1495 lines
78 KiB
Plaintext
1495 lines
78 KiB
Plaintext
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]
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* Readme [Readme.txt]
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* GUI [GUI.txt]
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1. Game Menu
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2. Quick Menu
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3. Config Menu
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4. Cheat Menu
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5. Netplay Menu
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6. Misc Menu
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7. F1 Menu
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8. Save Slot Chooser
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* Netplay [Netplay.txt]
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* Advanced Usage [Advanced.txt]
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* Games [Games.txt]
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* FAQ [FAQ.txt]
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- - - - - - - - - - - - - - - - - -
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* Getting Support [Support.txt]
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* History [History.txt]
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* About [About.txt]
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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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~ G. U. I. (Graphical User Interface)
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================================================================================
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--------------------------------------------------------------------------
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| Quick | Game | Config | Cheat | Netplay | Misc |
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|----------------|------------|----------|----------|----------|-----------|
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| 1. | Load | Input | Add Code | Internet | Misc Keys |
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| 2. | Run | Devices | Browse |----------| GUI Opts |
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| 3. | Reset | Chip CFG | Search | | Movie Opt |
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| ... | Save State | Options |---------- | Key Comb. |
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| 8. | Open State | Video | | Save CFG |
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| 9. | Pick State | Sound | | About |
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| 0. | Quit | Paths | -----------
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| Freeze Data: |------------| Saves |
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| Clear All Data | | Speed |
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---------------- ----------
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ZSNES uses a custom GUI, introduced in v0.600.
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You can move the ZSNES window either by clicking and dragging its title bar, or
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right-clicking anywhere in the ZSNES window and dragging. You can move dialogs
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within ZSNES by clicking and dragging their respective title bars.
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If any dialog is open within ZSNES, pressing ESC will close the top-most window.
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If a game is loaded and running, you can press ESC to pause emulation and show
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the GUI. Pressing ESC again will hide the GUI and resume emulation.
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Certain options throughout the GUI have an associated hotkey. Notice that many
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options have a letter in them that is underlined; pressing that letter on your
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keyboard will toggle the option.
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............................................................
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1. Game Menu
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............................................................
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- - - - - - - - - - - - - - - - - - - -
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. Load .
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- - - - - - - - - - - - - - - - - - - -
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This opens the file loading dialog. Use this dialog to browse for a ROM to
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load and begin emulation.
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Filename box - Displays files in the current directory in alphabetical order.
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Double-click on a file to load it. Use the Show All Extensions option to
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change what types of files are displayed in this box.
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Directory box - Displays all subdirectories in the current directory.
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Double-click on items in this box to navigate between folders. The first
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item in this box is always two dots (..); double-click this item to move
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to the parent directory of the current directory. Displayed below the
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current subdirectories are all drive letters detected on your system.
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Use these drive letters to change between drives.
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Current directory - Below these two boxes, the current directory is displayed.
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By default, the current directory will be the same directory in which the
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ZSNES executable is located.
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Address box - By typing letters into this box, you can go to the first
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filename or directory that matches the string of letters you typed.
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Current selection - Below the text box, the current / highlighted
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selection is displayed. In the DOS port, this line does not display the
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current selection, but instead says "Display Type:".
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Display Type: - Choose what type of filename to display in the Filename box.
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Long Filename (Win/SDL) or Win9x Long Filename (DOS) displays the actual
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name of the files in the current directory, along with their extensions.
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SNES Header Name will display the internal SNES header names of the files
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in the current directory.
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* ZSNES can display header names using English and Kanji
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characters. Characters in other languages are not supported and
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will be displayed as garbled text. Improper or invalid header
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names will also be garbled text.
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* The header names of compressed files will not be displayed.
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* If for some reason the header of a file cannot be displayed, the
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filename of that file will instead be displayed.
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* Warning: Using this option can make navigating folders a slow
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process, since each time you navigate to a new folder, ZSNES
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must scan all files in the folder for their header names.
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DOS 8.3 Format (DOS only, default for DOS) will truncate all filenames
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to be compatible with DOS filename length restrictions (up to eight
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letters in the filename, plus a three letter extension).
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Show All Extensions (off by default) - When this option is not checked,
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only files with common SNES ROM extensions (.smc, .sfc, ...) will be
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displayed. When this option is checked, all files will be displayed,
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regardless of extension. When used in combination with the SNES Header Name
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option above, non-ROM files will be shown as ** Invalid File **.
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Force - Checking these boxes will force ROMs to be loaded as if they had those
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settings, rather than having ZSNES automatically detect those settings.
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Don't check any of these boxes unless you know what you're doing.
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* NTSC / PAL: Force one of these display types for all ROMs loaded.
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* HiROM / LoROM: Force one of these memory mapping settings for all ROMs
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loaded.
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Load button will load the current selection and begin emulation.
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Keyboard usage with the file load dialog is as follows:
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Left / Right Arrows - Switch between the file and directory boxes.
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Up / Down Arrows - Move up and down in the list.
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PageUp / PageDown - Move up and down the list in larger increments.
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Home / End - Go to the top or bottom of the list.
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Typing characters - Go to the first item in the list that matches the
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typed characters.
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Enter / Return - Load the currently selected file or open the
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currently selected folder.
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Address box details:
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* If you input a single space, ZSNES will *randomly* select a game or
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folder within the current directory, depending on which box is
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highlighted. Then hit Load or press Enter to open the selection.
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* When you press enter with text in the box without any '\' or ':' in
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the filename, ZSNES will first look for a directory matching the text
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and will then change its directory if one is found. Otherwise, it will
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load the current file or directory highlighted by the selection cursor.
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* You can type in the full filename or directory including path (e.g.
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"d:\games\mario.smc" or just "d:").
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- - - - - - - - - - - - - - - - - - - -
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. Run .
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- - - - - - - - - - - - - - - - - - - -
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Hides the GUI and resumes emulation. Equivalent to pressing ESC.
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- - - - - - - - - - - - - - - - - - - -
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. Reset .
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- - - - - - - - - - - - - - - - - - - -
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Resets the game; asks for confirmation.
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- - - - - - - - - - - - - - - - - - - -
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. Save State .
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- - - - - - - - - - - - - - - - - - - -
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Creates a save state of the game in the current save state slot; asks for
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confirmation. See the Save States section for more information [Readme.txt].
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- - - - - - - - - - - - - - - - - - - -
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. Load State .
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- - - - - - - - - - - - - - - - - - - -
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Loads a save state from the current save state slot; asks for confirmation.
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See the Save States section for more information [Readme.txt].
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- - - - - - - - - - - - - - - - - - - -
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. Pick State .
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- - - - - - - - - - - - - - - - - - - -
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Opens a dialog that allows you to pick the current save state slot. It's
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easier to use the F3 Menu.
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* Select Save Slot: - Click on a radio button to use that save slot.
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* Slot Level: - Use the + and - buttons to choose the slot level.
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- - - - - - - - - - - - - - - - - - - -
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. Quit .
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- - - - - - - - - - - - - - - - - - - -
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Exit the emulator. On exit, ZSNES will save any changes to its configuration
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files. It will also save any changes to the Save RAM file, although you can
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also configure ZSNES to write changes to the disk whenever Save RAM changes.
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............................................................
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2. Quick Menu
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............................................................
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- - - - - - - - - - - - - - - - - - - -
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. The list of numbers .
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- - - - - - - - - - - - - - - - - - - -
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The ten most recently loaded games are displayed here. By clicking on one
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of these entries, you can load that game. This is a quicker way to load
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a recently played game then using the Game->Load function and navigating
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to the ROM. The most recently played game is #1.
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- - - - - - - - - - - - - - - - - - - -
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. Freeze Data .
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- - - - - - - - - - - - - - - - - - - -
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Off - The list will change as normal, reflecting the ten most recently
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loaded ROMs.
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On - The list will not change anymore. You can use this feature to create
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a list of your ten favorite ROMs, for easy access at all times.
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- - - - - - - - - - - - - - - - - - - -
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. Clear All Data .
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- - - - - - - - - - - - - - - - - - - -
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Clears the entire list.
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............................................................
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3. Config Menu
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............................................................
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- - - - - - - - - - - - - - - - - - - -
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. Input .
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- - - - - - - - - - - - - - - - - - - -
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This dialog allows you to customize the input options for all five SNES
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controllers.
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Tabs #1-#5 - Choose the SNES controller to configure. You can use the Tab key
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to cycle through these tabs.
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Device: - Use your mouse to choose your desired device, and use the Set button
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to set your choice.
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None - Equivalent to unplugging the SNES controller from that port.
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Keyboard/Gamepad (Win/SDL only) - Equivalent to plugging in the SNES
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controller to that port. Using this device should allow input from
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all attached keyboards, gamepads and joysticks.
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If you are using the DOS port, you must manually choose the appropriate
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device from the list.
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Current: - Shows the device that is currently active.
