||||
A: SVN ("Subversion") is the best way to get the most up-to-date ZSNES source.
|
||||
It is best to double-check with SVN if you have a problem, since we might
|
||||
have already fixed it. If you find a new problem in SVN, please tell us, but
|
||||
be warned that we won't take it too seriously if it involves something that's
|
||||
currently being worked on.
|
||||
|
||||
To check out and install ZSNES from SVN, refer to this thread on the ZSNES
|
||||
board [http://board.zsnes.com/phpBB2/viewtopic.php?t=7371].
|
||||
|
||||
Q: I'm getting an error about gzdirect() missing when I try to compile ZSNES.
|
||||
What's up?
|
||||
A: Make sure you're using zlib 1.2.3 or higher. Some distributions say you have
|
||||
zlib 1.2.3 but in reality give you an older version. If your distribution is
|
||||
being problematic, compile zlib yourself. Grab the latest version of zlib at
|
||||
the official website. [http://www.zlib.net]
|
||||
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
4. DOS-SPECIFIC QUESTIONS
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
................................
|
||||
Video
|
||||
................................
|
||||
|
||||
Q: How do you enable transparencies?
|
||||
A: First, try setting the video mode to a 16-bit color mode in the GUI. (If
|
||||
320x240x16b doesn't work, then try 640x480x16b). If it gives you an error
|
||||
that says that your video card isn't compatible with VESA 2.0, you might want
|
||||
to get Scitech Display Doctor. It provides certain cards with VESA 2.0
|
||||
support. Running with transparencies on is definitely slower because of the
|
||||
extra math equations, memory, and video space involved.
|
||||
|
||||
Q: Why is there a layer of fog blocking my view?
|
||||
A: You need to either enable transparencies (see above), or you can disable
|
||||
certain backgrounds by pressing the 1, 2, 3, or 4 keys. If you get lost while
|
||||
pressing those keys, press 6 to re-enable all of the backgrounds.
|
||||
|
||||
Q: Why am I getting error messages regarding VESA 2 drivers?
|
||||
A: Here is a list of the various error codes that you may be coming across,
|
||||
along with descriptions of what they mean:
|
||||
* VBE not detected - ZSNES failed to detect any VBE interrupts (Your video
|
||||
card doesn't support VESA).
|
||||
* VESA not detected - ZSNES failed to detect any VESA extensions (Your
|
||||
video card doesn't support VESA).
|
||||
* VESA 2.0 or greater required - Your video card supports VESA, but it has
|
||||
an older version. You may want to use SciTech Display Doctor
|
||||
[http://www.scitechsoft.com/sdd.html] to upgrade your VESA driver.
|
||||
* VESA 2 mode does not work on your video card/driver - Meaning that the
|
||||
resolution you requested does not exist in the supported resolutions of
|
||||
your video card. Choose a different resolution or upgrade with SDD,
|
||||
which can sometimes help increase the number of resolutions supported.
|
||||
* Unable to initialize video mode - A VESA 2.0 driver is found, but the
|
||||
video mode failed to start. There could possibly be an error on the
|
||||
video card setting, or it may be a defective piece of hardware.
|
||||
* Linear frame buffer not detected - Meaning that your video card does not
|
||||
support linear frame buffering, which is required for the ZSNES VESA 2
|
||||
routines.
|
||||
|
||||
................................
|
||||
Sound
|
||||
................................
|
||||
|
||||
Q: Why is there no sound?
|
||||
A: There could be several situations:
|
||||
|
||||
- You haven't enabled sound. You can enable it through the GUI or through
|
||||
zsnes.cfg. Also make sure that 'Disable SPC Emulation' is NOT checked.
|
||||
- You need to make sure that the SET BLASTER variable is set properly. To do
|
||||
this, type SET in DOS and look for a string starting with "BLASTER=". If
|
||||
such a string exists, then this is not your problem.
|
||||
- You don't have a SB2.0 compatible sound card. If this is your case, there
|
||||
is nothing you can do at the moment. ZSNES uses auto-initialization mode
|
||||
for sound which requires SB2.0+.
|
||||
- Your SB IRQ conflicts with another device. If this is the case, you might
|
||||
want to check your sound card settings through Control Panel -> System.
|
||||
- ZSNES doesn't like your sound card.
|
||||
- You can try using VDMSound [http://sourceforge.net/projects/vdmsound/].
|
||||
|
||||
Q: Are there any plans to improve detection for non-SoundBlaster cards (or
|
||||
supporting non-SB cards)?
|
||||
A: There is little effort put into major changes to the DOS code, since so few
|
||||
people use that port these days. However, we will gladly accept anyone's help
|
||||
in improving the DOS sound code.
|
||||
|
||||
Q: I get a sound initialization error using my SB Live! (or any other PCI card).
|
||||
How do I fix it?
|
||||
A: Here is a solution: (Thanks CyberGodz for the post on the forums!)
|
||||
|
||||
SB Live! uses what is known as a NMI, or Non Maskable Interrupt, to emulate
|
||||
SB 16 sound. Don't ask us exactly what it does (it's a type of IRQ) but that
|
||||
is pretty much all it is good for.
|
||||
|
||||
The problem is that many sound cards either lack NMI support or don't have it
|
||||
enabled (No NMI = No DOS support).
|
||||
|
||||
To try and solve this problem, do the following:
|
||||
|
||||
- Check your BIOS. If there is an option for RAM parity checking, enable
|
||||
it; it usually turns on NMI support. If there is something that says
|
||||
"NMI", turn it on.
|
||||
- If you don't find anything in your BIOS, then go to your motherboard's
|
||||
website and download the latest BIOS flash. Install it and try your DOS
|
||||
sound (You may still have to enable the stuff in the BIOS afterwards).
|
||||
- Failing the first two things, you could either get a new motherboard or
|
||||
get another compatible sound card alongside the SB Live!. Just attach a
|
||||
cable from the line out of the SB 16 to the line in of the SB Live!.
|
||||
Enable line in on the mixer of your SB Live! and it should route the
|
||||
sound through the old sound card (Don't use the SPDIF to connect the
|
||||
cards if you have one; wave sound doesn't pass through SPDIF--only MIDI).
|
||||
|
||||
................................
|
||||
Input
|
||||
................................
|
||||
|
||||
Q: Why doesn't my Sidewinder pad work?
|
||||
A: First, for non-USB Sidewinders, you should disable the Sidewinder profiler
|
||||
from the Win9x icon tray, run ZSNES, set Input #1 as SidewinderPad1, then
|
||||
press the mode button a few times. If that doesn't work, try the following:
|
||||
|
||||
- Try checking or unchecking the Sidewinder Fix option under
|
||||
Config Menu -> Options and repeat the above steps.
|
||||
- Fully disable the Win9x Sidewinder drivers by going to Control Panel/Game
|
||||
Controllers. Then remove the Sidewinder (Thanks Scarlet-Slider for this
|
||||
info!).
|
||||
- Run ZSNES under pure DOS.
|
||||
- Again, try checking or unchecking the Sidewinder Fix in the options menu of
|
||||
the GUI and repeat the above 2 steps.
|
||||
- Make sure your Sidewinder is plugged in and is not broken.
|
||||
|
||||
For USB joysticks, you can either set ZSNES as a 6-button joystick or
|
||||
simulate keyboard keys through the Sidewinder profiler by setting Input #1 as
|
||||
a keyboard with those defined keys.
|
||||
|
||||
Q: How do I get my daisy-chained Sidewinder to work?
|
||||
A: First, run ZSNES. Temporarily disconnect the second Sidewinder pad from the
|
||||
first one, get the first one to work, then re-connect the second Sidewinder
|
||||
pad.
|
||||
|
||||
Q: Why doesn't my Gamepad Pro work?
|
||||
A: For the non-USB version, be sure to have your Gamepad Pro set on 'GrIP' mode.
|
||||
Then set the input device as Gamepad Pro P0. For the USB version, you can use
|
||||
a keyboard emulator, which should be included with the software that came
|
||||
with your joystick.
|
||||
|
||||
Q: Why doesn't my joystick work anymore?
|
||||
A: You might have accidentally clicked the 'Use Joystick Port 209H' check box.
|
||||
Just uncheck it.
|
||||
|
||||
Q: Why does JB5/JB6 keep getting pressed whenever I try to change a key?
|
||||
A: Try changing your joystick type from 6-button to 4-button.
|
||||
|
||||
................................
|
||||
Freezing/Crashing Issues
|
||||
................................
|
||||
|
||||
Q: Why does ZSNES freeze when I run it under pure DOS?
|
||||
A: Try loading your mouse driver or run ZSNES using the -j switch. For the most
|
||||
compatible result, use the Microsoft Mouse driver if possible.
|
||||
|
||||
Q: Why does ZSNES crash when I load a ROM?
|
||||
A: It could be that ZSNES doesn't recognize your sound configuration. To fix it,
|
||||
disable sound or try changing your sound configuration. Also see this
|
||||
question: (Universal-->Freezing/Crashing Issues) "Why does ZSNES crash
|
||||
as soon as I load a ROM?"
|
||||
|
||||
Q: Why does ZSNES freeze when I try to enter the GUI?
|
||||
A: Run ZSNES using the commandline -j.
|
||||
|
||||
Q: ZSNES gives me an "out of memory" error and I only have 16MB of RAM. How do I
|
||||
fix this?
|
||||
A: If you are running the DOS port of ZSNES from within Windows, try restarting
|
||||
the computer in DOS mode; more RAM should then presumably be available for
|
||||
ZSNES to use. To get it running under Win9x, first create a shortcut to the
|
||||
DOS prompt on the desktop (the filename 'target' can be "C:\command.com").
|
||||
Next, right-click on the icon and go to Properties. Then, select the Memory
|
||||
tab and look below for Protected Mode (DPMI) settings and set a high value
|
||||
(like 20000). Last, double-click on that icon and load ZSNES as usual.
|
||||
|
||||
................................
|
||||
Miscellaneous
|
||||
................................
|
||||
|
||||
Q: I'm using DJGPP 2.03 and I get an error about missing stdint.h. What's wrong?
|
||||
A: You're probably missing this file. Download the latest version of this file
|
||||
and put it in DJGPP's include directory.
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
600
tools/zsnes/docs/readme.txt/games.txt
Normal file
600
tools/zsnes/docs/readme.txt/games.txt
Normal file
@@ -0,0 +1,600 @@
|
||||
ZSNES v1.51 Documentation
|
||||
|
||||
================================
|
||||
N a v i g a t i o n
|
||||
================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
|
||||
* Games [Games.txt]
|
||||
1. ROMs
|
||||
2. Compatibility
|
||||
3. Special-Chip Games
|
||||
4. Special Cartridges
|
||||
- BS-X (Satellaview)
|
||||
- Super Gameboy
|
||||
5. Individual Game Issues
|
||||
6. Games Supported by ManyMouse
|
||||
7. Multiplayer List
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
|
||||
|
||||
* ZSNES Home Page: [ZSNES.com]
|
||||
|
||||
|
||||
================================================================================
|
||||
~ G a m e s
|
||||
================================================================================
|
||||
|
||||
............................................................
|
||||
1. ROMS
|
||||
............................................................
|
||||
|
||||
** ROMs are not included with ZSNES!!! ** You must find them on your own.
|
||||
|
||||
Please read Wikipedia's article on ROM Images for a general overview.
|
||||
[http://en.wikipedia.org/wiki/ROM_image]
|
||||
|
||||
In relation to SNES emulation, a "ROM image" is a computer file which is an
|
||||
exact copy of the data that is contained in a 'R'ead 'O'nly 'M'emory chip inside
|
||||
a game cartridge. This file contains the same data that a real SNES console
|
||||
reads from the game cartridge. An SNES emulator loads this ROM into its own
|
||||
memory, very much like how a real SNES operates.
|
||||
|
||||
A problem appears when you have a ROM image that is not an exact copy of the
|
||||
data on a real SNES cartridge. Many of the ROMs available for download on the
|
||||
Internet are not in fact exact copies of real SNES games. There are a variety of
|
||||
reasons why a ROM that appears to be a real game is not an exact copy of the
|
||||
cartridge data. For example, the ROM may have been incorrectly "dumped" from the
|
||||
cartridge, which can introduce errors. Certain prolific ROM "releasers" will
|
||||
"hack" a ROM to include an introduction that advertises the releaser. Regardless
|
||||
of the reason for an imperfect ROM image, these "bad" ROMs can display errors
|
||||
when they are played in an emulator.
|
||||
|
||||
Emulator developers generally try to make their emulators work with "good" ROMs;
|
||||
that is, ROMs that are perfect copies of the data on a real game cartridge. The
|
||||
developers of ZSNES in particular are unable to provide any help to people who
|
||||
are using "bad" ROMs. You must use a good ROM if you want any chance of playing
|
||||
an error-free game.
