updated to docs from 1.36

This commit is contained in:
ipher
2003-07-22 08:05:53 +00:00
parent 6279bd9f32
commit 1abe002161
6 changed files with 219 additions and 182 deletions

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@@ -246,6 +246,9 @@ Sound :
Low Pass Filter - The Low Pass Filter, when enabled, will produce
better bass in certain sound effects. However, the side effect
is that the sound will overall be more muffled.
Cubic Spline Interp - If this is checked, it will use Cubic Spline
Interpolation for the sound. Otherwise, it will use Gaussian
Interpolation.
----------------------------------------------------------------------------

View File

@@ -1,7 +1,8 @@
ZSNES
by zsKnight, _Demo_, and Pharos
http://www.zsnes.com/
by zsKnight, _Demo_, and pagefault
with help from Pharos, Teuf, theoddone33 and stainless
http://www.zsnes.com
ZSNES is a Super Nintendo Entertainment System emulator written mostly
@@ -93,21 +94,12 @@ Recommended System for SA-1 support : (Mario RPG)
For SuperFX and SA-1 emulation, 17.0 megabytes of free memory is required
to run.
Overall Recommended System :
- Pentium processor (P233MMX or higher)
- 64MB of RAM (min 17.0MB free)
- SVGA card w/full VESA 2.0 support
- Sound Blaster 16 or 100% compatible
- DOS capable gamepad or joystick
---------------------------------------------------------------------------
4.) Things you should know about ZSNES
---------------------------------------------------------------------------
- You can use both keyboard and joystick for player 1 or 2 with some
configuration adjustments. Refer to ZSNESFAQ.TXT for details
configuration adjustments. Refer to zsnes.faq for details
- If your sidewinder support doesn't work, a quick way of getting it to
work is to fully disable the windows driver from the control panel
- For modem mode, if you don't have a 16550A UART compatible modem
@@ -117,12 +109,10 @@ Overall Recommended System :
configurations which causes both sides to go out of sync
- Several special chip emulation (SA-1) have unknown bugs to
them
- Transparency effects are only available in 16-bit color mode
- Transparency effects are only available in 65536 color mode
- Using 320x240 resolution modes are faster than 640x480 modes. Use
640x480 modes only if you can't run 320x240 modes or if you want the
added features of 640x480 modes
- Using the ModeQ variants is much faster than using the ModeX variants,
only use ModeX if your monitor has a problem with the ModeQ timings.
- To view 512 resolutions properly, use 640x480 mode. Only a few games
uses 512 resolution. One way to find out is to see if a game has
that feature is to look for text that looks squished.
@@ -133,8 +123,8 @@ Overall Recommended System :
emulated as well as the snes emulation
- Screen Snapshot and FPS counter are available through a menu by pressing
F1 during emulation
- Screen Snapshot currently saves as IMAGE.PCX (256 colors) and IMAGE.BMP
or IMAGE.PNG (16-bit color). This may change in the future.
- Screen Snapshot currently saves as Image.PCX (256 colors) and Image.BMP
(65536 colors). This may change in the future.
- FPS counter currently only works when auto frame rate is on.
- To use the cheat function, be sure to have the ROM which you want to
patch loaded already.
@@ -142,13 +132,12 @@ Overall Recommended System :
version of the rom that was originally used to create them or the codes
are converted incorrectly from other code formats.
- Certain video cards/monitors cannot support ModeQ (default resolution)
If your video card/monitor doesn't support it, run ZSNES with -v 4.
If -v 4 doesn't work, try using -v 6 (vesa 1.2 required)
- If you don't have a fairly newer chipset on your video card, then 16-bit
mode in ZSNES may require Scitech Display Doctor (v5.3+) to provide
high color, low resolution video modes. You can obtain this software at
www.scitechsoft.com. If your video card already supports low resolution
high color video modes, then don't worry about getting this software.
If your video card/monitor doesn't support it, run ZSNES with -v 0.
If -v 0 doesn't work, use -v 2 (vesa 2 required)
- 16 bit mode in ZSNES requires a Scitech Display Doctor (v5.3+) to provide
high color, low resolution modes. You can obtain this software at
www.scitechsoft.com. If your video card already supports lo-res,
hi-color, then don't worry about getting this driver.
- There are still many bugs left in ZSNES so don't expect it to run all
your favorite games.
- VSync won't run well unless you specify a frame skip (eg. -f 0) But
@@ -188,7 +177,7 @@ The following are implemented in the new graphics engine 8 bit :
- Sprite Priorities
- Add/sub of back area
- Mosaic Effects
- Offset per tile mode (mode 2/vertical only)
- Offset per tile mode (mode 2/vertical only, mode 4)
- High res 512 resolution and 448/478 vertical resolution
- Windowing effects
- High res Mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)