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Buttons
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Set - Set your choice made in the Device: box. Using this button will
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reset key assignments to their defaults.
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Set Keys - ZSNES will automatically cycle through each of the standard
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SNES buttons, prompting you to assign a key to each one.
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Calibrate (DOS only) - This option is here for those older joysticks that
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need to be calibrated in-game before they can be used properly.
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Keys: - These are the standard SNES buttons, and the only ones required to
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be configured. Click inside the black box beside each one of these to
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configure a key for it. Press ESC to clear the current assignment.
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Turbo: - You can assign keys to these buttons in the same way you assign
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them to the standard SNES buttons. Holding down the key assigned to the
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turbo button is the same as if you were repeatedly pressing the normal
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button very, very fast. You can control the rate of key presses per second
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with the "Turbo at 30Hz" option, below.
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Diagonals: - It may be more convenient to assign a single key to a
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diagonal direction of the D-Pad, rather than pressing two keys at the
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same time. Just in case it's not obvious: DL=Down+Left, DR=Down+Right,
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UL=Up+Left, UR=Up+Right.
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Game Specific - This option allows for input configurations that are specific
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to individual games.
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Sidewinder Fix (DOS port only) - If your Sidewinder doesn't work after
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disabling the Sidewinder profiler and having pressed the mode button twice,
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enable this.
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Allow U+D/L+R - This option allows for the simultaneous pressing of opposing
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directional keys (up and down; left and right) on the SNES pad. This feature
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was implemented for those who need it to exploit bugs in certain games for
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recording "speed-run" ZMVs. Warning: Do not use this for normal gameplay,
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as the resulting bugs disrupt the "natural" gaming experience.
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Turbo at 30Hz - Default: Checked. When enabled, turbo keys will equal 30
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button presses per second in NTSC games or 25 presses per second in PAL
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games. Otherwise, turbo keys will repeat 60 times per second in NTSC games
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or 50 times per second in PAL games. This option is enabled by default
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mainly because some games can't handle excessive key presses.
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Use Pl3/4 as Pl1/2 - The key assignments for Player 3, in addition to
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those for Player 1, will be used for SNES controller port #1. The key
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assignments for Player 4, in addition to those for Player 2, will be
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used for SNES controller port #2. As a result, MultiTap support will be
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disabled (which means only two controllers will be active). The primary
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use of this option is to allow you to assign two different devices for
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the same SNES controller. For example, you might use a gamepad as input
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for Player 1, and a keyboard as input for Player 3. Then, with this
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option enabled, you may use either one of these devices (or both
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simultaneously) to control Player 1.
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Use Joystick Port 209H (DOS only) - Use the 209H hardware port; use this
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if you have moved the port's jumper (or if your joystick does not work
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when this feature is disabled).
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Note: A keyboard is a poor replacement for a proper gamepad. SNES games are
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designed to be played with a gamepad, so if you find that you're having
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trouble with the keyboard, use a gamepad.
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There is another important limitation with keyboards. Many keyboards have
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a limit on the maximum number of simultaneous key-presses, above which they
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will not detect input. This means combinations of, for example, three or
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more keys may not be properly detected. One way to get around this kind
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of keyboard limitation is to assign multiple SNES buttons to the same
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keyboard key. There is a slightly longer explanation in the FAQ [FAQ.txt].
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- - - - - - - - - - - - - - - - - - - -
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. Devices .
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- - - - - - - - - - - - - - - - - - - -
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This dialog allows you to select special input devices for Ports 1 and 2
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of the SNES.
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Port 1: - Select a device to be plugged into Port 1. The SNES Mouse is the
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only special device supported on Port 1.
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Gamepad - Use the key assignments for Player #1, configured in the
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Input dialog.
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Mouse - Use your computer's mouse just like it is a connected SNES
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Mouse.
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Port 2: - Select a device to be plugged into Port 2.
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Gamepad - Use the key assignments for Player #2, configured in the
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Input dialog.
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Mouse - Use your computer's mouse just like it is a connected SNES
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Mouse.
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Super Scope - Use your mouse as if it were a Super Scope. Default
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key assignments are in the Default Keys section [Readme.txt].
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1 Justifier - Simulates the movements for the Konami Justifier;
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required for only one game, Lethal Enforcers.
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2 Justifiers -
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Cycle P1:, Cycle P2: - You can assign a key to each of these functions.
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Pressing the key will cycle through the list of special controllers
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available for that port.
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Left Handed - Check one of these boxes to reverse the mouse buttons for the
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special controllers on that port.
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Super Scope Keys: - They can now be customized!
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Auto-Fire - Default: =. Toggle auto-fire on or off.
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SS Pause - Default: Backspace. Assign a key for the Super Scope pause
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button.
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Note: ZSNES will automatically enable the appropriate add-on for special
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controller games that have NSRT headers [http://nsrt.edgeemu.com] (e.g.
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The SNES mouse will automatically hook up after loading Mario Paint).
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Note: ZSNES supports the ManyMouse [http://icculus.org/manymouse/] library
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by Ryan C. Gordon, which means that ZSNES can emulate two SNES devices
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(one connected in each port) if you have two mice plugged in. For a list
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of known affected games (and for other information), please see the
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ManyMouse section of the Games page [Games.txt].
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- - - - - - - - - - - - - - - - - - - -
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. Chip CFG .
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- - - - - - - - - - - - - - - - - - - -
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These are special settings for the Nintendo Super System. Generally, there
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is no need for a user to change these settings.
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Super System: - Set which DIP switches are enabled.
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DIP 1/2/3/4/5/6 -
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The Nintendo Super System was an arcade machine that used the SNES hardware.
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Changing the settings in this window will only affect games
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designed for the NSS. You can find information at Coin-Op Museum
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[http://www.klov.com/game_detail.php?letter=N&game_id=8894] and
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Wikipedia [http://en.wikipedia.org/wiki/Nintendo_Super_System].
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- - - - - - - - - - - - - - - - - - - -
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. Options .
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- - - - - - - - - - - - - - - - - - - -
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You can change various options here, some of which affect gameplay,
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while others merely change GUI behavior.
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System:
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Enable MMX Support - Enables MMX copying routines for a slight speed
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increase (MMX processors only). Certain video filters, audio
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interpolation and low-pass filters require MMX support. These options
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will not be visible unless the MMX Support option is checked.
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(See below for the particular options requiring MMX support).
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Pause Emu in Background (Win only) - If enabled, then game emulation
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will automatically be paused when the ZSNES window loses focus, and it
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will unpause when ZSNES regains focus.
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Increase Emu Priority (Win only) - Enabling this will give ZSNES more
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processor time, if needed. This may improve the performance of ZSNES on
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your machine; however, it will reduce the amount of resources given to
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applications running in the background. Processing priority is set to
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"High" on a Win9x OS and "Above Normal" on 2k/XP/2003/Vista.
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Disable Power Management (Win only) - Disables power management while
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ZSNES is running, so that your gameplay will not be interrupted if
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you're using a gamepad.
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Gfx Engines:
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Use New Gfx Eng - Default: Checked. Check to use the new graphics engine;
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uncheck to use the old graphics engine. The new graphics engine should
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be adequate for most games; however, the old one may be necessary for
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some. You can read about the differences in Current Progress
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[Readme.txt].
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Use Alt Old Gfx Eng - Only visible when the new graphics engine is
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disabled, this will enable the Old Gfx Engine Mode 2, which fixes many
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transparency bugs that currently plague ZSNES in the current engine.
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However, it also creates some new ones. This mode can be slower at
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times, so it's recommended that you only turn it on when you need it.
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SShots: - Choose what image format to use for snapshots of the game screen.
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This setting is also configurable via the F1 Menu.
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* BMP - Snapshots will be saved as bitmap pictures (16-bit color). If you
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are using an 8-bit video mode in the DOS port, the bitmap will be
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saved with 8-bit color.
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* PNG - Snapshots will be saved as PNG ("Portable Network Graphics") files
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(32-bit ARGB color). This option is not available if you did not
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compile with PNG support.
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ROM:
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Enable IPS Auto-Patching - When checked, ZSNES will automatically
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soft patch ROMs if a corresponding .ips file is found in your Saves
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directory. More information about the IPS patching feature can be found
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in the Readme.
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Show ROM Info on Load - Briefly displays some internal information about
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the ROM when loaded. Please refer to this information when submitting
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bug reports (also see [Support.txt]).
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Log ROM Info - When checked, ZSNES will create a file named rominfo.txt
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when you load a ROM; it contains information about the ROM.
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Overlays:
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Show FPS Cntr On Emu Load - When checked, the Frames per Second counter
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will be enabled each time you start ZSNES, even if it has been disabled
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during a session. The FPS counter can be manually enabled/disabled via
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the F1 Menu or with the 'Display FPS' quick key, once it has been
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assigned. This counter is only visible when using Auto Frame Rate.
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Show Clock - The current system time will be displayed in the lower
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right-hand corner of the game screen.