|
||||
|
||||
We recommend using NSRT to verify that your ROMs are "good" dumps. In some
|
||||
cases, NSRT can actually modify a "bad" ROM in such a way that it becomes a
|
||||
"good" ROM. Please read the documentation included with NSRT for additional
|
||||
information. [http://nsrt.edgeemu.com]
|
||||
|
||||
|
||||
............................................................
|
||||
2. Compatibility
|
||||
............................................................
|
||||
|
||||
There are many reasons why a particular ROM may not work correctly with ZSNES.
|
||||
Here is a list of things you can do to improve your chances of a ROM working
|
||||
with ZSNES:
|
||||
|
||||
* Make sure your ROM is actually a "good dump." Often a ROM appears to be from
|
||||
a particular game/cartridge, but it *is not* in fact a perfect copy of the
|
||||
data on that cartridge. You can use NSRT to scan your ROM and tell you if it
|
||||
is a good dump. In some cases, NSRT can actually modify a "bad" ROM in such
|
||||
a way that it becomes a "good" ROM.
|
||||
* Your ROM may be a game that uses the SuperFX special chip. It may also be
|
||||
"interleaved." ZSNES cannot detect when a ROM is interleaved with the
|
||||
SuperFX interleave method. There is more information about this below, in
|
||||
the Special-Chip Games section under SuperFX. In cases where ZSNES cannot
|
||||
detect a ROM's interleave method, ZSNES will incorrectly report the ROM as
|
||||
-not- interleaved, and the ROM will fail to load.
|
||||
* If you have turned off sound, you should re-enable it. If you wish to mute
|
||||
the sound output, simply move the volume slider to 0%. Many games require
|
||||
sound emulation to be active in order to work correctly, so disabling sound
|
||||
can "break" a lot of games.
|
||||
* If you have changed the percentage of execution in the ZSNES configuration
|
||||
file, change it back to 100. However, there are a few particular games that
|
||||
may work better if the percentage to execute is set to either 120% or 80%.
|
||||
|
||||
The developers of ZSNES make no guarantee that any particular game will work.
|
||||
While we wish to play these incompatible games as much as you do, sometimes it
|
||||
is just not possible. Furthermore, ZSNES is in a constant state of development.
|
||||
Compatibility with a particular game may change between releases of ZSNES.
|
||||
|
||||
In the past, ZSNES developers programmed the emulator to "hack" certain games.
|
||||
These "hacks" would modify in-memory certain incompatible games, to get them to
|
||||
work with ZSNES. Some hacks were also used make certain games run at full speed
|
||||
if they were too slow. Sometimes, however, a particular game hack will break
|
||||
other parts of accurate SNES emulation.
|
||||
|
||||
As the emulation accuracy of ZSNES has improved, these hacks have become less
|
||||
necessary. In general, game hacks are removed whenever possible. With the
|
||||
current state of emulation in ZSNES, no new game hacks will be added.
|
||||
|
||||
In conclusion, if you have tried the steps above, and your game still doesn't
|
||||
work, *we're sorry*; however there is nothing we can do. ZSNES is developed for
|
||||
*emulation accuracy*, with game compatibility as a side effect, *not* the other
|
||||
way around. The most you can do is try another emulator or hope that ZSNES will
|
||||
become accurate enough to be able to run your particular game.
|
||||
|
||||
|
||||
............................................................
|
||||
3. Special-Chip Games
|
||||
............................................................
|
||||
|
||||
The approximate percentage of emulation progress for these special chips is
|
||||
listed under Current Progress [Readme.txt].
|
||||
|
||||
The NSRT SNES Add-on Chip information article was frequently referenced for the
|
||||
information assembled on this page. [http://nsrt.edgeemu.com/INFO/chipinfo.htm]
|
||||
|
||||
You may find that the section on Enhancement chips in the Super Nintendo article
|
||||
at Wikipedia contains some interesting historical information, not covered in
|
||||
this FAQ. [http://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System]
|
||||
|
||||
A number of games developed for the Super Nintendo included additional
|
||||
special-purpose processors on the game cartridge. A game would use this special
|
||||
processor to accomplish something that wasn't possible using just the standard
|
||||
SNES hardware. It is impossible to represent these processors with ROM data; in
|
||||
order for these games to work, ZSNES must emulate these special processors, in
|
||||
addition to all the standard SNES hardware (which ZSNES already emulates).
|
||||
|
||||
Below is a list of all known special processors, followed by a list of the games
|
||||
known to use each processor.
|
||||
|
||||
- - - -
|
||||
C4
|
||||
- - - -
|
||||
The C4 chip is a math co-processor with limited graphical processing
|
||||
capabilities.
|
||||
|
||||
* Megaman X 2 (USA) / Rockman X 2 (Japan)
|
||||
* Megaman X 3 (USA, Europe) / Rockman X 3 (Japan)
|
||||
|
||||
- - - - - - - -
|
||||
Nintendo DSP
|
||||
- - - - - - - -
|
||||
Each of the Nintendo DSP chips have identical hardware, but different software
|
||||
(firmware).
|
||||
|
||||
+ DSP-1 (supported)
|
||||
* Ace wo Nerae!
|
||||
* Armored Trooper Votoms
|
||||
* Ballz 3D / 3 Jigen Kakutou Ballz
|
||||
* Battle Racers
|
||||
* Drift King Shutokou Battle '94
|
||||
* Drift King Shutokou Battle 2
|
||||
* Final Stretch
|
||||
* Hashiriya Kon
|
||||
* Korean League
|
||||
* Lock On
|
||||
* Michael Andretti's Indy Car Challenge
|
||||
* Pilotwings
|
||||
* Super 3D Baseball
|
||||
* Super Air Diver
|
||||
* Super Air Diver 2
|
||||
* Super Bases Loaded II
|
||||
* Super F1 Circus Gaiden
|
||||
* Super Mario Kart
|
||||
* Suzuka 8 Hours
|
||||
+ DSP-2 (supported)
|
||||
* Dungeon Master
|
||||
+ DSP-3 (partially supported)
|
||||
* SD Gundam GX
|
||||
+ DSP-4 (supported)
|
||||
* Top Gear 3000 (USA) / Planets Champ TG 3000 (Japan)
|
||||
|
||||
- - - -
|
||||
OBC1
|
||||
- - - -
|
||||
* Metal Combat
|
||||
|
||||
- - - -
|
||||
SA-1
|
||||
- - - -
|
||||
<20>The SA-1 is a 65816 chip, although at a higher clock then the SNES's
|
||||
internal one.<2E> [Quoted from http://nsrt.edgeemu.com/INFO/chipinfo.htm]
|
||||
|
||||
* Asahi Shinbun Rensai - Katou Ichi-Ni-San Kudan Shougi Shingiru
|
||||
* Daisenryaku Expert WWII
|
||||
* Derby Jockey 2
|
||||
* Dragon Ball Z - Hyper Dimension
|
||||
* Hanyuu Meijin no Omoshiro Shougi
|
||||
* Harukanaru Augusta 3 - Masters New
|
||||
* Hayashi Kaihou Kudan no Igo Taidou
|
||||
* Itoi Shigesato no Bass Tsuri No.1
|
||||
* J. League '96 Dream Stadium
|
||||
* Jikkyou Oshaberi Parodius
|
||||
* Jumpin' Derby
|
||||
* Kakinoki Shougi
|
||||
* Kirby Super Star (USA) / Hoshi no Kirby - Super Deluxe (Japan)
|
||||
/ Kirby's Fun Pak (Europe)
|
||||
* Kirby's Dream Land 3 (USA) / Hoshi no Kirby 3 (Japan)
|
||||
* Marvelous
|
||||
* Mini Yonku Shining Scorpion - Let's & Go!!
|
||||
* Pebble Beach no Hatou New - Tournament Edition
|
||||
* PGA European Tour
|
||||
* PGA Tour 96
|
||||
* Power Rangers Zeo - Battle Racers
|
||||
* Saikousoku Shikou Shougi Mahjong
|
||||
* SD F-1 Grand Prix
|
||||
* SD Gundam G-NEXT cartridge ROM (G-NEXT.SFC)
|
||||
* Shin Shougi Club
|
||||
* Shougi no Hanamichi
|
||||
* Shougi Saikyou
|
||||
* Shougi Saikyou II
|
||||
* Super Bomberman - Panic Bomber W
|
||||
* Super Mario RPG
|
||||
* Super Robot Wars Gaiden
|
||||
* Super Shougi 3 - Kitaihei
|
||||
* Taikyoku Igo - Idaten
|
||||
* Takemiya Masaki Kudan no Igo Daishou
|
||||
|
||||
- - - -
|
||||
S-DD1
|
||||
- - - -
|
||||
* Star Ocean
|
||||
* Street Fighter Alpha 2 (USA/Europe) / Street Fighter Zero 2 (Japan)
|
||||
|
||||
- - - - - -
|
||||
Seta DSP
|
||||
- - - - - -
|
||||
Seta's DSP has 2 major firmwares.
|
||||
|
||||
+ Seta 10 / ST010 (supported)
|
||||
* F1 ROC II (USA) / Exhaust Heat II (Japan)
|
||||
+ Seta 11 / ST011 (partially supported)
|
||||
* Hayazashi Nidan Morita Shougi
|
||||
|
||||
- - - - - -
|
||||
Seta RISC
|
||||
- - - - - -
|
||||
The Seta RISC chip is not emulated.
|
||||
|
||||
+ Seta 18 / ST018
|
||||
* Hayazashi Nidan Morita Shougi 2
|
||||
|
||||
- - - - -
|
||||
SPC7110
|
||||
- - - - -
|
||||
* Far East of Eden Zero
|
||||
* Far East of Eden Zero - Shounen Jump no Shou
|
||||
* Momotarou Dentetsu Happy
|
||||
* Super Power League 4
|
||||
|
||||
ZSNES does not fully support the SPC7110 chip yet. However, you may use some
|
||||
third party graphics decompression packs to get the four above games to work.
|
||||
|
||||
The SPC7110 graphic packs are mirrored on a number of sites on the Internet.
|
||||
Here are a few:
|
||||
|
||||
* ipher's WIP Pages [http://other.ipherswipsite.com/gpacks/]
|
||||
* NSRT Official Site [http://nsrt.edgeemu.com]
|
||||
* Caitsith2's Personal Web Page [http://www.caitsith2.com]
|
||||
|
||||
After you have downloaded all of the parts, extract them all into a new
|
||||
directory on your disk. Then go to the Config-->Paths menu in the GUI
|
||||
and enter in the location of the folder in the appropriate field.
|
||||
|
||||
- - - -
|
||||
S-RTC
|
||||
- - - -
|
||||
* Daikaijuu Monogatari II
|
||||
|
||||
- - - - -
|
||||
SuperFX
|
||||
- - - - -
|
||||
* Dirt Racer
|
||||
* Dirt Trax FX
|
||||
* Doom
|
||||
* Star Fox (USA / Japan) / Starwing (Europe)
|
||||
* Stunt Race FX (USA / Europe) / Wild Trax (Japan)
|
||||
* Super Mario World 2: Yoshi's Island
|
||||
* Vortex
|
||||
* Winter Gold
|
||||
|
||||
** ZSNES does not support interleaved SuperFX ROMs! **
|
||||
An interleaved ROM is one in which the data is arranged differently than in
|
||||
the original, real SNES cartridge. While ZSNES has the ability to read the
|
||||
most common types of interleaved ROMs, it cannot read interleaved SuperFX
|
||||
ROMs, or even determine that they are interleaved.
|
||||
|
||||
You can use NSRT [http://nsrt.edgeemu.com] to deinterleave your SuperFX ROMs,
|
||||
or if you prefer, all your ROMs. Consequently, the creator of NSRT (Nach) has
|
||||
also written a document about the technical details of interleaved SNES ROMs,
|
||||
if you are interested.
|
||||
"The Grand Document on the many SNES Interleave Algorithms":
|
||||
[http://nsrt.edgeemu.com/forum/kb.php?mode=article&k=2]
|
||||
|
||||
|
||||
............................................................
|
||||
4. Special Cartridges
|
||||
............................................................
|
||||
|
||||
The approximate percentage of emulation progress for these special cartridges is
|
||||
listed under Current Progress [Readme.txt].
|
||||
|
||||
- - - - - - - - - - - - - - -
|
||||
Same Game; SD Gundam G-Next
|
||||
- - - - - - - - - - - - - - -
|
||||
|
||||
These were special games released only in Japan. They could be played by
|
||||
themselves, standing alone, but they could also be played with special
|
||||
additional cartridges, which plugged into the top of the main cartridge.
|
||||
These extra cartridges used the same form-factor as the BS-X memory
|
||||
cartridges, and they would improve or change the main game in some small way
|
||||
(similar to the Sonic and Knuckles cartridge for Sega Genesis).