@@ -245,8 +234,10 @@ The following are extra features emulated :
- SuperFX support (Still has a bug or 2 left)
- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players
remote (ipx/modem))
- DSP1 emulation (not complete)
- DSP1 emulation
- SA-1 emulation (not complete)
- S-DD1 support (via decompression packs)
- SPC7110 (via decompression packs)
The following are the features present in ZSNES :
@@ -263,16 +254,19 @@ The following features are missing :
(Haven't seen any game that uses them yet)
- Some modes in Offset Per Tile Mode
- Some Direct Color Modes (Haven't seen any game that uses them yet)
- True SPC7110/S-DD1 decompression
What will not run (or not play properly) :
- Some Super FX games such as Dirt Trax FX or Winter Gold (causes instability)
- DSP1 games such as Pilotwings
- Games with other special chips such Street Fighter Alpha 2, Star
Ocean (S-DD1), and Far East of Eden 2 (SPC7110)
- Games that use unknown coprocessors.
- Games with other special chips such Street Fighter Alpha 2, which lack
decompression packs (S-DD1)
- Games which doesn't have a valid header
- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines
- Games that require special timing
- Games that use unemulated features or varities of the DSP chip,
like Top Gear 3000 (DSP-4)
---------------------------------------------------------------------------
6.) Future Progress
@@ -331,7 +325,7 @@ To run it in 16-bit mode (VESA2 w/ video card that supports 320x240x65536
---------------------------------------------------------------------------
Save Snapshot - Saves a snapshot as either .PCX (8-bit color) or .BMP
(16-bit color) or .PNG (if you select it instead of BMP).
(16-bit color)
Show/Hide FPS - Shows or hides the frame per second display which appears
on the bottom-left corner of the screen. This can only
@@ -355,9 +349,6 @@ Sound Buffer Dump - This dumps the sound buffer in zsnes and also filters
Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu
after a couple frames. Useful for making animations.
Screenshot Format - Changes format to/from BMP and PNG for screenshots.
Only works in 16-bit color of course. :)
---------------------------------------------------------------------------
9.) Configuration File (ZSNES.CFG)
---------------------------------------------------------------------------
@@ -399,10 +390,6 @@ Here are the controls for the Super Scope :
Enable/Disable Autofire = =/+ key on keyboard, should be located to the
left of the backspace key
DSP1 is enabled automatically. Currently, it runs mario kart and some other
games, but it does not run pilotwings due to a lack of dsp1 functions
that are implemented.
Zsnes auto-detects the SFX emulation from the header and enables it when
found. Also, take note that the SFX is an additional 10Mhz(Ver1) or
20Mhz(Ver2) chip which also has to be emulated with the snes and will
@@ -442,7 +429,7 @@ IPS patcher :
The ZSNES homepage is located at : http://www.zsnes.com
If you have any questions about zsnes and you have read ZSNESFAQ.TXT,
If you have any questions about zsnes and you have read ZSNES.FAQ,
README.TXT, and GUINOTES.TXT to make sure the answer isn't there.
And your question is NOT a ROM Request or asking about a newer
version, you can post your question at the zsnes www board located at :
@@ -458,9 +445,11 @@ If you wish to contact the authors, you may contact them through :
(Remember - No ROM requests please! and don't send any files without
permission!)
zsknight@zsnes.com
_demo_@zsnes.com
pharos@zsnes.com
midnight@umich.edu (Tech Support guy)
zsknight@zsnes.com (Main Coder)
_demo_@zsnes.com (Main Coder)
pagefault@users.sourceforge.net (Assistant Coder, Windows Port Developer)
pharos@zsnes.com (Assistant Coder)
Try not to send a copy of your e-mail to all of us since that will just
waste our time. Also, don't expect to get a reply since we are often
@@ -546,8 +535,8 @@ After Connection (Modem and IPX Mode) :
16.) Credits
---------------------------------------------------------------------------
ZSNES uses NASM, DJGPP, and optionally CWSDPMI (source codes & binary updates
located at http://www.dbit.com/pub/cwsdpmi) as the compilers and DOS
ZSNES uses NASM, DJGPP, WDOSX, and CWSDPMI (source codes & binary updates
located at http://www.dbit.com/pub/cwsdpmi ) as the compilers and dos
extenders. Thanks to those who produced these fine programs!
Special thanks to wnelson! Without him, ZSNES would have never existed!
@@ -604,7 +593,7 @@ Also Thanks to :
All those people who helped us by either sending us docs,
helping us, supporting us, and reporting bugs!
Special Thanks to : Ashley, Barubary, CyberWarriorX, DCX, DooMStalK,
Fanwen, GreenImp, Hucard, Kaiden, Stalphos Knight, Star Creator,
Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator,
TeleKawaru, Tuxedo Mask, the people in #zsnes efnet, and the regulars
of the ZSNES message board!
And also to all those whom we forgot!