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12 Hour Mode - Used in conjunction with the option above, this will
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display the system time in 12 hour mode instead of the default 24
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hour mode.
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Show Clock Box - Also used in conjunction with "Enable Clock",
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this option places a black box behind the clock to increase
|
|
readability.
|
|
Messages:
|
|
Use Small Message Text - On-screen messages that pop up when you save a
|
|
state, disable a background, etc. will be smaller.
|
|
Use Transparent Text - On-screen messages will be slightly transparent
|
|
rather than solid. Using the Small Message Text option overrides this
|
|
choice.
|
|
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Video .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
This dialog allows you to change the numerous video settings available in
|
|
ZSNES.
|
|
|
|
Please note that the internal resolution of the SNES is 256x224. Certain
|
|
special high-resolution modes can produce up to 512x448 resolution. You
|
|
may notice that the internal resolution has an 8:7 aspect ratio. SNES
|
|
video output is not intended to be viewed at this aspect ratio, however.
|
|
The 8:7 video signal would normally be scaled to a more-typical 4:3
|
|
aspect ratio when viewed on a television.
|
|
|
|
- - - - - -
|
|
Modes tab
|
|
- - - - - -
|
|
Video Mode box - The large box on the left lists all available video modes.
|
|
You can use your mouse or the Up/Down/PgUp/PgDown/Home/End keys to scroll
|
|
through this list.
|
|
Win/SDL port:
|
|
First column: lists the resolution, in pixels, W x H.
|
|
W x H - These video modes use a fixed resolution, in pixels,
|
|
of the width and height shown.
|
|
Variable (SDL only) - Video output is scaled to the size of the
|
|
window, and the window can be resized with the mouse; however,
|
|
aspect ratio is locked, depending on which options are set.
|
|
Custom - Specify a custom, fixed resolution in the boxes
|
|
to the right.
|
|
Second column:
|
|
O (SDL only) - Indicates whether the video mode uses the
|
|
OpenGL API.
|
|
D - The video mode supports graphics-enhancing filters.
|
|
Non-'D' modes will usually be (automatically) interpolated
|
|
by your graphics card.
|
|
R - The video aspect ratio is locked to the internal SNES
|
|
ratio of 8:7.
|
|
S - Video output is stretched to fill the entire window.
|
|
Third column: indicates whether the video mode is Windowed or
|
|
Fullscreen.
|
|
DOS port:
|
|
First column: lists the resolution (in pixels) and color depth
|
|
(in bits), W x H x B.
|
|
Second column: shows the mode type
|
|
ModeQ - A tweaked VGA video mode. Supports 256x256 resolution
|
|
and 256 colors. Accesses hardware directly.
|
|
ModeX - A different tweaked VGA video mode, similar to ModeQ,
|
|
although slower. Accesses hardware directly.
|
|
Vesa1 - VESA ("Video Electronic Standards Association") VBE
|
|
("Video BIOS Extension") 1.2. A standardized method of
|
|
accessing VGA cards.
|
|
Vesa2 - VESA VBE 2. Faster and more features than VESA1.
|
|
Read the Wikipedia article for an overview
|
|
[http://en.wikipedia.org/wiki/VESA_BIOS_Extensions].
|
|
The first [http://www.ddj.com/184409592] and third
|
|
[http://www.faqs.org/faqs/pc-hardware-faq/supervga-programming/]
|
|
external links from that article provide some more detailed
|
|
information.
|
|
Your video card may be compatible with only some of the video modes
|
|
listed. You should try each video mode to find the right combination
|
|
of speed, compatibility, and enhancement features (listed below).
|
|
Set button - use the currently selected/highlighted video mode. ZSNES will now
|
|
attempt to change to the new video mode. If the new video mode does not
|
|
work, wait for ten seconds without pressing any keys, and ZSNES will return
|
|
to the previous mode. Pressing Enter does the same thing as the Set button.
|
|
Custom: (Win/SDL only) - use in conjunction with one of the custom
|
|
video modes at the bottom of the list to set a custom resolution.
|
|
Set button - save the current custom resolution.
|
|
Type in the custom width and height, respectively, in pixels,
|
|
in the two black boxes.
|
|
Current: - shows the current video mode.
|
|
|
|
Note: Some video modes may work better / faster than others, depending
|
|
on your system configuration. Play around to see what's best.
|
|
|
|
- - - - - - -
|
|
Filters tab
|
|
- - - - - - -
|
|
Video Filters: - Choose one video filter. You must use a D video mode
|
|
to use any of these filters. Furthermore, filters marked with a *
|
|
require MMX Support.
|
|
Interpolation - Enable interpolation, a simple filter that smooths the
|
|
image and makes it appear less pixellated. This is software-driven and
|
|
can be accelerated with MMX support.
|
|
Bilinear Filter [http://wiki.beyondunreal.com/wiki/Bilinear_Filtering]
|
|
(OpenGL modes only) - This produces an effect similar to Interpolation.
|
|
The option replaces Interpolation and, as long as you aren't using Mesa
|
|
[http://www.mesa3d.org], is hardware-driven. This means that as long as
|
|
you aren't using Mesa, it requires less CPU overhead. Another advantage
|
|
of the bilinear filter is that it can also be used alongside the other
|
|
filters, though this may be slow.
|
|
NTSC [http://www.slack.net/~ant/libs/ntsc.html] (Win/SDL only) -
|
|
Written by blargg. It is recommended to use a video mode with at least
|
|
602x448 resolution. Makes the video output appear to be that of an NTSC
|
|
CRT [http://en.wikipedia.org/wiki/Cathode_ray_tube] television
|
|
[http://en.wikipedia.org/wiki/Ntsc]. This filter is not available
|
|
in the SDL port while using OpenGL modes.
|
|
2xSaI Engine* [http://elektron.its.tudelft.nl/~dalikifa/] - Written by
|
|
Kreed. SaI stands for "Scale and Interpolation." This is a "smart"
|
|
filter that tries to make a lo-res image (like SNES video output)
|
|
appear to have a higher resolution. The image should look smoother,
|
|
less blocky, when using this filter.
|
|
Super Eagle* - Written by Kreed. Similar to the 2XSaI engine, but
|
|
does more blending.
|
|
Super 2xSaI* - Written by Kreed. This filter smoothes the graphics,
|
|
but it blends more than the Super Eagle engine.
|
|
HQ2X* [http://www.hiend3d.com/hq2x.html] (Win/SDL only) - Written by
|
|
MaxSt. Applies an advanced algorithm to smooth the appearance of a
|
|
low-resolution image. It is recommended to use a 2x scaled image with
|
|
this filter.
|
|
HQ3X* [http://www.hiend3d.com/hq3x.html] (Win only) - Written by MaxSt.
|
|
More advanced than HQ2X, and it is recommended to use a 3x scaled image
|
|
with this filter.
|
|
HQ4X* [http://www.hiend3d.com/hq4x.html] (Win only) - Written by MaxSt.
|
|
More advanced than HQ3X, and it is recommended to use a 4x scaled image
|
|
with this filter.
|
|
Note: The HQxX filters and the NTSC filter have particularly high
|
|
system requirements to run smoothly.
|
|
Scanlines: - Choose one Scanline mode. Requires a 'D' video mode.
|
|
None - This will disable scanlines.
|
|
25% - This will enable scanline mode, except that each line is 25% darker
|
|
than the line above it.
|
|
50% - This will enable scanline mode, except that each line is 50% darker
|
|
than the line above it.
|
|
Full - This mode adds a blank line in between every line to produce
|
|
a scanline effect similar to a TV.
|
|
Misc Filters: - Choose miscellaneous filters.
|
|
Grayscale Mode - Makes the game display in monochrome color, i.e.
|
|
black and white. This option is just there for fun and is probably not
|
|
something you want to use continuously.
|
|
Hi-Res Mode 7 - Requires a 'D' video mode and at least 512x448 resolution.
|
|
Enabling this will double the vertical resolution used when rendering
|
|
Mode 7 graphics. Thus, the resolution becomes 256*448 rather than the
|
|
normal 256*224.
|
|
Monitor Sync: - Select monitor synchronization options.
|
|
VSync (Win/DOS only) - Synchronizes frame drawing to the monitor's
|
|
refresh rate. This may reduce frame rate on your computer, but will
|
|
reduce screen tearing.
|
|
Triple Buffering (Win/DOS only) - This setting is only visible while
|
|
using a fullscreen video mode, and only applies while in fullscreen.
|
|
Whereas VSync has only two frame buffers: the frame being drawn and
|
|
the frame waiting to draw, Triple Buffering can write frame data to
|
|
a third buffer. The primary use is to reduce the impact of VSync on
|
|
slower systems. This option has precedence over VSync in Fullscreen
|
|
modes.
|
|
Display Options: - Select how you want the image to be displayed.
|
|
Use 4:3 Ratio (Win/SDL only) - This only applies when using a custom mode.