|
||||
|
||||
You can play the original cartridges by themselves by loading them like any
|
||||
normal ROM. In order to play these games as if they had an expansion cartridge
|
||||
plugged in, you must first configure the paths to the base cartridge ROMs
|
||||
under Config -> Paths. After defining the path to the base ROMs, you can now
|
||||
load the expansion ROM like any normal ROM. ZSNES will virtually "plug in" the
|
||||
expansion ROM to the base ROM, and load both of them at the same time.
|
||||
|
||||
The NSRT file names for these ROMs are "SAMEGAME.SFC" and "G-NEXT.SFC",
|
||||
respectively.
|
||||
|
||||
- - - - - - - -
|
||||
Sufami Turbo
|
||||
- - - - - - - -
|
||||
|
||||
Gamers Graveyard has some pictures and information on the Sufami Turbo.
|
||||
[http://www.gamersgraveyard.com/repository/snes/peripherals/sufamiturbo.html]
|
||||
|
||||
The Sufami Turbo is a special add-on, manufactured by Bandai, and released
|
||||
only in Japan. The games were sold on small, GameBoy-sized mini-cartridges,
|
||||
two of which could simultaneously be plugged into the Sufami Turbo main
|
||||
cartridge. Certain combinations of games could interact with each other.
|
||||
|
||||
To emulate the Sufami Turbo, you will first need the Sufami Turbo BIOS.
|
||||
You must configure the path to this BIOS under Config-->Paths.
|
||||
|
||||
The NSRT file name for the Sufami Turbo BIOS is "STBIOS.BIN".
|
||||
|
||||
If you use NSRT, your Sufami Turbo ROMs will have .st extensions. In order to
|
||||
load two ROMs at once (to emulate two simultaneously loaded cartridges), you
|
||||
must use the command line. As an example, you would type in:
|
||||
zsnesw.exe "C:\Path\To\ROMs\sufami turbo rom 1.st"
|
||||
"C:\Path\To\ROMs\sufami turbo rom 2.st"
|
||||
Note that you must type the FULL path to both ROM images. The example is
|
||||
specific to the Windows command line and ZSNES port, but you get the idea.
|
||||
|
||||
You may occasionally come across a Sufami Turbo ROM that is hacked to include
|
||||
the BIOS with it. Use NSRT with the -split command to separate the BIOS from
|
||||
the ROM. This will give you at least two separate files: one will be the game,
|
||||
and the other will be the BIOS. You may even get 3 files: Two games and one
|
||||
BIOS. After you have separated the BIOS and the game(s), simply follow the
|
||||
directions stated above.
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
Broadcast Satellaview (BS-X)
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
Please read the Satellaview article on Wikipedia for additional information.
|
||||
[http://en.wikipedia.org/wiki/Satellaview]
|
||||
|
||||
This add-on was released only in Japan. It allowed gamers to connect to a
|
||||
satellite feed at certain times of the day, which would transmit games to the
|
||||
Super Famicom. Downloaded games were optionally stored on a small,
|
||||
eight-megabit mini-cartridge, which plugged into the top of the BS-X main
|
||||
cartridge (which in turn plugged directly into the Super Famicom). Many games,
|
||||
some of which had time limits, were made exclusively for the BS Satellaview.
|
||||
|
||||
Currently, ZSNES can partially emulate the BS-X; some games will have graphics
|
||||
glitches, some games can be coaxed into running by changing certain settings,
|
||||
but some games won't run at all.
|
||||
|
||||
Also note that there is a BIOS for the BS-X. You may configure the path to the
|
||||
BS-X BIOS under Config -> Paths; however, it's not currently required to run
|
||||
BS games. It may be required in the future.
|
||||
|
||||
The NSRT file name for the BS-X BIOS is "BS Satellaview BS-X (BIOS) (J).sfc".
|
||||
|
||||
- - - - - - - -
|
||||
Super GameBoy
|
||||
- - - - - - - -
|
||||
|
||||
** The Super GameBoy is not emulated. There are currently no plans to support
|
||||
it. ** This is because the Super GameBoy cartridge contains a complete set of
|
||||
GameBoy hardware (without screen and speakers, of course). Thus, to fully
|
||||
support the Super GameBoy, ZSNES would have to emulate both the SNES and a
|
||||
GameBoy. In addition, there are some very complex interactions between the
|
||||
Super GameBoy and SNES hardware that are not yet fully understood.
|
||||
|
||||
"But wait," you say, "I have a Super GameBoy BIOS! Won't this allow ZSNES to
|
||||
emulate a Super GameBoy?"
|
||||
|
||||
The answer is "no." The BIOS you have is only the software for the Super
|
||||
GameBoy, not the hardware, and thus is no help in emulating the Super GameBoy
|
||||
hardware. In the meantime, there are some GameBoy emulators, such as KiGB
|
||||
[http://kigb.emuunlim.com], BGB [http://bgb.bircd.org], and VisualBoyAdvance
|
||||
[http://vba.ngemu.com], that faithfully support some of the more useful
|
||||
features of the Super GameBoy.
|
||||
|
||||
|
||||
............................................................
|
||||
5. Individual Game Issues
|
||||
............................................................
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
Chrono Trigger
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
How do you get past the part in Chrono Trigger where you have to press the
|
||||
L, R, and A buttons?
|
||||
|
||||
Assign two or all three of these SNES controller buttons to the same keyboard
|
||||
key. You can do this under Config Menu -> Input. Please read the note about
|
||||
keyboard limitations in the Input section [GUI.txt].
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
Star Ocean
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
This game is difficult to emulate correctly, and there are also bugs within
|
||||
the game itself. The battles in the game are emulated at an incorrect speed,
|
||||
and the game will often freeze or crash randomly. You may encounter more
|
||||
issues. You can find detailed information about the bugs in this game at
|
||||
RPGClassics [http://www.rpgclassics.com/shrines/snes/so1/bugs.shtml].
|
||||
|
||||
For best results, we recommend that you use an emulator that runs the game
|
||||
more accurately, such as Snes9x [http://www.snes9x.com].
|
||||
|
||||
|
||||
............................................................
|
||||
6. Games Supported by ManyMouse
|
||||
............................................................
|
||||
|
||||
ZSNES supports Ryan C. Gordon's ManyMouse library, which allows you to take
|
||||
advantage of games that support usage of two SNES add-on devices at once.
|
||||
[http://icculus.org/manymouse/]
|
||||
You will need two mice plugged into your computer.
|
||||
|
||||
Here is a list of known games that support two SNES add-on devices
|
||||
simultaneously:
|
||||
|
||||
- Arkanoid - Doh It Again
|
||||
- Bishoujo Senshi Sailor Moon S - Kondo ha Puzzle de Oshiokiyo!
|
||||
- Fun 'N Games
|
||||
- Koutetsu no Kishi (and its two sequels)
|
||||
- Lamborghini - American Challenge
|
||||
- Lord Monarch
|
||||
- Motoko-chan no Wonder Kitchen
|
||||
- Operation Thunderbolt
|
||||
- Revolution X
|
||||
- Shien's Revenge
|
||||
- Super Castles
|
||||
- T2 - The Arcade Game
|
||||
- Tin Star
|
||||
- Tokimeki Memorial
|
||||
|
||||
Linux users should remember to type
|
||||
chmod a+r /dev/input/*
|
||||
at the shell after both mice are plugged in.
|
||||
|
||||
This feature is not implemented in the DOS port.
|
||||
|
||||
ManyMouse currently does not support BSD either, so Windows, Linux, or
|
||||
Mac OS X is required.
|
||||
|
||||
|
||||
............................................................
|
||||
7. List of Multiplayer Games
|
||||
............................................................
|
||||
|
||||
Please note that this list does not include any sports games (since they are
|
||||
easy to recognize and most of them are multiplayer). It also does not include
|
||||
games with only 2-player alternating modes nor games that require the SNES
|
||||
Mouse/Super Scope. Also, this list does not generally have sequels or other
|
||||
derivatives listed; if the original is listed here, it's likely its sequels
|
||||
and derivatives support multiplayer, too.
|
||||
|
||||
This list is not necessarily complete.
|
||||
|
||||
Aero Fighters
|
||||
Art of Fighting
|
||||
Battletoads in Battlemaniacs
|
||||
Battletoads vs DoubleDragon
|
||||
Brawl Brothers
|
||||
Brutal: Paws of Fury
|
||||
Captain Commando
|
||||
Clay Fighter
|
||||
Contra 3
|
||||
Darius Twin
|
||||
Double Dragon 5
|
||||
Dragonball Z Super Butoden
|
||||
Dragonball Z Hyper Dimension
|
||||
Faceball
|
||||
Fatal Fury
|
||||
Fighter's History
|
||||
Final Fight 2 & 3
|
||||
Ghoul Patrol
|
||||
Goemon
|
||||
Goof Troop
|
||||
Gundam Wing: Endless Duel
|
||||
Joe & Mac
|
||||
Jurassic Park 2 - The Chaos Continues
|
||||
Killer Instinct
|
||||
King of Dragons
|
||||
King of the Monsters
|
||||
Kirby's Avalanche
|
||||
Kirby's Dreamland 3
|
||||
Kirby Super Star
|
||||
Legend of the Mystical Ninja
|
||||
Lemmings
|
||||
Megaman 7 (Secret Code - password 1415/5585/7823/6251 and press L+R+Start)
|
||||
Metal Warriors
|
||||
Mortal Kombat
|
||||
Ms. Pac-Man
|
||||
NP Mario Picross Series
|
||||
Peace Keapers
|
||||
Pirates of the Dark Water
|
||||
Pocky & Rocky
|
||||
Pop'n Twinbee
|
||||
Power Instinct
|
||||
Primal Rage
|
||||
Puzzle Bobble
|
||||
Raiden
|
||||
Rampart
|
||||
Ranma 1/2
|
||||
Rise of the Robots
|
||||
Rival Turf
|
||||
Rock N' Roll Racing
|
||||
Run Saber
|
||||
Sailor Moon
|
||||
Samurai Shodown
|
||||
Secret of Mana
|
||||
Seiken Densetsu 3
|
||||
Shaq Fu
|
||||
Star Fox 2
|
||||
Star Trek Starfleet Academy
|
||||
Street Fighter 2
|
||||
Street Fighter 2 Turbo
|
||||
Street Fighter Alpha 2
|
||||
Street Racer
|
||||
Stunt Race FX
|
||||
Sunset Riders
|
||||
Super Bomberman
|
||||
Super Mario All-Stars (SMB3 minigame)
|
||||
Super Mario Kart
|
||||
Super Mario World 2: Yoshi's Island (At map, press X,X,Y,B,A)
|
||||
Super Offroad
|
||||
Super Smash TV
|
||||
Super Street Fighter 2
|
||||
Suzuka 8 Hours
|
||||
Teenage Mutant Ninja Turtles 4 - Turtles in Time
|
||||
Teenage Mutant Ninja Turtles 5 - Tournament Fighters
|
||||
Tetris
|
||||
The Great Circus Mystery
|
||||
Top Gear 2
|
||||
Top Gear 3000
|
||||
Tuff E Nuff
|
||||
Ultimate Mortal Kombat 3
|
||||
Uniracers
|
||||
Wild Guns
|
||||
World Heroes
|
||||
Wrecking Crew '98
|
||||
Zombies Ate My Neighbors
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
1494
tools/zsnes/docs/readme.txt/gui.txt
Normal file
1494
tools/zsnes/docs/readme.txt/gui.txt
Normal file
File diff suppressed because it is too large
Load Diff
3329
tools/zsnes/docs/readme.txt/history.txt
Normal file
3329
tools/zsnes/docs/readme.txt/history.txt
Normal file
File diff suppressed because it is too large
Load Diff
122
tools/zsnes/docs/readme.txt/index.txt
Normal file
122
tools/zsnes/docs/readme.txt/index.txt
Normal file
@@ -0,0 +1,122 @@
|
||||
ZSNES v1.51 Documentation
|
||||
|
||||
================================
|
||||
N a v i g a t i o n
|
||||
================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
|
||||
* Games [Games.txt]
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
|
||||
|
||||
* ZSNES Home Page: [ZSNES.com]
|
||||
|
||||
|
||||
================================================================================
|
||||
~ I n d e x
|
||||
================================================================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
1. Disclaimer
|
||||
2. Current Progress
|
||||
3. Extra Features
|
||||
4. System Requirements
|
||||
5. Installation
|
||||
6. Basic Usage
|
||||
7. Default Keys
|
||||
8. Save States
|
||||
9. Movies
|
||||
10. IPS Patching
|
||||
11. Cheat Codes
|
||||
12. Files
|
||||
|
||||
* GUI [GUI.txt]
|
||||
1. Game Menu
|
||||
2. Quick Menu
|
||||
3. Config Menu
|
||||
4. Cheat Menu
|
||||
5. Netplay Menu
|
||||
6. Misc Menu
|
||||
7. F1 Menu
|
||||
8. Save Slot Chooser
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
1. Things To Know
|
||||
2. Recommendations
|
||||
3. Simple Instructions
|
||||
4. Loading a Game
|
||||
5. Configuring
|
||||
6. Troubleshooting
|
||||
7. Links and Utilities
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
1. Movie Dumping
|
||||
2. Configuration Files
|
||||
3. Debugger
|
||||
4. KitchenSync
|
||||
5. Command-Line
|
||||
|
||||
* Games [Games.txt]
|
||||
1. ROMs
|
||||
2. Compatibility
|
||||
3. Special-Chip Games
|
||||
4. Special Cartridges
|
||||
- BS-X (Satellaview)
|
||||
- Super Gameboy
|
||||
5. Individual Game Issues
|
||||
6. Games Supported by ManyMouse
|
||||
7. Multiplayer List
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
1. Universal
|
||||
2. Win Port
|
||||
3. SDL Port
|
||||
4. DOS Port
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
1. APIs and Utilities
|
||||
2. Contact Information
|
||||
3. Known Issues
|
||||
4. Filing a Bug Report
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
1. ZSNES
|
||||
2. Documentation
|
||||
3. Credits
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
341
tools/zsnes/docs/readme.txt/license.txt
Normal file
341
tools/zsnes/docs/readme.txt/license.txt
Normal file
@@ -0,0 +1,341 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Lesser General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
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|
||||
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|
||||
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|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
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|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
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|
||||
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|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
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|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
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|
||||
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|
||||
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|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
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|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
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|
||||
distribute such modifications or work under the terms of Section 1
|
||||
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|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
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|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
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|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
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|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
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|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
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|
||||
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|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
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|
||||
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|
||||
However, parties who have received copies, or rights, from you under
|
||||
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|
||||
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|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
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|
||||
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|
||||
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|
||||
modifying or distributing the Program (or any work based on the
|
||||
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|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
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|
||||
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|
||||
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|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
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|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
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|
||||
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|
||||
those countries, so that distribution is permitted only in or among
|
||||
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|
||||
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|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
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|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License.