View File

@@ -62,6 +62,7 @@ CHEAT ISSUES:
ÍÍÍÍÍÍÍÍÍÍÍÍÍ
Q : How come the game genie codes don't work?
Q : How do I use .CHT files?
Q : Why don't multi-part codes work?
FREEZING/CRASHING ISSUES:
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
@@ -80,6 +81,7 @@ Q : Does the IPX support work well?
Q : Why does ZSNES display a blank (or messed) screen when I start it up on
my laptop?
Q : Can I run .ZIP files from the commandline?
Q : What is this "sdd1dat.dat" file?
Q : Where do I get the games?
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
@@ -251,7 +253,7 @@ A : - If there is a layer of fog blocking the view, then you need to either
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
Q : Why doesn't MegamanX2/MegamanX3/Star Ocean/Street Fighter Alpha 2 work?
Q : Why doesn't Star Ocean/Street Fighter Alpha 2 work?
A : Star Ocean and Street Fighter Alpha 2 both uses the S-DD1 chip, which
uses an unknown compression routine that has to be figured out before
@@ -271,7 +273,8 @@ Q : Can you guys get Star Ocean/Street Fighter Alpha 2
A : We have already worked on them to an extent, however, we cannot go much
further until we gain knowledge on how to get them to work.
Unfortunately, we are not magicians.
Unfortunately, we are not magicians. However, they may be supported by
decompression packs now or in the near future.
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
************* SPEED ISSUES: *************
@@ -424,6 +427,12 @@ A : Copy the .CHT file to the ROM Directory or if you have a save
the .CHT file if necessary so that the filename before the . matches
the ROM file.
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
Q : Why don't multi-line codes work?
A : They do. Just enter each line as a code.
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
************* FREEZING/CRASHING ISSUES: *************
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
@@ -473,7 +482,9 @@ A : The auto .IPS feature works by copying the .IPS file to the directory
of your ROM file or if you have a save directory defined, then the
.IPS file goes into the save directory. Next, rename the .IPS file
so that it matches filename (eg. If your ROM filename is THISGAME.SMC,
then your .IPS filename is THISGAME.IPS.)
then your .IPS filename is THISGAME.IPS.) A Zip file is patched by the
name of the ROM it contains, not by the zip name itself (tg.zip
containing THISGAME.SMC is patched the same as THISGAME.SMC)
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
@@ -519,6 +530,13 @@ A : Yes. But you have to specify the full path/drive
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
Q : What is theis "sdd1dat.dat" file?
A : The debug log for S-DD1 partial emulation. It is not needed
for proper functioning of ZSNES.
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
Q : Where do I get the games?
A : The ZSNES Team will *NOT* provide any games or any links to games.