|
|
Using this option will lock the video output at 4:3 aspect ratio,
|
|
regardless of the aspect ratio of the custom resolution you've chosen.
|
|
Small Screen (DOS only) - Video output will be at 256x224 (the native
|
|
internal resolution of the SNES), instead of whatever resolution
|
|
you are using.
|
|
Full Screen / Wide Screen (DOS only) - Horizontally stretches video output
|
|
to fill the screen.
|
|
Not all of the video options above are available in every video mode
|
|
and every port of ZSNES. Also note that you will need a fast computer
|
|
for some of them if you don't want to see any slow-downs in emulation.
|
|
|
|
- - - - - -
|
|
NTSC tab
|
|
- - - - - -
|
|
Only visible when using the NTSC filter.
|
|
|
|
Blend Frames - Enable this for smoother transitions between frames when using
|
|
a non-60Hz refresh rate.
|
|
Refresh - If this is enabled, changes to the NTSC filter will be applied
|
|
as you are adjusting the sliders (below), rather than when you release
|
|
the mouse button.
|
|
The sliders below are used to adjust various properties of the NTSC output.
|
|
Hue
|
|
Saturation
|
|
Contrast
|
|
Brightness
|
|
Sharpness
|
|
Presets - Press the appropriate button for instant configuration of the
|
|
filter, instead of manually configuring.
|
|
Composite
|
|
S-Video
|
|
RGB
|
|
Monochrome
|
|
Reset button - Reset all settings on this tab only to their defaults.
|
|
Reset All button - Reset all settings on both NTSC tabs to their defaults.
|
|
|
|
- - - - - - - -
|
|
Adv NTSC tab
|
|
- - - - - - - -
|
|
Only visible when using the NTSC filter.
|
|
|
|
The sliders below are used to adjust various properties of the NTSC output.
|
|
Gamma
|
|
Resolution
|
|
Artifacts
|
|
Fringing
|
|
Bleed
|
|
Hue Warping
|
|
Reset button - Reset all settings on this tab only to their defaults.
|
|
Reset All button - Reset all settings on both NTSC tabs to their defaults.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Sound .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Configure various sound settings here.
|
|
|
|
The default settings are those that are most accurate to a Super Nintendo.
|
|
|
|
Sound Switches:
|
|
Disable SPC Emulation - Disables the emulation of the SPC700 chip.
|
|
Do not disable this unless you are having severe performance issues
|
|
(i.e. ZSNES is unacceptably slow and you've tried everything else).
|
|
Disabling this will likely result in sound errors.
|
|
Enable Sound - Default: Checked. Unchecking this disables sound output.
|
|
Do not disable this unless you are having severe performance issues
|
|
(i.e. ZSNES is unacceptably slow and you've tried everything else).
|
|
If you wish to mute ZSNES, just move the volume slider down to 0%.
|
|
Enable Stereo Sound - Default: Checked. Unchecking this will disable
|
|
*stereo* sound output; thus, sound output will be mono instead.
|
|
Disabling this is a relatively safe way to improve speed, if necessary.
|
|
Reverse Stereo Channels - Reverse/swap the left and right stereo channels.
|
|
This makes no difference if stereo sound is disabled.
|
|
Simulate Surround Sound - This is a novelty feature that simulates
|
|
surround sound in games that don't have it natively. Do *not* use this
|
|
in conjunction with games that have native surround sound. This option
|
|
is only available when stereo sound is enabled.
|
|
Force 8-bit Output (DOS only) - Force ZSNES to output sound in 8-bit mode.
|
|
Using this may work around problems with certain sound cards, but will
|
|
reduce sound quality. Note that if you use stereo sound in addition to
|
|
this option, you will not be able to use sampling rates above 22050Hz.
|
|
Use Primary Buffer (Win only) - Enable this only if your sound card is
|
|
having problems designating the sound buffer with DirectSound. This will
|
|
prevent sharing the sound card with other programs. This option is
|
|
primarily useful for troubleshooting in Win9x. You must restart ZSNES
|
|
for this feature to take effect.
|
|
Sampling Rate: - Default: 32000Hz. Click inside the black box to cycle through
|
|
all available sampling rates. Note that if you use sampling rates that are
|
|
below the default, the sound will be distorted and inaccurate. Sampling
|
|
rates higher than 32000Hz can also cause problems; however, sampling rates
|
|
of 41000Hz and higher may resolve crackling issues that occur with some
|
|
onboard sound cards.
|
|
Volume Level - To change, just slide the bar. Sliding this to 0% is a better
|
|
method of muting sound output than unchecking the Enable Sound box.
|
|
Interpolation: - This feature smoothes out the wave forms of lower frequency
|
|
sounds.
|
|
None - Use no interpolation. This is *not* accurate to the SNES!
|
|
Gaussian - Default. Based on the Gaussian curve, it smoothes the
|
|
transition of the sound effects. This method of interpolation is used
|
|
by a real SNES.
|
|
Cubic Spline - This method is calculated by a cubic equation rather than
|
|
being based on a curve like the Gaussian method. This results in
|
|
better approximation than the Gaussian method.
|
|
8-point* - Takes 8 points on the sound curve and smoothes them out.
|
|
LowPass: - Low-pass filters accentuate bass frequencies by reducing higher
|
|
frequencies. None of these filters are native to the SNES; if you want
|
|
authentic SNES sound, do not use any of these. Using a filter will probably
|
|
be most noticeable if you have a subwoofer.
|
|
None - Use no low-pass filter.
|
|
Simple - Allows lower frequencies to pass through (e.g. drums and
|
|
the like). Certain higher ranges are not heard though.
|
|
Dynamic - Allows greater range of frequencies to pass through;
|
|
the music will seem more detailed depending on the loudness or
|
|
softness of the audio.
|
|
Hi Quality* - It's better than the simple filter, and seems to work well
|
|
with lower quality speakers that have decent sound cards.
|
|
*Requires MMX Support.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Paths .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Set and change paths used for save directories, graphics packs, and base
|
|
cartridges.
|
|
|
|
Saves: - Configure the directory where ZSNES will save and load SRAM, save
|
|
state, and ZMV files. If you do not specify a path here, ZSNES Win and DOS
|
|
will save all files to the same directory as the currently loaded ROM.
|
|
ZSNES SDL will place them in "~/.zsnes". ZSNES SDL under Mac OS X will place
|
|
them in "~/Library/Application Support/ZSNES".
|
|
Snapshots: - Configure the directory to which in-game snapshots will be saved.
|
|
If you do not specify a path here, snapshots will be saved to your Saves
|
|
directory (above).
|
|
SPCs: - Configure the directory to which SPC700 sound dumps (.spc; SNES
|
|
music files) and sound buffer dumps will be saved. If you do not specify
|
|
a path here, these files will be saved to your Saves directory (above).
|
|
BIOS/Base Carts - Set the path to BIOS and base cartridges of various
|
|
special games.
|
|
BS-X: - Specify the full path and filename to the Broadcast Satellaview
|
|
BIOS. Currently, the BIOS is *not* required to run BS games.
|
|
Sufami Turbo - Specify the full path and filename to the Sufami Turbo
|
|
BIOS, which is required to play ST games.
|
|
Same Game: - Specify the full path and filename to the Same Game base
|
|
cartridge ROM.
|
|
SD Gundam G-Next - Specify the full path and filename to the SD Gundam
|
|
G-Next base cartridge ROM.
|
|
SPC7110 Graphic Packs - Enter the directories that contain SPC7110 graphic
|
|
packs in the appropriate fields here. More information about this chip is
|
|
in the Games page [Games.txt].
|
|
FEOEZ: - Far East of Eden Zero
|
|
FEOEZ-SJNS: - Far East of Eden Zero - Shounen Jump no Shou
|
|
MDH: - Momotarou Dentetsu Happy
|
|
SPL4 - Super Power League 4
|
|
|
|
Notes:
|
|
* One limitation of ZSNES is that it only accepts one case of input.
|
|
Since most UNIX-based systems are case-sensitive, SDL port users should
|
|
edit their paths in the configuration file instead.
|
|
* Paths can be absolute (e.g. C:\ZSNES\saves) or relative
|
|
(e.g. ..\..\saves).
|
|
* If you are using the Win port, you can paste text from the clipboard
|
|
into the text boxes by using the key combination Ctrl+V.
|
|
* Remember to always press Enter or Return after typing in your path,
|
|
or it may not work!