|
||||
|
||||
230
tools/zsnes/docs/readme.txt/netplay.txt
Normal file
230
tools/zsnes/docs/readme.txt/netplay.txt
Normal file
@@ -0,0 +1,230 @@
|
||||
ZSNES v1.51 Documentation
|
||||
|
||||
================================
|
||||
N a v i g a t i o n
|
||||
================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
1. Things To Know
|
||||
2. Recommendations
|
||||
3. Simple Instructions
|
||||
4. Loading a Game
|
||||
5. Configuring
|
||||
6. Troubleshooting
|
||||
7. Links and Utilities
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
|
||||
* Games [Games.txt]
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
|
||||
|
||||
* ZSNES Home Page: [ZSNES.com]
|
||||
|
||||
|
||||
================================================================================
|
||||
~ N e t p l a y
|
||||
================================================================================
|
||||
|
||||
Netplay has been disabled for the indefinite future, until the core becomes more
|
||||
accurate and/or non-random. We recommend using ZSNES v1.36 or v1.42n
|
||||
[http://nsrt.edgeemu.com/forum/viewtopic.php?t=448] until this is resolved.
|
||||
|
||||
The Netplay dialog is only accessible if a game is loaded.
|
||||
|
||||
|
||||
............................................................
|
||||
1. Things To Know
|
||||
............................................................
|
||||
|
||||
- ZSNES currently limits Netplay to two computers. Up to five players can
|
||||
still play, however (by having more than one player at either of the two
|
||||
computers).
|
||||
- A game must be on each computer in order to have it available for Netplay.
|
||||
- You cannot use cheat codes, key combinations, or turbo keys in Netplay.
|
||||
|
||||
|
||||
............................................................
|
||||
2. System Recommendations for Smooth Netplay
|
||||
............................................................
|
||||
|
||||
- Both users must use the *same version* of ZSNES (e.g. Both users should be
|
||||
using v1.36).
|
||||
- Both users should be using reasonably fast computers (about 800mhz). If
|
||||
one user has a slow computer (e.g. 200mhz) while the other has a fast one,
|
||||
the slow computer's low framerate will bog down the fast computer, causing
|
||||
poor framerates on the fast computer.
|
||||
- Both users should be using the same setting for sound (either enabled or
|
||||
disabled; see the Config-->Sound menu in the GUI or the ZSNES
|
||||
configuration file).
|
||||
- Back Buffer must be enabled and the latency value must be 3 or 2 (reduce
|
||||
it to 2 for fast-paced platform games).
|
||||
- The games have to run at least 50 FPS on BOTH computers without Netplay.
|
||||
This can completely depend on factors such as CPU, video card, video mode,
|
||||
and the game you are running. (See System Requirements [Readme.txt]).
|
||||
- Both users must use the same protocol setting (either UDP or TCP). If both
|
||||
players are on the same LAN, you should use UDP (it has lower overhead).
|
||||
Otherwise, use TCP (no packet loss).
|
||||
- You will also need an Internet connection with ping times of less than
|
||||
400ms between both connections. The higher than ping time, the worse the
|
||||
Netplay experience, since ping times measure the time it takes for data to
|
||||
get to the other side and back. You can expect a not-so-great performance
|
||||
if you have a ping time of 400 or greater.
|
||||
|
||||
|
||||
............................................................
|
||||
3. Simple Instructions
|
||||
............................................................
|
||||
|
||||
1. Go to Netplay -> Internet.
|
||||
2. Decide who will be the server and who will be the client.
|
||||
(Neither has the gameplay advantage since ZSNES treats both the same
|
||||
after a connection is established).
|
||||
3. If you are the server, send the IP that is shown on the connection window
|
||||
to your friend (e.g. through any chat program (ICQ, AIM, IRC, etc.)).
|
||||
Then click on 'Start Server'.
|
||||
4. If you are the client, type in the IP address that your friend has given
|
||||
you and then click on 'Connect to Server'.
|
||||
5. Chat with your friend on what game to play.
|
||||
6. Once decided, make sure that the filename on both sides are the same and
|
||||
that the load window points to the directory where the filename is.
|
||||
7. Load the game.
|
||||
8. Have fun! (If it worked)
|
||||
9. If it said 'Checksum Mismatch', try uncompressing the file if it is
|
||||
compressed. If not, then both sides have a different version of that ROM
|
||||
(e.g. One side has the Japanese version while the other has the English,
|
||||
or both versions are English, but are different version releases of the
|
||||
same game).
|
||||
10. If you want to chat in-game, press 'T' and type in your line. You can
|
||||
change this key in the Misc -> Misc Keys options from the GUI.
|
||||
|
||||
|
||||
............................................................
|
||||
4. Loading a Game
|
||||
............................................................
|
||||
|
||||
Once successfully connected, the chat window should open up.
|
||||
|
||||
From there, you can load a game as you normally would. But in order to load a
|
||||
game, both sides must have their load window pointing to the directory where
|
||||
the game is located and also have identical filenames for the game. Only one
|
||||
side has to load the game; after that, the other side will automatically load
|
||||
the game without the user's interaction.
|
||||
|
||||
If an error pops up saying 'ROM data mismatch', then it means that either side
|
||||
has a different version of the ROM. This sometimes happens with compressed files
|
||||
even when both files are the same, so it is recommended that you uncompress the
|
||||
games and try again if this error occurs.
|
||||
|
||||
|
||||
............................................................
|
||||
5. Configuring Options
|
||||
............................................................
|
||||
|
||||
The default settings are recommended.
|
||||
|
||||
However, if your computer is slower than 266 MHz, then it is recommended that
|
||||
both sides play with back buffer disabled. Note that disabling this will degrade
|
||||
controller response.
|
||||
|
||||
You can increase the latency value if the average ping time between both
|
||||
connections is high (you can tell if the gameplay runs too jerky).
|
||||
|
||||
Reducing the latency value when back buffer is enabled will improve controller
|
||||
response time. However, this will cause the remote player to jump around more
|
||||
in order to keep both sides in sync.
|
||||
|
||||
For controller options (PL1, PL2, PL3,..), the first checkmarked player would be
|
||||
using Input #1 of the local side. The second checkmarked player would be using
|
||||
Input #2 and so on. Players marked with an 'X' are checkmarked on the remote
|
||||
side.
|
||||
|
||||
|
||||
............................................................
|
||||
6. Troubleshooting
|
||||
............................................................
|
||||
|
||||
- If you are the client, and it failed to connect, check to make sure that
|
||||
the IP you entered is correct and that you are properly connected to the
|
||||
Internet.
|
||||
- If you are the server, and the IP provided in the connection window
|
||||
doesn't seem to be the correct one, you can visit
|
||||
[http://www.whatismyipaddress.com] to determine the correct one. Then tell
|
||||
your client what it is so he or she can connect. Alternatively, if you're
|
||||
using mIRC, just type /dns <nick>.
|
||||
- If the client says 'Found Client' and nothing else happens, chances are
|
||||
that your net connection does not support UDP. If this is the case, both
|
||||
sides will need to deselect 'Use UDP Instead of TCP'. However, it is
|
||||
strongly recommended that you use UDP if possible since it is much faster
|
||||
than TCP.
|
||||
- If you have Windows 95 and you are getting a init failed error, you should
|
||||
download and install the Winsock 2.0 update for Windows 95:
|
||||
[http://www.microsoft.com/Windows95/downloads/contents/WUAdminTools
|
||||
/S_WUNetworkingTools/W95Sockets2/Default.asp].
|
||||
Warning: Do not install this if you do not have Windows 95.
|
||||
- You may need to disable your firewall (or just disable it for UDP port
|
||||
7845) in order to get the UDP protocol that ZSNES's Netplay uses to work.
|
||||
- Internet Connection Sharing users (Win9x systems) may need to download an
|
||||
ICS Configuration utility to get the connection to work and map UDP port
|
||||
7845. You can use "ICS Configuration", found here:
|
||||
[http://www.practicallynetworked.com/sharing/ics/icsconfiguration.htm].
|
||||
- If you need help forwarding your router port, you may refer to AntoineWG's
|
||||
Router Port Forwarding Guide. You should be able to find this guide at the
|
||||
ZSNES board [http://board.zsnes.com].
|
||||
- Tips for reducing general slowdown can be found under "Why is ZSNES slow?"
|
||||
in the Speed section of the FAQ page [FAQ.txt].
|
||||
|
||||
|
||||
............................................................
|
||||
7. Links and Utilities
|
||||
............................................................
|
||||
|
||||
The following websites provide a way to find and connect to other players in
|
||||
order to use Netplay. Some of the sites provide a program, while one provides an
|
||||
IRC script.
|
||||
|
||||
Please note that these websites are in no way officially affiliated with ZSNES.
|
||||
We make no warranty as to their usefulness or safety. If you have problems with
|
||||
these utilities, please seek help from their respective web sites, NOT from the
|
||||
ZSNES web site.
|
||||
|
||||
ZSNES Online [http://www.zsnesonline.com] - This is an excellent program with
|
||||
several features, including a centralized chat server, that allows you to
|
||||
setup a Netplay session easily.
|
||||
|
||||
zbattle.net [http://www.zbattle.net] - A service that allows ZSNES users to
|
||||
easily find others who want to take advantage of the emulator's built-in
|
||||
Netplay support. zbattle.net currently runs on Windows 9x/ME/NT/2k/XP and
|
||||
Linux.
|
||||
|
||||
Z-Net [http://www.z-net.tk] - This is an active IRC channel with a custom script
|
||||
for ZSNES Netplay.
|
||||
|
||||
zConnector [http://420666.net/z/] - A utility with a nice GUI that allows you to
|
||||
find players and play SNES games using ZSNES Netplay.
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
976
tools/zsnes/docs/readme.txt/readme.txt
Normal file
976
tools/zsnes/docs/readme.txt/readme.txt
Normal file
@@ -0,0 +1,976 @@
|
||||
ZSNES v1.51 Documentation
|
||||
|
||||
================================
|
||||
N a v i g a t i o n
|
||||
================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
1. Disclaimer
|
||||
2. Current Progress
|
||||
3. Extra Features
|
||||
4. System Requirements
|
||||
5. Installation
|
||||
6. Basic Usage
|
||||
7. Default Keys
|
||||
8. Save States
|
||||
9. Movies
|
||||
10. IPS Patching
|
||||
11. Cheat Codes
|
||||
12. Files
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
|
||||
* Games [Games.txt]
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
|
||||
|
||||
* ZSNES Home Page: [ZSNES.com]
|
||||
|
||||
|
||||
================================================================================
|
||||
~ R e a d m e
|
||||
================================================================================
|
||||
|
||||
ZSNES is an open-source Super Nintendo Entertainment System emulator written in
|
||||
x86 assembly, C, and C++. Bleeding with cutting edge SNES emulation, ZSNES is
|
||||
easily comparable to other leading SNES emulators, such as Snes9x
|
||||
[http://www.snes9x.com], SNEeSe [http://sneese.sourceforge.net], Super Sleuth
|
||||
[http://users.tpg.com.au/advlink/spx/], and bsnes [http://byuu.org].
|
||||
|
||||
Special thanks to the Snes9x team for all of their help and also for the
|
||||
excellent SNES emulator they have developed. We wish them the very best of luck!
|
||||
|
||||
|
||||
............................................................
|
||||
1. Disclaimer
|
||||
............................................................
|
||||
|
||||
The ZSNES Development Team, including all developers and contributors, is in no
|
||||
way responsible for any damage caused by the use of this software. Please read
|
||||
the license [License.txt] for more details.
|
||||
|
||||
Due to legal issues, the ZSNES Development Team can provide you neither with
|
||||
ROMs nor links to them. In addition, ZSNES may not be distributed with ROM
|
||||
images. However, as with many cases like this, Google [http://www.google.com]
|
||||
is your friend.
|
||||
|
||||
There are still many bugs left in ZSNES, so don't expect it to run all your
|
||||
favorite games. If ZSNES doesn't work for you, then don't use it. Use Snes9x,
|
||||
SNEeSe, Super Sleuth, or bsnes instead! In fact, even if you use ZSNES, use
|
||||
those emulators too!
|
||||
|
||||
|
||||
............................................................
|
||||
2. Current Progress
|
||||
............................................................
|
||||
|
||||
- - - - - - - - - - - - - - - - -
|
||||
The following are implemented:
|
||||
- - - - - - - - - - - - - - - - -
|
||||
- Complete 65816 instruction set
|
||||
- SRAM support
|
||||
- LoROM and HiROM support
|
||||
- SlowROM and FastROM support
|
||||
- Full DMA support
|
||||
- HIRQ/VIRQ/NMI Interrupts
|
||||
- Support for several SNES file formats (SMC, SFC, SWC, FIG, MGD, MGH, UFO,
|
||||
BIN, GD3, GD7, DX2, USA, EUR, JAP, AUS, ST, BS, 048, 058, 078,), including
|
||||
split files (1, 2, 3; A, B, C)
|
||||
- Interleaved format support (except SuperFX games)
|
||||
- PAL/NTSC timing support
|
||||
|
||||
- - - - - - - - - - - - -
|
||||
Graphics engines (PPUs)
|
||||
- - - - - - - - - - - - -
|
||||
|
||||
The following are implemented in both graphics engines, all color modes:
|
||||
- Graphic modes 0,1,2,3,4,5,6,7
|
||||
- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)
|
||||
- 8x8 and 16x16 tiles
|
||||
- 32x32,64x32,32x64,64x64 tile modes
|
||||
- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
|
||||
- Mode 7 rotating and scaling effects
|
||||
- BG priorities
|
||||
- Sprite priorities
|
||||
- Add/sub of back area
|
||||
- Mosaic effects
|
||||
|
||||
About the old graphics engine:
|
||||
- Line engine
|
||||
- Missing lots of windowing and DMA effects
|
||||
- More accurate at drawing some things
|
||||
- 13-bit color rendering. (This is a compromise between color accuracy and
|
||||
speed. Not all transparencies will work correctly with this engine.)
|
||||
|
||||
What's available in the old graphics engine when using an 8-bit color video
|
||||
mode:
|
||||
- Offset per tile mode (mode 2/vertical only)
|
||||
- High-res 512 horizontal resolution (missing in 16x16)
|
||||
- Single and dual windowing routines
|
||||
|
||||
What's available in the old graphics engine when using a 16-bit color video
|
||||
mode:
|
||||
- Palette changing in the middle of a screen
|
||||
- Screen addition (full and half)
|
||||
- Screen subtraction (full)
|
||||
- Fixed color addition/subtraction
|
||||
- Window clipping for fixed color
|
||||
|
||||
About the new graphics engine:
|
||||
- Tile engine
|
||||
- Nearly complete engine with a few bugs
|
||||
- Can draw mostly everything on the SNES
|
||||
- 15-bit coloring
|
||||
|
||||
What's available in the new graphics engine when using an 8-bit color video
|
||||
mode:
|
||||
- Offset per tile mode (mode 2/vertical only, mode 4)
|
||||
- High res 512 resolution and 448/478 vertical resolution
|
||||
- Windowing effects
|
||||
- High resolution mode 7 (only in 640x480x256 video mode; active when all
|
||||
other video filters are disabled)
|
||||
|
||||
What's available in the new graphics engine when using a 16-bit color video
|
||||
mode:
|
||||
- All of old graphics engine 16-bit
|
||||
- High resolution mode 7
|
||||
- High resolution 16x16 tiles for mode 5
|
||||
- Full 15-bit color transparencies for improved picture quality (MMX
|
||||
compatible CPUs only)
|
||||
|
||||
- - - - - - - - - - - - - - - - - - -
|
||||
The following are present in sound:
|
||||
- - - - - - - - - - - - - - - - - - -
|
||||
- 16-bit digital stereo sound
|
||||
- SPC700 Sound CPU
|
||||
- DSP Sound Processor
|
||||
- Echo effects
|
||||
- FIR filter
|
||||
- ADSR volume effects
|
||||
- GAIN volume effects
|
||||
- Noise effects
|
||||
- Pitch modulation
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
The following special input devices are emulated:
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
- MultiTap (5-player support)
|
||||
- Super NES Mouse (missing some features, such as speed settings)
|
||||
- Super NES Super Scope
|
||||
- Konami Lethal Enforcer Gun
|
||||
- Automatic configuration via NSRT headers
|
||||
(See APIs and Utilities section [Readme.txt])
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
The following special cartridge processors are emulated, in whole or in part:
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
| Special Chip | Progress |
|
||||
----------------|-----------
|
||||
C4 | 100%
|
||||
Nintendo DSP-1 | 100%
|
||||
Nintendo DSP-2 | 100%
|
||||
Nintendo DSP-3 | 80%
|
||||
Nintendo DSP-4 | 95%
|
||||
OBC-1 | 100%
|
||||
SA-1 | 90%
|
||||
S-DD1 | 100%
|
||||
Seta DSP 10 | 99%
|
||||
Seta DSP 11 | 80%
|
||||
SPC7110 | 100% except decompression
|
||||
S-RTC | 95%
|
||||
SuperFX | 90%
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - -
|
||||
The following add-on devices are emulated:
|
||||
- - - - - - - - - - - - - - - - - - - - - - -
|
||||
| Special Cartridge / Add-On | Progress |
|
||||
------------------------------|-----------
|
||||
Broadcast Satellaview (BS-X) | 50%
|
||||
Nintendo Super System | 100% except the menus
|
||||
Same Game, SD Gundam G-Next | 100%
|
||||
Sufami Turbo | 95%
|
||||
|
||||
- - - - - - - - - - - - - - - - - - -
|
||||
The following features are missing:
|
||||
- - - - - - - - - - - - - - - - - - -
|
||||
- Pseudo 512 SNES horizontal resolution (no games are known to use this)
|
||||
- Some modes in offset per tile mode
|
||||
- Some direct color modes (no games are known to use this)
|
||||
- Seta RISC chip
|
||||
- True SPC7110 decompression
|
||||
- Super GameBoy emulation
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - -
|
||||
What will not run (or not play properly):
|
||||
- - - - - - - - - - - - - - - - - - - - - -
|
||||
Please read our statement on game compatibility [Games.txt].
|
||||
|
||||
- Some SuperFX games (regardless of interleave status)
|
||||
- Interleaved SuperFX games (deinterleave them with NSRT
|
||||
[http://nsrt.edgeemu.com])
|
||||
- Some Broadcast Satellaview (BS-X) games
|
||||
- Games with unknown co-processors
|
||||
- Games that don't have a valid header
|
||||
- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines
|
||||
- Games that require special timing
|
||||
|
||||
|
||||
............................................................
|
||||
3. Extra Features
|
||||
............................................................
|
||||
|
||||
- Support for save states, including rewinding
|
||||
- Extensive movie recording and dumping features
|
||||
- Many emulation speed options, including automatic frame skipping to
|
||||
compensate for slower machines
|
||||
- Full cheat code support (including Game Genie, Pro Action Replay, and
|
||||
GoldFinger)
|
||||
- Automatic IPS soft-patching (including up to 11 sequential patches)
|
||||
|
||||
- Custom-built GUI with many time-saving features
|
||||
- Support for loading Zip, gZip, and JMA-compressed ROMs
|
||||
- Randomized ROM loading
|
||||
- Support for input from keyboards, joysticks, and gamepads,
|
||||
as well as a key combination editor
|
||||
- Many video output options, including graphics-enhancing filters
|
||||
- Highly configurable sound output options
|
||||
|
||||
- Netplay (currently disabled)
|
||||
|
||||
- User-editable configuration files
|
||||
- Debugger
|
||||
- Accepts command-line arguments
|
||||
|
||||
|
||||
............................................................
|
||||
4. System Requirements
|
||||
............................................................
|
||||
|
||||
- - - - - - - - - - - - - - -
|
||||
Supported operating systems
|
||||
- - - - - - - - - - - - - - -
|
||||
|
||||
Official Ports
|
||||
- Win port: Microsoft Windows 95/98/ME/2000/XP/2003/Vista
|
||||
- SDL port: Linux, BSD, Mac OS X, or Xbox running Linux
|
||||
- DOS port: Microsoft DOS (may work on other non-MS DOSes)
|
||||
|
||||
Un-Official Ports
|
||||
- ZsnexBox: Microsoft Xbox (native)
|
||||
|
||||
ZSNES Board thread about the Xbox port:
|
||||
[http://board.zsnes.com/phpBB2/viewtopic.php?t=6933]
|
||||
|
||||
- - - - - - - - - -
|
||||
CPU requirements
|
||||
- - - - - - - - - -
|
||||
|
||||
ZSNES absolutely requires a 100% x86-compatible processor. You probably
|
||||
already meet this requirement. Most consumer-grade processors sold by Intel
|
||||
and AMD use the x86 instruction set.
|
||||
|
||||
Because much of ZSNES' source code is written in x86 assembly, it will only
|
||||
run on processors that are 100% x86 compatible. "Ports" to other architectures
|
||||
are impossible; we recommend Snes9x [http://www.snes9x.com] as the SNES
|
||||
emulator of choice for portability.
|
||||
|
||||
Playing a special chip game will significantly increase CPU usage. For these
|
||||
games, you may require a processor faster than those listed below.
|
||||
|
||||
- - - - - - - - - - - - -
|
||||
Free space requirements
|
||||
- - - - - - - - - - - - -
|
||||
|
||||
The program files alone require about 1MB. The amount of disk space required
|
||||
for other files varies greatly. For example, uncompressed ROMs (not included!)
|
||||
require 256KB-6144KB each. Save states typically require about 270KB each;
|
||||
however, this can increase up to an additional 200KB for special chip games.
|
||||
|
||||
- - - - - -
|
||||
Win Port
|
||||
- - - - - -
|
||||
|
||||
OS: Windows 95/98/ME
|
||||
- CPU: Pentium II (or equivalent) 233MHz (500MHz recommended)
|
||||
- RAM: 32MB (64MB recommended)
|
||||
OS: Windows 2000/XP/2003/Vista
|
||||
- CPU: Pentium II (or equivalent) 266MHz (500MHz recommended)
|
||||
- RAM: 64MB of RAM (128MB recommended)
|
||||
API: DirectX v8.0a or later must be installed
|
||||
Video: any video card that supports DirectDraw (acceleration recommended)
|
||||
Sound: any sound card that supports DirectSound (acceleration recommended)
|
||||
|
||||
System Requirements for Microsoft Windows Operating Systems:
|
||||
[http://support.microsoft.com/kb/304297/]
|
||||
|
||||
System Requirements for Windows XP Operating Systems:
|
||||
[http://support.microsoft.com/kb/314865/]
|
||||
|
||||
- - - - - -
|
||||
SDL Port
|
||||
- - - - - -
|
||||
|
||||
OS: Linux, BSD, or Mac OS X
|
||||
CPU: 266MHz (500MHz recommended, especially if using X)
|
||||
RAM: 32MB (64MB recommended; more if SDL is compiled to use X)
|
||||
API: SDL v1.20 or later
|
||||
Video: almost any video card will work (hardware OpenGL support and
|
||||
acceleration highly recommended)
|
||||
Sound: any sound card supported by SDL (using ALSA or OSS)
|
||||
|
||||
- - - - - -
|
||||
DOS Port
|
||||
- - - - - -
|
||||
|
||||
OS: Microsoft DOS (some non-MS DOSes may work)
|
||||
CPU: Pentium II (or equivalent) 233MHz
|
||||
RAM: 32MB (minimum of 17MB free, required for loading 48mbit ROMs)
|
||||
Video: VGA card
|
||||
- For 16-bit color and therefore proper support of transparencies, an SVGA
|
||||
card with VESA 2 and Linear Frame Buffer support is required.