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Saves .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Configure various options regarding save states and in-game saves.
|
|
|
|
# of Rewind States - This sets how many times you can rewind back.
|
|
Note that you must restart your game for this feature to take effect.
|
|
1/5 Seconds Per Rewind - This sets how many fifths of a second ZSNES will
|
|
rewind back each time.
|
|
Do Not Save SRAM - When enabled, SRAM will never be saved at any given point.
|
|
This is useful when you want to look into savestates or movies without
|
|
saving the modified data to disk. This also prevents SRAM Check+Save from
|
|
working.
|
|
SRAM Check+Save - Normally, ZSNES will write SRAM data to disk when you exit
|
|
the emulator or exit to the GUI. When this option is enabled, ZSNES will
|
|
instead write SRAM data shortly after a game modifies it. If you have
|
|
problems with in-game saves not working correctly, or if you fear something
|
|
may prevent ZSNES from exiting normally (i.e. crashing), turn this on.
|
|
The reason this is not enabled by default is because some games use SRAM as
|
|
working memory instead of for persistent saved games. Since these games
|
|
constantly modify SRAM, ZSNES would write to the disk every few seconds
|
|
(if this option is enabled).
|
|
Load Save State w/ SRAM - When enabled, the SRAM data from the save states
|
|
you load will overwrite any other SRAM data for the game that you have.
|
|
Beware, though: if you are really far in a certain game, loading an old
|
|
save state from a point earlier in the game will make you lose all of
|
|
your progress beyond that save state. However, this option may be needed
|
|
to load complete states in certain games.
|
|
Start at Latest Save - With this enabled, every time you load a ROM, the
|
|
save state slot containing the most recent save state for that game will
|
|
be set as the currently selected slot.
|
|
Auto Increment Save Slot - When enabled, the save slot will automatically
|
|
move to the next slot after you save a state. This option is very useful
|
|
in that it decreases the risk of accidentally saving over a previous
|
|
save state, if you forget to manually advance the chosen slot.
|
|
Auto State Save/Load - If this is enabled, ZSNES will automatically create a
|
|
save state when you quit a game (either by loading another game or by
|
|
exiting the emulator). When you return to the game at a later time, ZSNES
|
|
will automatically load the save state it created before.
|
|
Pause After... - Press the P key to unpause.
|
|
Loading State - Pauses emulation after you load a save state.
|
|
Pause After Rewind - Pauses emulation after you press the rewind key.
|
|
State Shortcuts: - Click in a black box to assign a key to that function.
|
|
Press ESC to clear the current assignment.
|
|
ST0 through ST9 - Choose which save state slot to use.
|
|
ST+ - Increment the selected save state slot by one.
|
|
ST- - Decrement the selected save state slot by one.
|
|
Save - Default: F2. Save a state to the current slot.
|
|
Load - Default: F4. Load a state from the current slot.
|
|
Pick - Default: F3. Open a dialog to choose the current save state slot.
|
|
This will show a graphical preview of each save state. Learn more
|
|
about how to use this dialog in the Save State Slot Chooser section
|
|
at the bottom of the GUI page [GUI.txt].
|
|
Rewind - With each use, this key will backtrack the gameplay
|
|
incrementally, according to the options you have set for
|
|
'# of Rewind States' and '1/5 Seconds Per Rewind' (see above).
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Speed .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Change speed settings and frame skipping settings here.
|
|
|
|
Max Frame Skip - Set the maximum number of frames that may be skipped
|
|
in direct sequence when rendering, only as needed to keep a constant
|
|
emulation speed. Applicable only when using Auto Frame Rate (below).
|
|
Frame Rate - Set a static number of frames to skip rendering between each
|
|
rendered frame, when *not* using Auto Frame Rate (below).
|
|
FastFwd Ratio - Set the number by which the default emulation speed will be
|
|
multiplied while using Fast Forward.
|
|
SlowDwn Ratio - Set the number by which the default emulation speed will be
|
|
divided while using Slow Down (e.g. "4" is 1/4 of normal speed).
|
|
Shortcuts: - Assign keys to various speed options.
|
|
Fast Forward - Default: ~ key. When used, the speed of emulation will
|
|
increase (according to the FastFwd Ratio, above). Useful for quickly
|
|
bypassing game intros or other sequences that you may not want to watch.
|
|
Slow Down - When used, the speed of emulation will decrease (according to
|
|
the SlowDwn Ratio, above). This function requires having Auto Frame Rate
|
|
(below) enabled. You might use this to watch very fast animated
|
|
sequences, or to give yourself an advantage when you need to react
|
|
quickly to something in the game.
|
|
+ Emu Speed - Move the Emu Speed slider to the right by one step,
|
|
increasing emulation speed sequentially (e.g. 1x -> 2x, 2x -> 3x, etc.).
|
|
+ Frame Rate - Increase the static number of frames to skip rendering.
|
|
Using this key will disable Auto Frame Rate.
|
|
Reset Speed - Sets the emulation speed back to normal (1x).
|
|
- Emu Speed - Move the Emu Speed slider to the left by one step,
|
|
decreasing emulation speed sequentially (e.g. 1x -> 1/2x, 1/2x -> 1/3x,
|
|
etc.).
|
|
- Frame Rate - Decrease the static number of frames to skip rendering.
|
|
If you decrease it enough times, Auto Frame Rate will be enabled.
|
|
Pause Game - Default: P key. Pauses emulation.
|
|
Increment Frame - Only usable when emulation is paused, this feature will
|
|
increment one frame each time the key is pressed.
|
|
Toggled FFwd/SlwDwn - When unchecked, you must hold down the Fast Forward or
|
|
Slow Down keys for as long as you want them to operate. When checked, press
|
|
and release the assigned key once to enable the desired mode, and once again
|
|
to turn it off.
|
|
Auto Frame Rate - Default: Checked. When enabled, ZSNES will attempt to
|
|
maintain emulation at full speed. If necessary to maintain full-speed
|
|
emulation, ZSNES will skip rendering frames of video. When disabled, ZSNES
|
|
will skip a static number of frames for each rendered frame. If your
|
|
priority is full-speed emulation, you should have this enabled, and increase
|
|
Max Frame Skip (above) to its maximum. If your priority is to have every
|
|
frame of video rendered, you should either have this enabled and set Max
|
|
Frame Skip to zero OR disable this and set Frame Rate (above) to zero.
|
|
Emu Speed: - Default: 1x. Only available when using Auto Frame Rate. This
|
|
slider sets the number by which normal emulation speed will be multiplied or
|
|
divided (to speed up or slow down emulation speed, respectively).
|
|
|
|
|
|
............................................................
|
|
4. Cheat Menu
|
|
............................................................
|
|
|
|
The Cheat dialogs are only accessible if a game is loaded.
|
|
|
|
Read the Cheat Codes section in the Readme [Readme.txt] for general information.
|
|
|
|
Nach, the creator of NSRT, has a complete list of all official Game Genie codes,
|
|
available at [http://nsrt.edgeemu.com/forum/kb.php?mode=article&k=3].
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Cheat Browser .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Selecting Add Code from the Cheat menu opens this dialog with the cursor in
|
|
the Enter Code: text box. Selecting Browse from the Cheat menu starts with
|
|
the cheat list highlighted.
|
|
|
|
Use this dialog to add, remove, and browse cheat codes.
|
|
|
|
Cheat Browser - This lists all cheats that you have added for the currently
|
|
loaded game. You can have up to 255 codes per game. Each cheat is
|
|
represented on a single row (except in the case of multi-line cheats).
|
|
Each column gives different information about the cheat, as follows:
|
|
Address - Memory address that the cheat edits.
|
|
CV - Current value of the selected memory address.
|
|
PV - Previous value of the selected memory address.
|
|
Tgl - Shows whether the cheat is toggled (active) or not.
|
|
Description - The description for the cheat that you typed into
|
|
the Description: box when adding the cheat.
|
|
Buttons
|
|
Remove - Remove the currently highlighted cheat.
|
|
Toggle - Toggle on or off the currently highlighted cheat. This can also
|
|
be accomplished by double-clicking on a code.
|
|
Save - Save all cheats in the list to a .cht file.
|
|
Load - If a .cht file exists in your saves directory, this will load all
|
|
cheats from that file into the Cheat Browser.
|
|
Fix - If you have entered a cheat and it doesn't appear to work, you can
|
|
try using this button to change the memory address that the cheat edits,
|
|
which might fix the problem.
|
|
Enter Code: - Type in the cheat code. Game Genie, Pro Action Replay, and
|
|
GoldFinger codes are supported. Remember that Game Genie codes require
|
|
the - (dash).
|
|
Description: - Type in a description for your code.
|
|
Add button - Add the code to the Cheat Browser once you have filled in the
|
|
previous two boxes.
|
|
Auto-load .cht file at game load - When you load a ROM, ZSNES will look in
|
|
your saves directory for a matching .cht file, and load it. This prevents
|
|
you from having to hit the Load button, above.
|
|
|
|
Notes on usage:
|
|
* To use a multi-line cheat code, just enter each line as a separate code!
|
|
* You can also quickly modify the value of the currently selected cheat code
|
|
(in the browse window) by typing a 2 digit hex number in the cheat code
|
|
enter space.