|
||||
- You may be able to use Scitech Display Doctor to enable VESA 2 support on
|
||||
some cards that don't already support it.
|
||||
Sound: Sound Blaster Pro or 100% compatible (SB16 or 100% compatible
|
||||
recommended)
|
||||
|
||||
These system requirements assume you are running the DOS port under pure DOS.
|
||||
If you are using the DOS port from within Windows, the CPU and RAM
|
||||
requirements will be the same as for the Win port.
|
||||
|
||||
|
||||
............................................................
|
||||
5. Installation
|
||||
............................................................
|
||||
|
||||
- - - - - - - - - -
|
||||
Win / DOS Ports
|
||||
- - - - - - - - - -
|
||||
|
||||
Installation:
|
||||
|
||||
1. Download the latest version of ZSNES from [ZSNES.com].
|
||||
The file you download is an archive containing the ZSNES binary file and
|
||||
documentation.
|
||||
2. Extract the contents of the archive into a new folder on your hard drive.
|
||||
Do not simply overwrite an older version of ZSNES.
|
||||
3. You can now run ZSNES by executing the ZSNES binary, named zsnesw.exe
|
||||
(Windows) or zsnes.exe (DOS). ZSNES is not packaged with an installer, so
|
||||
there will be no entry in the Windows Start Menu.
|
||||
|
||||
Note: In Windows, you can create a shortcut to ZSNES to make it easier to open
|
||||
the program. Right-click on the zsnesw.exe icon to bring up the context menu,
|
||||
and left-click "Create Shortcut". A shortcut to the executable file will
|
||||
appear in the folder. You can now move the newly-created shortcut to your
|
||||
Desktop or Start Menu. Opening the shortcut will run ZSNES from its original
|
||||
location.
|
||||
|
||||
|
||||
Re-Installation / Reset to default settings:
|
||||
|
||||
If you find that you are experiencing a number of unexplained errors in ZSNES,
|
||||
or if you wish to reset all settings back to their defaults, simply delete the
|
||||
configuration files that were generated by ZSNES the first time you ran the
|
||||
program. See the Configuration Files section [Advanced.txt] for details.
|
||||
|
||||
|
||||
Un-Installation:
|
||||
|
||||
If you wish to uninstall ZSNES, simply delete the entire folder (and thus, all
|
||||
files contained within) into which you installed ZSNES (as described in Step 2
|
||||
of Installation, above).
|
||||
|
||||
-or-
|
||||
|
||||
If you have since put additional files (such as ROMs) into your ZSNES install
|
||||
folder, and do not wish to delete or move them, you will have to delete the
|
||||
individual ZSNES files. Please refer to the Files section [Readme.txt] for
|
||||
information on individual files and file types related to ZSNES. You will also
|
||||
need to delete the docs folder.
|
||||
|
||||
Note: ZSNES does not use the Windows registry*, nor does it generate "hidden"
|
||||
configuration files all over your system.
|
||||
*Description of the Windows registry: [http://support.microsoft.com/kb/256986]
|
||||
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
SDL Port / Compiling from source
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Download the latest source release of ZSNES from [ZSNES.com].
|
||||
* After unpacking, navigate to the src directory and run the following
|
||||
commands:
|
||||
./configure --enable-release
|
||||
make
|
||||
And as root:
|
||||
make install
|
||||
* Other, more detailed instructions are provided in the docs/install.txt
|
||||
file.
|
||||
|
||||
|
||||
Un-Installation:
|
||||
|
||||
If you wish to uninstall ZSNES, you can run "make uninstall" as root if you
|
||||
still have your Makefile.
|
||||
|
||||
Otherwise, you will need to navigate to /usr/local/bin and delete zsnes. Then
|
||||
navigate to /usr/local/man/man1 and delete zsnes.1. Or just delete the man1
|
||||
directory if you have nothing else in it.
|
||||
|
||||
You will need root access to perform the above actions.
|
||||
|
||||
You will also need to delete "~/.zsnes" or "~/Library/Application Support/ZSNES"
|
||||
in Mac OS X. Do note that various files are saved in here by default (such as
|
||||
game saves); be sure to back them up if you want to keep them.
|
||||
|
||||
|
||||
............................................................
|
||||
6. Basic Usage
|
||||
............................................................
|
||||
|
||||
1. Install ZSNES (see above).
|
||||
2. Run ZSNES.
|
||||
* If you're using Windows, double-click on the executable file.
|
||||
* If you're using DOS, navigate to the ZSNES installation folder and type
|
||||
zsnes.exe at the command line.
|
||||
3. Configure the input settings (Config Menu -> Input) as desired, or use the
|
||||
default settings.
|
||||
4. Configure the video settings (Config Menu -> Video) as desired, or use the
|
||||
default settings.
|
||||
5. Configure path settings (Config Menu -> Paths) if you don't want all the
|
||||
automatically generated files going into the same directories as your ROMs.
|
||||
6. Load a game (Game Menu -> Load) and start playing.
|
||||
7. When you are ready to stop playing, you have a number of choices to save
|
||||
your game.
|
||||
* If your game has its own native save function, just use it.
|
||||
* If your game does not have a save function, or you are at a point in
|
||||
the game where you can't save, you can create a save state. Do this by
|
||||
pressing F2.
|
||||
8. After you save your game:
|
||||
* You can load a new game using the same steps as above, or
|
||||
* Exit the emulator by going to Game Menu -> Quit.
|
||||
9. When you are ready to return to a previously saved game, just re-load that
|
||||
game.
|
||||
* Load an in-game save in the normal way.
|
||||
* If you saved a state, you can load that state by pressing F4.
|
||||
|
||||
This section only covers very basic usage. Please read the entire documentation
|
||||
for more information.
|
||||
|
||||
|
||||
............................................................
|
||||
7. Default Keys
|
||||
............................................................
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . . . Game . . Keys . . . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
You can change the default keys for the standard SNES controller under
|
||||
Config->Input [GUI.txt].
|
||||
|
||||
|SNES Button| |Player 1 Key| |Player 2 Key|
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
D-Pad Up Arrow Up J
|
||||
D-Pad Down Arrow Down M
|
||||
D-Pad Left Arrow Left N
|
||||
D-Pad Right Arrow Right ,
|
||||
Start Return/Enter Left Ctrl
|
||||
Select Right Shift Left Alt
|
||||
A X Home
|
||||
B Z End
|
||||
X S Insert
|
||||
Y A Delete
|
||||
L (Left Shoulder) D Page Up
|
||||
R (Right Shoulder) C Page Down
|
||||
|
||||
|
||||
You can change the default keys for special input devices under
|
||||
Config->Devices. [GUI.txt].
|
||||
|
||||
The special input devices just use input from your mouse for movement and
|
||||
aiming.
|
||||
|
||||
|Super Scope Button | Computer/Mouse Button|
|
||||
- - - - - - - - - - -|- - - - - - - - - - - -
|
||||
Fire | Left mouse button
|
||||
Cursor Mode Button | Right mouse button
|
||||
Toggle Auto-fire | =
|
||||
Pause | Backspace
|
||||
|
||||
|
||||
- - - - - - - - - - - - - - - - -
|
||||
. . . Emulator . . Keys . . . .
|
||||
- - - - - - - - - - - - - - - - -
|
||||
|
||||
[Where to Customize]
|
||||
|Key| |Function|
|
||||
= = = = = = = = = =
|
||||
[Cannot be changed]
|
||||
Esc When a game is loaded, toggle the GUI
|
||||
(pauses emulation while GUI visible).
|
||||
F1 Open the F1 Quick Menu.
|
||||
- - - - - - - - - -
|
||||
[Config->Saves]
|
||||
F2 Save a state to current slot.
|
||||
F3 Open the save state slot chooser.
|
||||
F4 Load a save state from the current slot.
|
||||
- - - - - - - - - -
|
||||
[Misc->Misc Keys]
|
||||
F5 <--> F12 Toggle sound channels 1 through 8, respectively
|
||||
1, 2, 3, 4 Toggle background layers 1, 2, 3, and 4, respectively
|
||||
5 Toggle sprite/object layer
|
||||
6 Panic Key: Reset all switches to default (enable Offset Mode,
|
||||
Windowing, all background layers, sprite/object layer, and sound
|
||||
channels; disable Add-on Devices; reset Emulation Speed Throttle)
|
||||
8 Toggle New Graphics Engine
|
||||
9 Toggle Windowing
|
||||
0 Toggle Offset Mode
|
||||
T While using Netplay, press to open the Chat window
|
||||
- - - - - - - - - -
|
||||
[Config->Speed]
|
||||
~ Fast Forward
|
||||
P Pause Emulation
|
||||
|
||||
Note: Besides these default keys, there are many other keys that you can
|
||||
configure in the GUI.
|
||||
|
||||
|
||||
............................................................
|
||||
8. Save States
|
||||
............................................................
|
||||
|
||||
** Warning: If you care about your progress in a game, remember to use
|
||||
in-game saves regularly! Do not rely solely on save states! **
|
||||
|
||||
When you "save a state," ZSNES creates a file that contains the values of all
|
||||
the variables that change while ZSNES is emulating a game. These values are
|
||||
specific to the exact moment that you saved the state. You can then load a save
|
||||
state at a later time, thus returning ZSNES to the exact point in the game when
|
||||
you saved the state originally. This allows you to save your progress at a point
|
||||
that might not normally be possible with in-game saves, or in games that don't
|
||||
have in-game saves at all.
|
||||
|
||||
Save states are typically not compatible between emulators, and sometimes not
|
||||
even between different versions of the same emulator, often due to internal core
|
||||
changes. In fact, it should be noted that save states created prior to v0.600 of
|
||||
ZSNES will not work in current versions.
|
||||
|
||||
To remedy this problem, first load the state in any version of ZSNES from v0.600
|
||||
to v1.42. Then, immediately after loading, save another state. The new state you
|
||||
just created should (hopefully) load correctly in ZSNES v1.50 and higher.
|
||||
|
||||
Since ZSNES does not support save states created by any other SNES emulator,
|
||||
you can instead use the emulator-independent SRAM (.srm) data to transfer game
|
||||
progress from one emulator to another.
|
||||
|
||||
Each ZSNES save state is approximately 270KB in size. Special chip games may
|
||||
require an additional 200KB, however.
|
||||
|
||||
- - - - - - - - - - - - -
|
||||
How to Use Save States
|
||||
- - - - - - - - - - - - -
|
||||
|
||||
You can create and load save states using the GUI [GUI.txt].
|
||||
|
||||
It's much easier to just use the default quick keys for these features. Press F2
|
||||
to save, F4 to load, and F3 to open the save state slot chooser (with graphical
|
||||
preview). However, if you don't like that method, many other save and load
|
||||
techniques are available.
|
||||
|
||||
Configure general save behavior under Config->Saves. Configure save paths under
|
||||
Config->Paths.
|
||||
|
||||
|
||||
............................................................
|
||||
9. Movies
|
||||
............................................................
|
||||
|
||||
Warning: Playing back a previously recorded movie will overwrite any SRAM data
|
||||
for the current game with the SRAM data contained in the ZMV file. This means
|
||||
you should enable Do Not Save SRAM [GUI.txt] when playing around with movies!!
|
||||
|
||||
Note that these new features will not work with movies recorded in the old ZMV
|
||||
format (movies made prior to ZSNES v1.50).
|
||||
|
||||
For descriptions of the Movie Options dialog, please refer to the GUI page
|
||||
[GUI.txt].
|
||||
|
||||
- - - - - - - -
|
||||
About Movies
|
||||
- - - - - - - -
|
||||
|
||||
The ZSNES movie format (ZMV) has been completely rewritten and is now better and
|
||||
more feature-rich than before, with the most capabilities yet implemented in an
|
||||
emulator. Three of the most notable new features are re-recording, dumping ZMVs
|
||||
to AVI, and movie subtitles, described below.
|
||||
|
||||
A movie file consists of a save state, SRAM data (when applicable), and the
|
||||
recorded controller data, as well as any chapters (states) that have been
|
||||
inserted. It also keeps track of a few other things which are negligible with
|
||||
regard to the overall filesize. Movie files should record at less than
|
||||
1KB/minute (60KB/hour).
|
||||
|
||||
ZSNES should be able to record most actions you can do with a real SNES,
|
||||
including resetting. During playback, the game will reset just as you did during
|
||||
recording.
|
||||
|
||||
- - - - - - -
|
||||
Limitations
|
||||
- - - - - - -
|
||||
|
||||
You cannot record games that use the Konami Justifier special input device.
|
||||
Lethal Enforcers is the only game known to require this device.
|
||||
|
||||
You cannot record games while using Netplay.
|
||||
|
||||
You should be able to record ZSNES movies for all game types; however, ZMVs are
|
||||
heavily dependant on save states, so any games that exhibit problems while using
|
||||
save states will also exhibit problems when recording and playing movies.
|
||||
|
||||
For best results, you should play back movies with the same version of ZSNES
|
||||
that was used to record them. Otherwise, keypresses may become desynchronized
|
||||
from the emulation playback.
|
||||
|
||||
- - - - - - - -
|
||||
Re-recording
|
||||
- - - - - - - -
|
||||
|
||||
You do not have to do everything perfectly the first time you record a movie.
|
||||
ZSNES allows you to re-record parts of a movie, inserting the newly recorded
|
||||
parts seamlessly into the previously recorded parts. You can accomplish this
|
||||
in a number of ways:
|
||||
|
||||
* While playing back a movie, start recording again.
|
||||
* Use save states while recording movies. Loading the states will allow you to
|
||||
re-record.
|
||||
* You can use the rewind key to go back in movies. The rewind key can be
|
||||
configured under the Config->Saves menu.
|
||||
|
||||
- - - - - -
|
||||
Chapters
|
||||
- - - - - -
|
||||
|
||||
You can insert chapters into your movies, to which you can seek during movie
|
||||
playback.
|
||||
|
||||
You are limited to 65535 (2^16 - 1) chapters created during recording, in
|
||||
addition to 65535 (2^16 - 1) created during playback.
|
||||
|
||||
- - - - - -
|
||||
Subtitles
|
||||
- - - - - -
|
||||
|
||||
Subtitles allow you to create a short message that will be visible on-screen
|
||||
during playback of a movie.
|
||||
|
||||
1. Create an empty file in your save directory (or wherever your movies are
|
||||
saved).
|
||||
2. The subtitle file must be named in the following manner:
|
||||
- Subtitle file name = ZMV file name = ROM file name.
|
||||
(Example: smw.sfc (Super Mario World ROM), smw.zmv, smw.sub).
|
||||
- If you are using movie slot 0, file extension = .sub.
|
||||
- If you are using movie slot 1 through 9, change the last letter of the
|
||||
extension to match the movie slot you are using.
|
||||
(Example: slot 1 = .su1, slot 5 = .su5, slot 9 = .su9).
|
||||
3. For each subtitle you want in the movie, add a new line to the subtitle
|
||||
file, with the following information:
|
||||
- Start Frame:Frame Duration:Message
|
||||
- For example: "10:100:Beating the Last Boss" without the quotes. In this
|
||||
example, the message "Beating the Last Boss" will appear in the tenth
|
||||
frame and stay visible for 100 frames (thus, until the 110th frame).
|
||||
- ZSNES can display only one subtitle at a time. So make sure that the
|
||||
start frame for the next subtitle is not during the duration time of
|
||||
the previous subtitle. You must also list your subtitles sequentially
|
||||
for all of them to be played (they cannot be out of order).
|
||||
- ZSNES can display a maximum of 34 characters (of a subtitle message)
|
||||
across the width of the screen.
|
||||
4. Now save your new subtitle file. Open ZSNES, play a movie, and you should
|
||||
see your subtitles appear!
|
||||
|
||||
- - - - - - - -
|
||||
Movie Dumping
|
||||
- - - - - - - -
|
||||
|
||||
See the Movie Dumping section of the Advanced Usage page [Advanced.txt] for more
|
||||
information.
|
||||
|
||||
|
||||
............................................................
|
||||
10. IPS Patching
|
||||
............................................................
|
||||
|
||||
IPS ("International Patching System") patches are files that are applied to an
|
||||
original ROM, which change the programming of the ROM in some way. They are
|
||||
primarily used to translate ROMs into another language; however, they can be
|
||||
used for a variety of purposes. Visit [Romhacking.net] for more information
|
||||
about translations and ROM hacks.
|
||||
|
||||
ZSNES has the ability to automatically "soft-patch" a ROM. This means that after
|
||||
ZSNES loads a ROM into its memory, it will apply the IPS patch to the in-memory
|
||||
ROM data, *not* the ROM file on your hard disk. This eliminates the need to keep
|
||||
two copies of a ROM: the original, and the patched.
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - -
|
||||
Applying a single IPS file to a ROM:
|
||||
- - - - - - - - - - - - - - - - - - - -
|
||||
|
||||
1. Make sure Enable Auto-Patch is checked in Config->Options.
|
||||
2. The IPS file must be either in your Saves directory or in the same
|
||||
directory as the ROM.
|
||||
3. The IPS file and the ROM file must have matching filenames. For example,
|
||||
SD3.sfc and SD3.ips. If your ROM file is compressed, the IPS file must
|
||||
match the *compressed* filename. For example, if you have the file
|
||||
SD3.sfc compressed inside the file Seiken Densetsu 3 (J).zip, the IPS
|
||||
file must be named Seiken Densetsu 3 (J).ips.
|
||||
4. If you meet the above three conditions, just load your ROM file as
|
||||
normal, and ZSNES should automatically patch the IPS file to the
|
||||
in-memory ROM. Remember, your original ROM file will *not* be changed.
|
||||
5. If you have done everything outlined in the steps above, and your game
|
||||
does not appear to be working, refer to the related FAQ [FAQ.txt].
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - -
|
||||
Applying multiple IPS files to a ROM:
|
||||
- - - - - - - - - - - - - - - - - - - -
|
||||
|
||||
ZSNES has the ability to apply up to eleven separate IPS files to the same ROM
|
||||
file. You must give each IPS file a specific extension to tell ZSNES in what
|
||||
order to apply them. Aside from changing the extension of the IPS files, just
|
||||
follow the directions above.
|
||||
|
||||
| IPS file | Applied |
|
||||
| extension | When? |
|
||||
- - - - - - - - - - - - -
|
||||
ips | First
|
||||
ip0 | Second
|
||||
ip1 | Third
|
||||
ip2 | Fourth
|
||||
ip3 | Fifth
|
||||
ip4 | Sixth
|
||||
ip5 | Seventh
|
||||
ip6 | Eighth
|
||||
ip7 | Ninth
|
||||
ip8 | Tenth
|
||||
ip9 | Eleventh
|
||||
|
||||
ZSNES will *not* apply non-sequentially extensioned IPS files. This means that
|
||||
if you have three IPS files, named patch.ips, patch.ip0, and patch.ip6, ZSNES
|
||||
will only apply the first two.
|
||||
|
||||
Please remember that the *order* in which you apply the IPS patches may be
|
||||
important. Applying the patches in the wrong order may result in strange bugs,
|
||||
or even an unplayable game. Please refer to the documentation that accompanied
|
||||
your IPS file.
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
Alternative method of applying IPS files to Compressed ROMs:
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
|
||||
The simplest method of applying an IPS file to a compressed ROM is to simply
|
||||
place the IPS file in the same archive as the ROM. The filename of the IPS file
|
||||
does not have to match the compressed or uncompressed filename of the ROM.
|
||||
Do *not* add more than one IPS file of a given extension to an archive. Results
|
||||
can be unpredictable as to which of the same-extension IPS files will be applied
|
||||
to the ROM.
|
||||
|
||||
If your ROM is compressed, ZSNES will first look for IPS files inside the
|
||||
archive. If it finds any, it will only load IPS files from inside the archive,
|
||||
and will not look anywhere else. Otherwise, ZSNES looks in the Saves directory
|
||||
and the same directory as the ROM.
|
||||
|
||||
|
||||
............................................................
|
||||
11. Cheat Codes
|
||||
............................................................
|
||||
|
||||
Currently, ZSNES supports Game Genie, Pro Action Replay, and GoldFinger codes.
|
||||
|
||||
- - - - - - - - - - - - -
|
||||
How to use cheat codes:
|
||||
- - - - - - - - - - - - -
|
||||
|
||||
1. Load the ROM to which you want to apply cheats.
|
||||
2. Press ESC to toggle the GUI. Open the Add Code dialog from the Cheat
|
||||
Menu. You can enter up to 255 codes for each game.
|
||||
3. After adding your codes, press ESC until you are back to your game.
|
||||
|
||||
** To use a multi-line cheat code, just enter each line as a separate code! **
|
||||
|
||||
- - - - - - - - - - - - -
|
||||
How to use .cht files:
|
||||
- - - - - - - - - - - - -
|
||||
|
||||
Place the .cht file into the same directory as the ROM, or into your Saves
|
||||
folder. The .cht file must be named according to the normal naming rules (see
|
||||
the Files section [Readme.txt] for details).
|
||||
|
||||
- - - - - - - - - - - - - - -
|
||||
Troubleshooting Cheat Codes
|
||||
- - - - - - - - - - - - - - -
|
||||
|
||||
* Try using the Fix button in the Browse Cheats dialog [GUI.txt].
|
||||
* Some cheat codes are meant to be used with different versions of the same
|
||||
game. If a cheat code doesn't work and there is one for both Game Genie and
|
||||
Pro Action Replay, try them both.
|
||||
* Remember that Game Genie codes require the - (dashes).
|
||||
* Try resetting the game. Any code for a game that mentions a term similar to
|
||||
"Start with" means that the game must be reset in order to take effect.
|
||||
* If you are having a hard time with comparative searches, make sure to delete
|
||||
the tmpchtsr.___ file in your ZSNES directory.
|
||||
|
||||
|
||||
............................................................
|
||||
12. Files
|
||||
............................................................
|
||||
|
||||
This section attempts to explain the various files that are created, loaded, or
|
||||
used by ZSNES.
|
||||
|
||||
Most of the data files that are specific to individual ROMs are named in the
|
||||
following manner:
|
||||
- The filename of the data file is the same as the filename of the ROM from
|
||||
which it was created.
|
||||
- The file extension of the data file changes, depending on the following:
|
||||
* If there are no "slots" for the data file, then it is just the
|
||||
normal file extension (srm, bmp, png, raw, cht, cmb, cfg, txt).
|
||||
* If you are using slot 0, then it is just the normal file extension
|
||||
(zst, zmv, sub, ips, spc).
|
||||
* If you are using slots 1-9, then the last letter of the file
|
||||
extension changes to match the slot number (zs1-zs9).
|
||||
* If you are using slots 10-99, then the last two letters of the file
|
||||
extension change to match the slot number (z10-z99).
|
||||
|
||||
[Where Created?]
|
||||
|File Name| |File Extension| |File Type Name|
|
||||
|Description|
|
||||
= = = = = = = = = = = = = = = = = = = = = = =
|
||||
[Wherever you put them.]
|
||||
|
||||
Whatever you want, or have them smc, sfc, swc, ... ROM (Game)
|
||||
automatically named by NSRT.
|
||||
These are common extensions for ROMs, which are computer files of the game
|
||||
data on real SNES cartridges. Read the full list of supported ROM file
|
||||
extensions in the Current Progress section [Readme.txt].
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - -
|
||||
[Saves folder]
|
||||
|
||||
romname srm Static RAM
|
||||
This is the *in-game* save file. It is automatically generated by ZSNES
|
||||
when you use the in-game save function. Some games use Static RAM as
|
||||
working RAM rather than to save a game. This format *should* be compatible
|
||||
among all emulators.
|
||||
|
||||
romname zst, zs1-zs9, ZSNES Save State
|
||||
z10-z99, zss
|
||||
See the Save States section for more information [Readme.txt].
|
||||
|
||||
romname zmv, zm1-zm9 ZSNES Movie
|
||||
See the Movies section for more information [Readme.txt].
|
||||
|
||||
romname mzt, mz1-mz9 ZSNES Movie States
|
||||
Directories which contain the various save state data for that particular
|
||||
movie. See the Movies section for more information [Readme.txt].
|
||||
|
||||
romname sub, su1-su9 ZSNES Subtitle
|
||||
See the Subtitles sub-section of the Movies section for more information
|
||||
[Readme.txt].
|
||||
|
||||
romname cht Cheat Data
|
||||
This file contains cheat codes that you entered using the Cheat Code
|
||||
Editor [GUI.txt]. These files are generally compatible between different
|
||||
versions of the same emulator, but not necessarily between different
|
||||
emulators.
|
||||
|
||||
romname cmb Key Combination Data
|
||||
These files contain key combination data, created when you use the Key
|
||||
Combination Editor [GUI.txt].
|
||||
|
||||
romname inp ZSNES Input
|
||||
These files contain input configuration for the specific game.
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - -
|
||||
[Saves folder, Same folder as ROM]
|
||||
|
||||
romname ips, ip0-ip9 International Patching System
|
||||
See the IPS Patching section for more information [Readme.txt].