|
|
* You can allow a value of one cheat code to be mirrored from a value of
|
|
another cheat code. To do this, type an 'R' at the end of any cheat code
|
|
as the destination, then type another cheat code (Without the 'R') as the
|
|
source. For example, if you want address 7E1000 to reflect the value at
|
|
address 7F2000 (whatever value written to 7F2000 from the game will also
|
|
be written to 7E1000), enter cheat code 7E1000FFR, then cheat code
|
|
7F2000FF (where FF can be any value).
|
|
|
|
Keyboard usage:
|
|
* Use the Up and Down arrows to scroll through the Cheat Browser.
|
|
* Use the R, T, S, L, and F keys to duplicate the functions of the five
|
|
buttons below the Cheat Browser.
|
|
* Use Tab to move from the Enter Code: box to the Description: box.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Search .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Selecting Seach from the Cheat menu opens the Cheat Search dialog. Use this
|
|
to search for values in memory such as life, score, etc. and change their
|
|
values as you please.
|
|
|
|
- - - - - - - -
|
|
Setup Search
|
|
- - - - - - - -
|
|
|
|
Select Size and Format:
|
|
Size: You can choose the data size to use in your search. If you know the
|
|
numerical values of the data you want to view, select the smallest
|
|
number range that fits the data values. (For example, if you know the
|
|
value cannot go higher than 50000, select 2 BYTES [0..65535] instead of
|
|
3 BYTES [0..16777215]). Sometimes you don't know the numerical value (in
|
|
the case of life bars), so you have to guess the size.
|
|
1 Byte [0..255] - Value is stored in 8 bits.
|
|
2 Bytes [0..65535] - Value is stored in 16 bits.
|
|
3 Bytes [0..16777215] - Value is stored in 24 bits.
|
|
4 Bytes [0..4294967295] - Value is stored in 32 bits.
|
|
Format: In general, it's recommended that you use decimal, although there
|
|
are some cases that have the values in memory stored as binary-coded
|
|
decimal. For example, "34 lives" could be stored in a byte as 34h, and
|
|
if you were searching for it in the decimal mode, it would actually have
|
|
a value of 52.
|
|
Dec (Base 10) - The number you search for will be treated as a
|
|
decimal number.
|
|
Hex (Base 16) - The number you search for will be treated as a
|
|
hexadecimal number.
|
|
Select Search Type:
|
|
Exact Value Search - In this mode, you have to enter the exact numerical
|
|
value that you want to find. If you have 3 lives left, then search for
|
|
the value 3. The cheat search engine also looks for "value - 1" since
|
|
even if a game tells you that you have 3 lives left, it usually stores
|
|
the value as 2 in memory.
|
|
Comparative Search - In this mode, you select whether the value is less
|
|
than, greater than, equal to, or not equal to the previous value. So if
|
|
you have a life bar and the life bar suddenly decreases, go back to the
|
|
cheat search engine and select "less than" to search for any value that
|
|
has decreased.
|
|
Start button - Move to the next step of the search, entering a value.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Exact Value Searches .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
- - - - - - -
|
|
Input Value
|
|
- - - - - - -
|
|
|
|
Enter Value: - Enter the value for which you want to search and press the
|
|
Search button.
|
|
Max Value: - This is a reminder of the maximum value for which you can search.
|
|
Change this on the Setup Page (first step).
|
|
# of Results: - Displays the number of results for the current search.
|
|
Before you start a search, this will display the number of searchable
|
|
memory addresses for the currently loaded game.
|
|
Buttons
|
|
Restart - Move back to the Setup Page to change options.
|
|
View - View the results of the current search. If you have not yet run
|
|
your own search, this will display all searchable memory addresses for
|
|
the currently loaded game.
|
|
Search - Search for the value you entered in the box above. After you
|
|
press this button, this page will change to reflect the number of
|
|
results for your search. Press the View button to see those results.
|
|
|
|
- - - - - - - -
|
|
View Results
|
|
- - - - - - - -
|
|
|
|
This page lists all the results of your current search. If you pressed the
|
|
View button before running a search, this page will list all searchable
|
|
memory addresses for the currently loaded game.
|
|
|
|
This list has two columns, the left column showing the memory Address, the
|
|
right column showing the Value at that address.
|
|
|
|
* Return - Move back to the Input Page.
|
|
* Add - Use this to select the currently highlighted address for editing.
|
|
|
|
- - - - - -
|
|
Add Cheat
|
|
- - - - - -
|
|
|
|
On this page, you can add the previously selected memory address as a cheat.
|
|
|
|
Enter New Value: - Enter a value to insert into the memory address.
|
|
Enter Cheat Description: - Do just what it says.
|
|
PAR Code Equivalent: - This box will display the equivalent Pro Action Replay
|
|
code for the value and memory address you are working with.
|
|
Max Value: - This is a reminder of the maximum value for which you can search.
|
|
Change this on the Setup Page (first step).
|
|
Use Only Upper Byte - Use this option to change how PAR Code Equivalent is
|
|
calculated.
|
|
Return button - Return to the Results Page.
|
|
Add button - Add the new cheat to the Cheat Browser.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Comparative Searches .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
This section isn't finished yet. Hopefully you can figure it out given the
|
|
description of Comparative searches in the Cheat Setup dialog, above.
|
|
|
|
|
|
............................................................
|
|
5. Netplay Menu (Win and SDL Only)
|
|
............................................................
|
|
|
|
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.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Internet .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Port - Default: 7845. This is the port on which ZSNES will communicate. While
|
|
the number can range from 0 to 65535, it is recommended that you stay above
|
|
5000 to avoid conflicts with other services.
|
|
Nickname - This is the name you will use, displayed in the Chat window (which
|
|
appears once you connect).
|
|
Start as Server - Use this button to be the host of the Netplay game. Your
|
|
opponent will connect to you and be the client.
|
|
Client Options: - Setup options here if you are going to be the client, not
|
|
the host.
|
|
IP: - Enter the IP ("Internet Protocol") address of the host.
|
|
Connect to Server - Use this button to attempt to connect to the
|
|
above-entered IP address.
|
|
Your IP: - Helpfully displays your current IP address. If you are going to be
|
|
the host, give your opponents this number so they can connect to you.
|
|
Use UDP instead of TCP - Decide which protocol to use for communication.
|
|
TCP ("Transmission Control Protocol") guarantees delivery of packets,
|
|
but has more overhead, and may thus be slower than UDP ("User Datagram
|
|
Protocol"). Try switching between the two to see which works best.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
Establishing a Connection (Chat Window)
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Window - This is quite obvious. You and your partner chat to each other
|
|
through this window. Simply type your message and press Return/Enter on your
|
|
keyboard, just like on an IRC or IM client.
|
|
Player Select - This indicates which players will be hosted locally and which
|
|
will be hosted remotely. A checked box means that your computer will have
|
|
control of that player. An 'X'ed box means the remote computer will have
|
|
control of that player. A blank box means that player is not enabled.
|
|
Latency - Default: 3. ??????????????????
|
|
Back Buffer - Default: Enabled. ??????????????????
|
|
Save Data - Determine whether the SRAM from your computer (local) or the other
|
|
computer (remote) should be used. You can also choose to not load any SRAM
|
|
at all.
|
|
Disconnect - Closes the connection and ends the netplay session.
|
|
|
|
|
|
............................................................
|
|
6. Misc Menu
|
|
............................................................
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Misc (Miscellaneous) Keys .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Here you can change various function keys that are not configured elsewhere.
|
|
Clicking inside a black box will bring a box, prompting you to assign a key
|
|
to that function. Press the key you wish to assign, or press ESC to clear
|
|
the existing assignment.
|
|
|
|
BG Disables:
|
|
BG1 through BG4 - Toggle the various graphical background layers
|
|
on or off. Normally, they should be left on.
|
|
OBJ - Toggle the sprite/background layer on or off.
|
|
Sound Keys:
|
|
Ch1 through Ch8 - Toggle the various sound channels on or off.
|
|
+Vol - Increase the volume.
|
|
-Vol - Decrease the volume.
|
|
Quick Keys:
|
|
Load - Opens the Load dialog (accessed from the Game menu).
|
|
Reset - Performs a soft reset of the game. Also available under
|
|
Game->Reset.
|
|
Exit - Exits ZSNES.
|
|
Clock - Toggle the clock, displaying system time on-screen during
|
|
gameplay.
|
|
Chat - This is available only while using Netplay. After pressing
|
|
this key, type your message, then press Enter/Return to send it to
|
|
the other user.
|
|
Snapshot - Save a snapshot of the game screen and place it in your
|
|
Snapshots directory. Also accessible through the F1 Menu.
|
|
Save SPC - Save SPC data to your SPCs directory. Also accessible through
|
|
the F1 Menu.
|
|
Misc Toggles:
|
|
Use PL12/34 - Toggles on or off the Use Pl3/4 as Pl1/2 option under
|
|
Config->Options.
|
|
Panic Key - Restores default settings for several toggles. Enables
|
|
Offset Mode, Windowing, and all Backgrounds, Sprites, and Sound
|
|
Channels; disables Add-ons; resets Emu Speed throttle.