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - -
|
||||
[Snapshots folder]
|
||||
|
||||
romname_***** bmp, png Images
|
||||
/img*****
|
||||
These are snapshots of the game screen, created by ZSNES when you use the
|
||||
F1 Menu [GUI.txt]. The file name is appended by a number, up to 99999.
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - -
|
||||
[SPCs folder]
|
||||
|
||||
romname spc, sp1-sp9, SPC Sound
|
||||
s10-s99
|
||||
These files are created by ZSNES when you dump the SPC data of the game
|
||||
you are playing by using the F1 Menu [GUI.txt]. Note: In Windows, the .spc
|
||||
extension is sometimes used for PKCS Certificates.
|
||||
|
||||
sounddmp raw Sound Buffer Dump
|
||||
This is a dump of sound buffer data, created when you use the appropriate
|
||||
F1 Menu option [GUI.txt].
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - -
|
||||
[ZSNES folder (Win/DOS) / "~/.zsnes" (SDL) /
|
||||
"~/Library/Application Support/ZSNES" (SDL - Mac OS X)]
|
||||
|
||||
zsnes/zsnesw exe (Win/DOS) ZSNES executable
|
||||
This is the main ZSNES executable binary file. "ZSNES Folder" means the
|
||||
location of this executable.
|
||||
|
||||
zsnes/zsnesw cfg ZSNES Configuration File
|
||||
/zsnesl
|
||||
User-editable configuration file where you can set almost any option in
|
||||
ZSNES [Advanced.txt].
|
||||
|
||||
zmovie cfg ZSNES Movie Configuration File
|
||||
User-editable configuration file where you can change advanced movie
|
||||
dumping features [Advanced.txt].
|
||||
|
||||
zinput cfg ZSNES Input Configuration File
|
||||
User-editable configuration file where you can change settings for
|
||||
controllers and extra SNES devices. This is the same as the files with the
|
||||
.inp extension, but is used globally.
|
||||
|
||||
zfont txt ZSNES Font Configuration File
|
||||
This is where the appearance of text in the ZSNES GUI is configured
|
||||
[Advanced.txt].
|
||||
|
||||
rominfo txt ROM Information
|
||||
This contains information about the ROM you most recently ran. You can
|
||||
configure this behavior under Config->Options.
|
||||
|
||||
data cmb Key Combination Data
|
||||
This file contains key combination data, created when you use the Key
|
||||
Combination Editor for an unspecific game.
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
231
tools/zsnes/docs/readme.txt/support.txt
Normal file
231
tools/zsnes/docs/readme.txt/support.txt
Normal file
@@ -0,0 +1,231 @@
|
||||
ZSNES v1.51 Documentation
|
||||
|
||||
================================
|
||||
N a v i g a t i o n
|
||||
================================
|
||||
|
||||
* Index [Index.txt]
|
||||
|
||||
* Readme [Readme.txt]
|
||||
|
||||
* GUI [GUI.txt]
|
||||
|
||||
* Netplay [Netplay.txt]
|
||||
|
||||
* Advanced Usage [Advanced.txt]
|
||||
|
||||
* Games [Games.txt]
|
||||
|
||||
* FAQ [FAQ.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Getting Support [Support.txt]
|
||||
1. APIs and Utilities
|
||||
2. Contact Information
|
||||
3. Known Issues
|
||||
4. Filing a Bug Report
|
||||
|
||||
* History [History.txt]
|
||||
|
||||
* About [About.txt]
|
||||
|
||||
* License [License.txt]
|
||||
|
||||
- - - - - - - - - - - - - - - - - -
|
||||
|
||||
* NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
|
||||
|
||||
* ZSNES Home Page: [ZSNES.com]
|
||||
|
||||
|
||||
================================================================================
|
||||
~ G e t t i n g S u p p o r t
|
||||
================================================================================
|
||||
|
||||
............................................................
|
||||
1. APIs and Utilities
|
||||
............................................................
|
||||
|
||||
The following utilities are referenced throughout this documentation to help
|
||||
accomplish various tasks. There is a link to each utility and a short
|
||||
description of its purpose.
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . . DirectX . . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
[http://www.microsoft.com/directx]
|
||||
|
||||
DirectX is an API ("Application Programming Interface") required for running
|
||||
ZSNES in Windows.
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . . .SDL. . . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
[http://www.libsdl.org]
|
||||
|
||||
SDL (Simple DirectMedia Layer) is an API required for running ZSNES on
|
||||
UNIX-like operating systems.
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. Scitech . Display . Doctor.
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
[http://www.scitechsoft.com/ftp/sdd]
|
||||
|
||||
Scitech Display Doctor (SDD) is a utility that provides drivers for many VGA
|
||||
and SVGA video cards. It can provide support for VESA VBE 2 on some video
|
||||
cards that may not normally support it.
|
||||
|
||||
The link above directs you to Scitech's FTP site. "regcodes.txt" provides
|
||||
registration codes for the two different versions of SDD offered, v5.3 and
|
||||
v6.53. The newer version supports hardware acceleration and more cards. If you
|
||||
are in a DOS-only environment, you should use one of the "-d.zip" versions.
|
||||
If you are in a Windows+DOS environment, use one of the "-w.exe" versions.
|
||||
"univbe67.exe" is a stand-alone VESA VBE driver, and does not provide any of
|
||||
the other SDD utilities.
|
||||
|
||||
Note: SciTech Software no longer offers support for this software.
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
. . . NSRT. . . .
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
[http://nsrt.edgeemu.com]
|
||||
|
||||
NSRT - Nach's SNES ROM Tools. <20>NSRT, the most advanced SNES ROM tool to date,
|
||||
provides the ability to check, alter, retrieve info from, verify, fix, and
|
||||
organize SNES ROMs.<2E>
|
||||
|
||||
NSRT has several important uses in relation to ZSNES:
|
||||
|
||||
* You can use it to scan your ROMs and show detailed information about them.
|
||||
This information will tell you whether or not the ROM is a good dump.
|
||||
* It can deinterleave your SuperFX ROMs so that ZSNES can load them.
|
||||
* It can add special NSRT headers to your ROMs, which will allow ZSNES to
|
||||
automatically enable special controllers for games that need them.
|
||||
* You can use NSRT to compress your ROMs using a special, custom-built
|
||||
compression format called JMA. <20>This is an archive format designed by Nach
|
||||
based on LZMA. When used on SNES ROMs it is faster, and creates smaller
|
||||
files than 7Zip.<2E>
|
||||
|
||||
NSRT is primarily a command-line program, although a graphical front-end is
|
||||
available. The ZSNES Documentation Team has written a supplementary guide to
|
||||
NSRT [http://zsnes-docs.sourceforge.net/nsrt] that covers some of the
|
||||
functions listed above.
|
||||
|
||||
|
||||
............................................................
|
||||
2. Contact Information and Links
|
||||
............................................................
|
||||
|
||||
The following is a list of all official ZSNES websites and resources:
|
||||
|
||||
ZSNES Home Page [http://www.zsnes.com]
|
||||
ZSNES Project Page hosted by BountySource. [http://zsnes.bountysource.com]
|
||||
ZSNES Documentation on the Web [http://zsnes-docs.sourceforge.net]
|
||||
ZSNES Documentation Project Page hosted by SourceForge.net.
|
||||
[http://sourceforge.net/projects/zsnes-docs/]
|
||||
ZSNES Documentation Wiki [http://zsnes.game-host.org/wiki/]
|
||||
ZSNES Bug Tracker [http://zsnes.game-host.org/bugzilla/]
|
||||
ZSNES Message Board [http://board.zsnes.com]
|
||||
|
||||
In your quest to solve whatever problem you may be having with ZSNES, or to
|
||||
learn more about ZSNES, please first read all of this official documentation.
|
||||
|
||||
The ZSNES Message Board is the primary place to receive help about ZSNES, after
|
||||
you have read through this entire documentation. It is also an interesting
|
||||
Internet community in its own right. Asking for ROMs (or asking for games, a
|
||||
link to a ROM site, or where to find ROMs/games) is forbidden! Be sure to also
|
||||
read the RULES!
|
||||
|
||||
|
||||
............................................................
|
||||
3. Known Issues
|
||||
............................................................
|
||||
|
||||
* 65816 lacks correct timing. Although ZSNES bases the timing on a variable
|
||||
cycle/instruction, it does not deduct correct values (such as 16-bit
|
||||
instructions should deduct 1 more cycle than 8-bit instructions). 100%
|
||||
cycles of ZSNES isn't 100% cycles of a SNES because of that. This means
|
||||
that a lot of games either won't run or will produce horrible displays.
|
||||
Sometimes, adjusting the % of execution can fix those problems. This is all
|
||||
due to inaccurate documentation used when the ZSNES 65816 core was written.
|
||||
Fortunately, there are currently ongoing efforts to rewrite the ZSNES core.
|
||||
* Some games sometimes tend to not display things properly because of
|
||||
graphic features that aren't implemented yet.
|
||||
* The Sound DSP chip still has its bugs (not many though). Additionally,
|
||||
no one knows the exact timing of the SPC700 chip.
|
||||
|
||||
|
||||
............................................................
|
||||
4. Filing a Bug Report
|
||||
............................................................
|
||||
|
||||
- - - - - - - - - - - - - - - -
|
||||
Before you file a bug report:
|
||||
- - - - - - - - - - - - - - - -
|
||||
|
||||
* Please verify that you have a good ROM. You should use NSRT
|
||||
[http://nsrt.edgeemu.com] to do this. You can find detailed instructions on
|
||||
how to use NSRT to verify your ROM(s) in this section
|
||||
[http://zsnes-docs.sourceforge.net/nsrt#verifying] of our NSRT Guide
|
||||
[http://zsnes-docs.sourceforge.net/nsrt].
|
||||
* Make sure you are using the -current- release of ZSNES.
|
||||
You can download the latest version from the ZSNES home page
|
||||
[http://www.zsnes.com/index.php?page=files]
|
||||
or from the ZSNES SourceForge Project Files page
|
||||
[http://sourceforge.net/project/showfiles.php?group_id=19677].
|
||||
If you *were* using an old version of ZSNES, and the problem goes away when
|
||||
you use the new version, please do not report the bug.
|
||||
* If the bug still exists in the latest official release of ZSNES, please try
|
||||
again with the latest WIP release of ZSNES. These are unofficial versions,
|
||||
compiled from SVN source, and are updated somewhat frequently. They are
|
||||
available at ipher's WIP Page [http://zsnes.ipherswipsite.com].
|
||||
* If you want to check against the latest development code, go obtain it from
|
||||
SVN at BountySource [https://svn.bountysource.com/zsnes/trunk/]. You are
|
||||
warned, however, that frequent changes are made to the code, so ZSNES may
|
||||
not always be able to compile when using code obtained from there.
|
||||
* If possible, confirm whether the bug occurs on real hardware (as in, play
|
||||
the game on a real console).
|
||||
|
||||
Bug reports should be submitted in the Bug Reports/Feature Requests section of
|
||||
the ZSNES Message Board [http://board.zsnes.com]. Before reporting, please use
|
||||
the board's search function to see if your bug has already been reported.
|
||||
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
When making a bug report, please include the following information:
|
||||
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
|
||||
* Version (i.e., v1.51) and port (i.e., Windows, DOS, or SDL) of ZSNES you are
|
||||
using. Make sure to specify the revision if you obtained ZSNES from SVN.
|
||||
* Detailed ROM information:
|
||||
- You *must* post the NSRT information about your ROM when reporting a
|
||||
bug. Please see the "Verifying a ROM to make a Bug Report" section of
|
||||
our NSRT Guide for detailed instructions.
|
||||
[http://zsnes-docs.sourceforge.net/nsrt#verifying_bug_reports]
|
||||
Alternatively, you can use the "Log Rom Info" option in ZSNES [GUI.txt]
|
||||
to generate the file "rominfo.txt", which also provides the necessary
|
||||
information.
|
||||
* Detailed system specifications:
|
||||
- At minimum, you must tell us what operating system you are using and
|
||||
what version of DirectX or SDL you are using.
|
||||
- If your issue is related to performance (as in, ZSNES is too slow),
|
||||
also include the specs for your processor, RAM, video card, etc.
|
||||
* Detailed description of the bug:
|
||||
- A detailed description of the bug is important so that others can try to
|
||||
reproduce it.
|
||||
- Screenshots are highly recommended, and save states made before (or in
|
||||
some cases, during) the bug's occurrence are also greatly appreciated.
|
||||
- If you know of a previous version of ZSNES that ran the game properly,
|
||||
or if you know of another game that acts similarly, please let us know.
|
||||
- It may also be helpful to test the game in other SNES emulators and tell
|
||||
us the resulting behavior.
|
||||
|
||||
|
||||
. . . . . . . . . . . . . . . .
|
||||
This documentation is best viewed in a fixed-width font such as "Courier New".
|
||||
|
||||
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|
||||
Reference in New Issue
Block a user