|
|
Display FPS - Toggles on or off the Frames per Second counter. Also
|
|
accessible through the F1 Menu. You can also make this a persistent
|
|
option under Config->Options.
|
|
Battery Power (Win/SDL only) - Displays the amount of battery life
|
|
remaining and, if possible, time remaining, as reported by your
|
|
operating system. This feature is intended for laptop or notebook PCs.
|
|
GFX Toggles:
|
|
New GFX Engine - Switches between the faster, newer graphics engine
|
|
(default) and an older one. The new one is recommended, but using
|
|
the older one may fix graphics corruption in some games.
|
|
BG Window - A graphical feature that toggles windowing effects in
|
|
certain SNES games.
|
|
Offset Mode - A graphical feature that toggles using offsets for tiles
|
|
in certain SNES games.
|
|
+ Gamma - Increase gamma level. This makes the video appear brighter.
|
|
- Gamma - Decrease gamma level. This makes the video appear darker.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. GUI Opts (Options) .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Configure various GUI settings not set elsewhere (like Config->Options).
|
|
|
|
GUI Switches:
|
|
RClick Opens GUI - When enabled, clicking the right mouse button will
|
|
switch to and from the GUI when running a game (similar to pressing
|
|
ESC). However, this can slow down emulation, since ZSNES has to check
|
|
the mouse button status once in a while. If you are running in a
|
|
windowed video mode, the right-click button won't return back to
|
|
the game.
|
|
Swap L/R MButtons - Enabling this will swap the functions of buttons 0
|
|
and 1 of your mouse.
|
|
Show Mouse Shadow - Disables/Enables the mouse shadow.
|
|
Mice Wrap GUI Win - Allows the mouse pointer to wrap (to the other side of
|
|
the screen) at the borders of the screen. You should probably only
|
|
enable this while in Fullscreen; in Windowed mode this behavior
|
|
can be annoying.
|
|
Trap Mouse Cursor (Win only) - Prevents the mouse cursor from exiting the
|
|
ZSNES GUI. You will have to move the mouse with extra speed to make the
|
|
cursor exit the GUI with this feature enabled.
|
|
Wheel Mice Scroll (Win only) - This feature allows you to use your mouse
|
|
wheel to quickly scroll through various lists in the GUI (e.g. game list
|
|
in load menu, video modes, etc.). In the SDL port, the Wheel should
|
|
always be enabled.
|
|
ESC to Game Menu - While running a game, pressing Esc will take you back
|
|
to the GUI with the Game Menu open, regardless of which menu was open
|
|
last. It will also make the Game Menu be already open when you start
|
|
ZSNES. If this is unchecked, you will have difficulty navigating the GUI
|
|
without a mouse.
|
|
Ctrl GUI w/GPad1 - When enabled, it allows you to use the device
|
|
configured for SNES Controller #1 to access the GUI. This way you can
|
|
use your gamepad or joystick instead of your mouse/keyboard. The
|
|
equivalent SNES keys to the keyboard keys are:
|
|
SNES D-Pad = Move mouse cursor
|
|
SNES A = Enter
|
|
SNES B = Esc
|
|
SNES L = PageUp
|
|
SNES R = PageDown
|
|
Filtered GUI - Any video filter settings will be applied to the GUI, in
|
|
addition to the game video output.
|
|
Use Custom Font - When checked, ZSNES will load font data from zfont.txt.
|
|
Save GUI Win Pos - When enabled, the GUI doesn't reset the locations of
|
|
the windows when you exit/enter the GUI.
|
|
BG Effects: - Only one of the following screen saver-like effects can be
|
|
enabled at a time. They are visible in the background while the GUI is open.
|
|
* None - no effect is active.
|
|
* Snow - Looks like falling snow.
|
|
* Burning - Looks like fire rising from the bottom of the window.
|
|
* Smoke - Looks like smoke rising from the bottom of the window.
|
|
* Water A - Looks like a water strider skimming across water.
|
|
* Water B - Looks like rain drops falling on water and creating ripples.
|
|
Color: - This section allows you to customize the colors used by the GUI.
|
|
Choose which part of the GUI to configure by selecting one of the
|
|
following:
|
|
* Back - Configure the color of the background of the GUI.
|
|
Defaults: R=10; G=15; B=31.
|
|
* Title - Configre color of the GUI's title bar.
|
|
Defaults: R=0; G=10; B=31.
|
|
* Win - Configure the background color of a dialog window. Dialog
|
|
title bar colors are not configurable. Defaults: R=8; G=8; B=25.
|
|
Use the sliders to change the relative quantities of Red, Green, and Blue
|
|
color for the part of the GUI you have chosen to configure.
|
|
Main Windows Options:
|
|
Emu Always on Top (Win only) - ZSNES will stay visible above other
|
|
windows, even if it loses focus. Minimize ZSNES if you need to access
|
|
other windows.
|
|
Save Main Window Position (Win only) - Saves the location of the ZSNES
|
|
window between sessions.
|
|
Allow Multiple Instances of Emu (Win only) - Allows you to open more than
|
|
one instance of ZSNES at a time. In the SDL port, multiple instances are
|
|
always allowed.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Movie Opt (Options) .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
The Movie Options dialog is only accessible if a game is loaded.
|
|
|
|
You can record your gameplay so that you can play it back at a later date
|
|
either to amuse your friends, torture your friends, or whatever. Also be
|
|
sure to check out the Movies section of the Readme [Readme.txt], where
|
|
you can find more information on subtitles, re-recording, and more.
|
|
|
|
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 back up your SRAM files when playing around with movies!!
|
|
|
|
Select Movie: - Choose the movie recording slot to be used for
|
|
recording/playback. The number of the slot corresponds to the ZMV extension
|
|
(0 corresponding to .zmv, 1 to .zm1, ... 9 to .zm9).
|
|
Status: - Simply tells you if a record/playback is currently in progress.
|
|
|
|
- - - - - - - -
|
|
Controls tab
|
|
- - - - - - - -
|
|
Record From:
|
|
Now - Begins recording the movie from the current point in the game.
|
|
Power - This will perform a hard reset (equivalent to shutting off the
|
|
SNES, then turning it back on again), then begin recording.
|
|
Reset - This will perform a soft reset (equivalent to using the Reset
|
|
button on the SNES), then begin recording.
|
|
Power+SRAM Clear - Performs a hard reset, then clears SRAM data
|
|
(in-game save data). Useful if, for example, you don't want to see
|
|
your saved games in the game menu when making your movie.
|
|
Main controls:
|
|
Play - Begins playing the movie that is recorded in the current slot.
|
|
Record - Begins recording a movie to the current slot. While in playback
|
|
mode, you can use this to start recording and redo the remainder of the
|
|
movie.
|
|
Stop - Stops playing or recording a movie.
|
|
Append - This is usable only if you already have an existing ZMV using the
|
|
new ZMV format. It allows you to continue recording a movie from the
|
|
point where it is stopped. Press this button only when the movie status
|
|
is inactive.
|
|
Chapters: - You can assign a key to each of these functions by clicking in
|
|
the black box next to each button and pressing a key.
|
|
Insert - During recording or playback, this can create a point (chapter)
|
|
to which you can seek during playback.
|
|
Previous - Only usable during playback, this "rewinds" the movie to a
|
|
previous chapter earlier in the movie.
|
|
Next - Only usable during playback, this "fast forwards" the movie to a
|
|
chapter that is found at a later point in the movie.
|
|
There is currently no method for deleting a chapter.
|
|
On Movie State Load: - Allow mode status to be changed when you are loading a
|
|
movie state.
|
|
Do Not Switch Modes - Don't change the current mode.
|
|
Switch to Record - Set the current mode to Record on load.
|
|
Switch to Playback - Set the current mode to Playback on load.
|
|
Display Frame Counter - Enable this to see the frame counter in the
|
|
bottom-left corner of the screen during playback/recording. This is useful
|
|
for determining where you can insert movie subtitles and for deciding where
|
|
you want to end a movie when dumping it with the Dump # of Frames option.
|
|
|
|
- - - - - - -
|
|
Dumping tab
|
|
- - - - - - -
|
|
Video/Audio Dumping is recommended only for advanced users. More information
|
|
is found in the Movie Dumping section of the Advanced Usage page
|
|
[Advanced.txt].
|
|
|
|
Video Options: - You can only choose one of the following.
|
|
No Video Dump - Use this option when you want only audio.
|
|
Raw Video (No compression) - Dump raw 24 bit BGR video. This produces a
|
|
file that no typical media player can read. Only use this option if you
|
|
plan on manually encoding it. On UNIX systems, you can use a FIFO file
|
|
to encode this in real-time, as an alternative to ZSNES's internal use
|
|
of MEncoder. Caution: Raw movies require a tremendous amount of disk
|
|
space, so make sure you have plenty of room before you begin!
|
|
FFV1 (Some compression) - Dump in an AVI container using FFMPEG's lossless
|
|
video codec. The size of this file will be about 8% of the size of the
|
|
raw video file.
|
|
x264 Lossless (Most compression) - Dump in an AVI container using the very
|
|
advanced x264 codec in practically lossless mode (slow). The size of
|
|
this file will be about 38% of the size of an XviD file, about 6% of the
|
|
size of an FFV1 file, and about 0.5% of the size of a raw video file.
|
|
XviD Lossless (More compression) - Dump in an AVI container using the
|
|
popular XviD codec in practically lossless mode (fast). The size of this
|
|
file will be about 15% of the size of an FFV1 file, and about 1% of the
|
|
size of a raw video file.
|
|
Custom - Uses alternative, user-defined parameters from the zmovie.cfg
|
|
file. This option allows the use of multi-pass movie dumping to
|
|
massively reduce the size of the outputted video file. Caution: This
|
|
mode dumps lossy video; however, the default settings should look good
|
|
for most games.
|
|
Audio Options: - You can choose any combination of the following.
|
|
Dump Audio - Enable audio dumping.
|
|
Compress Audio - Audio output will be compressed to MP3 as it is dumped.
|
|
We recommend that you use this setting. When unchecked, audio output
|
|
will be in WAV format.
|
|
Merge With Video - Place the outputted audio in the AVI along with the
|
|
video.
|
|
Dumping Length: - Choose the length of the video/audio file(s) to be created.
|
|
ZMV Length - Simply dump the entire movie.
|
|
Dump # of Frames - This sets the exact number of frames of the movie to
|
|
dump, according to what you have typed in the black box at the right.
|
|
Until Stop - Keep recording until you stop dumping. This is primarily used
|
|
for recording a movie even after the ZMV has completed playback. You may
|
|
want to dump the ending of a game, which TAS (Tool-Assisted Speedruns)
|
|
reach but often don't capture in the ZMV.
|
|
Dumping:
|
|
Start - Start dumping the movie in the selected slot, using the current
|
|
settings.
|
|
Stop - Use this to stop dumping a movie before the process has finished.
|
|
|
|
Saving or loading a state during recording will allow you to undo mistakes,
|
|
i.e. re-record, while making a movie. These states created during record
|
|
can also be loaded during playback, like chapters. However, unlike chapters,
|
|
you're limited to 100 of them.
|
|
|
|
Loading another game will halt the play/record process.
|
|
|
|
Movie dumping options can be tweaked by advanced users in the zmovie.cfg file
|
|
[Advanced.txt].
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
Key Comb. (Key Combination Editor) .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Allows you to specify certain keyboard combination routines with a single
|
|
keystroke/joystick button press.
|
|
|
|
List of combinations
|
|
Clear - Clears the current key combination field.
|
|
Add - Adds the key combination fields below as a new entry.
|
|
Replace - Copies the contents of the key combination fields below to the
|
|
current highlighted key combination above.
|
|
Delete - Deletes the highlighted key combination above.
|
|
Key - Clicking on this box will allow you to select which key/button to use.
|
|
Description - Allows you type in the description of the combination key.
|
|
P# - Selects which player # will use those keys.
|
|
> = Last </> - Enabling this would mean that the event symbol > will mean the
|
|
last left or right direction the user presses in the game and the symbol <
|
|
is the opposite of that direction. When disabled, > means right and < means
|
|
left.
|
|
Game Specific - Enabling this will tell ZSNES to use separate key combination
|
|
files for each individual game.
|
|
Combination Keys - This window will display the sequence of events selected by
|
|
the user.
|
|
Events:
|
|
Press+Rel - The key will be pressed and held. It will be released once
|
|
another key is pressed after any amount of frame or second delay.
|
|
Press Only - The key will be pressed and held.
|
|
Rel Only - The key will be released if it is pressed by a press only
|
|
event.
|
|
Frame Delay - Delays for the specified number of frames.
|
|
Second Delay - Delays for the specified number of seconds.
|
|
Del - Deletes the event at the end of the combination keys list if one
|
|
exists.
|
|
|
|
Note: A 1 frame delay exists after the combination key list has finished
|
|
processing.
|
|
|
|
Example Key Combination: (Down / Down+Right / Right / L):
|
|
Method 1: Press+Rel Down / 2 Frame Delay / Press+Rel Down / Press+Rel Right
|
|
/ 2 Frame Delay / Press+Rel Right / 2 Frame Delay / Press+Rel L
|
|
Method 2: Press Only Down / 2 Frame Delay / Press Only Right / 2 Frame Delay
|
|
/ Rel Only Down / 2 Frame Delay / Rel Only Right / Press Only L
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. Save CFG .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Saves the configuration files. ZSNES normally writes to the configuration
|
|
files on exit. This function overrides the "cfgdontsave" option in the
|
|
.cfg file.
|
|
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
. About .
|
|
- - - - - - - - - - - - - - - - - - - -
|
|
|
|
Just shows some information about ZSNES.
|
|
|
|
* Version number
|
|
* Build date
|
|
* Port name
|
|
* www.ZSNES.com button (Win/SDL only) - Opens your default web browser
|
|
and loads the ZSNES.com Home Page [http://www.zsnes.com].
|
|
* Documentation button (Win/SDL only) - Opens your default web browser
|
|
and loads the ZSNES Documentation Home Page.
|
|
[http://zsnes-docs.sourceforge.net]
|
|
* Coded By: - Main developers are listed. More information in the About
|
|
page of the documentation [About.txt].
|
|
* Assistant Coders: - Assistant developers are listed. More information
|
|
in the About page of the documentation [About.txt].
|
|
* Disclaimer. Please read the GNU General Public License [License.txt].
|
|
|
|
|
|
............................................................
|
|
7. F1 Menu
|
|
............................................................
|
|
|
|
Use this menu to access oft-used functions. Most of these are related to dumping
|
|
data from the game you are running.
|
|
|
|
Save Snapshot - Creates an image of the game screen in your Snapshots
|
|
directory.
|
|
Show/Hide FPS - Shows or hides the frames-per-second display which appears
|
|
on the bottom-left corner of the screen. The value shown on the right side
|
|
of the display is the rate that the SNES should be maintaining. This
|
|
counter is available only when in auto frame rate mode. You can have
|
|
this display enabled by default under Config->Options.
|
|
Save SPC Data - Using this will search for the beginning of the next song and
|
|
save the data into an SPC file. To capture a song, it is best/recommended to
|
|
initiate this feature approximately 2 seconds before the next song starts.
|
|
This does have potential to fail though, so don't expect it to work all the
|
|
time. The .spc file will be placed in your SPCs directory.
|
|
Sound Buffer Dump - This dumps ZSNES' sound buffer and also filters out any
|
|
unoccupied space. The sound buffer contains decompressed samples which are
|
|
written to when ZSNES plays/decodes a sample from sound memory. Because of
|
|
the way ZSNES buffers the sound data, this can produce inaccurate results.
|
|
The dump will be placed in your SPCs directory.
|
|
Snapshot/Incr Frame - Same as snapshot, but it returns to the F1 menu after
|
|
a couple of frames. Useful for making animations.
|
|
Incr Frame Only - Move forward one frame without taking a snapshot.
|
|
Move This Window - Moves the F1 menu to a different location.
|
|
Image Format: - Choose what image format to use for snapshots of the game
|
|
screen. This setting is also configurable under Config->Options.
|
|
* BMP - Snapshots will be saved as bitmap pictures (16-bit color). If you
|
|
are using an 8-bit video mode in the DOS port, the bitmap will be
|
|
saved with 8-bit color.
|
|
* PNG - Snapshots will be saved as PNG ("Portable Network Graphics") files
|
|
(32-bit ARGB color). This is not selectable while using an 8-bit mode
|
|
or if you did not compile with PNG support.
|
|
|
|
|
|
............................................................
|
|
8. Save State Slot Chooser
|
|
............................................................
|
|
|
|
Use this dialog to pick which save state slot to use. A graphical preview of the
|
|
save state will be shown above this dialog (it is not visible in the above
|
|
picture).
|
|
|
|
How to Use:
|
|
1. Press F3 to open this dialog.
|
|
2. Use Up/Down arrow keys to move between save state levels.
|
|
3. Use Left/Right arrow keys to move between save states on a certain level.
|
|
4. Use Enter or Return or ESC to use the selected save slot.
|
|
5. Use either F2 to save a state or F4 to load a state in the slot you just
|
|
selected.
|
|
|
|
Color Key:
|
|
* Slots with blue backgrounds do not have a save state in them.
|
|
* Slots with red backgrounds have a save state in them.
|
|
* The slot with the orange background contains the most recent save state
|
|
within that state level.
|
|
|
|
|
|
. . . . . . . . . . . . . . . .
|
|
This documentation is best viewed in a fixed-width font such as "Courier New".
|
|
|
|
Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
|