View File

@@ -99,14 +99,6 @@ Input #1-#5 :
mouse and then press the key or joystick button/pad
which you want to change it to. Pressing ESC disables
the game key.
Joystick 209h usage :
Some dual joystick cards support dual joystick ports
(port 201h and 209h) which allows for 2 6-button joysticks
or 2 different types of joysticks (sidewinder and a
standard joystick). If you have one of these, check
the 'Use joystick port 209h' box. If you do not have
a dual joystick/dual port card and if you check the box,
then the joystick will not work.
Options :
Perform : Allows the user to select some in-game options
@@ -118,17 +110,17 @@ Options :
Sets the maximum allowable frame skip in auto framerate mode
New Gfx Engine - Enables/Disables the New Graphics engine
in 256 color modes or 320x240x65536 mode
VSync - Enables vertical sync wait to reduce sheering of the
screen. Requires a very fast computer.
MMX Copy - Enables MMX Copying routines for a slight speed
VSync - Syncronizes drawing to the monitor's refresh rate. This may
reduce frame rate on your computer, but will reduce tearing.
MMX Support - Enables MMX Copying routines for a slight speed
increase (MMX processors only)
Use Pl1/2 as Pl3/4 - Allows the user to use 2 devices for 1 player
such as the keyboard and the joystick. (set keyboard as input
device 1 and joystick as input device 3). This, however, disables
multitap support
Sidewinder Fix - Click this when your sidewinder doesn't work
after disabling the sidewinder profiler and pressed the
mode button twice
High Priority Mode - Enabling this will allow ZSNESw to take up more
of the cpu resources to increase speed. But it will reduce the
amount of resources given to applications running in the background.
FPS at Start - Checking this would make the FPS appear whenever
you start ZSNES
Use 30Hz for Turbo - When activated, Turbo will change at 30hz NTSC
@@ -157,6 +149,10 @@ Options :
that controls the sound. Using this would speed up emulation,
but the drawback is that you won't have sound and the gane
compatibility rate would be lower.
Use Alternative Timer - Uses an alternative window timer to sync
the game to 50 or 60FPS. Should be used if the game runs
too fast with auto frame rate enabled.
Add-ons:
Perform : Changes the current special input selected for the game
Usage :
@@ -174,43 +170,29 @@ Video :
and click 'SET'. When the video mode changes and if the result
doesn't look right, wait for 10 seconds without pressing any key
or button and the display will return to the previous one.
Scanlines - Only available in 256x256x256 and VESA2 640x480 modes.
This mode adds a blank line in between every line to produce
a scanline effect similar, if not exact, to a TV.
Eagle Engine - Only available in VESA2 320x240x256. Setting
this would enable the Eagle Engine designed by Dirk Stevens
which basically locates 3 similar colored pixels together
and places a small dot in between to smooth out some graphics.
Interpolation - Only available in VESA2 640x480x65536. Setting
this enable interpolation which basically blends all the
inbetween colors to produce a blurry effect. However, this
slows down emulation.
Full Screen - Only available in VESA2 320x240 and 640x480 modes.
Setting this would scale the image to fit the screen. This,
however, slows down emulation.
Small Screen - Only available in VESA2 640x480 modes. Setting
this would display the image in a small, centered screen. This
greatly improves performance in 640x480 modes.
50% Scanlines - Only available in 640x480x65536 video mode. This
will enable scanline mode except that each line is 50% darker than
the line above it.
25% Scanlines - Only available in 640x480x65536 video mode. This
will enable scanline mode except that each line is 25% darker than
the line above it.
Full Scanlines - This mode adds a blank line in between every line
to produce a scanline effect similar, if not exact, to a TV.
Interpolation - Setting this enable interpolation which basically
blends all the inbetween colors to produce a blurry effect.
However, this slows down emulation.
50% Scanlines - This will enable scanline mode except that each line
is 50% darker than the line above it.
25% Scanlines - This will enable scanline mode except that each line
is 25% darker than the line above it.
2xSaI Engine - Setting this would enable Kreed's 2x Scale Advanced
Interpolation engine.
Super Eagle - Setting this would enable Kreed's Super Eagle engine.
Super 2xSaI Engine - Setting this would enable Kreed's Super 2x Scale
Advanced Interpolation engine. This mode would require a lot of
cpu power since it is written in C.
Triple Buffering - This will enable Triple Buffering if it is available
on your VESA drivers/Video Card. If it isn't available, then Zsnes
will use simulated Triple Buffering which is slower, but still does
the job. Note that Triple Buffering will not work with 2xSaI/Super
Eagle.
Advanced Interpolation engine.
Hi-resolution Mode 7 - Enabling this would activate high resolution
mode 7 whenever standard mode 7 is used within a game. This mode
is only available in video modes that support it.
Black and White mode - Makes the game display in monochrome color.
This option is just there for fun and not something that you probably
want to keep on using.
Triple Buffering - Uses an extra buffer for drawing. Thus, a buffer can
be drawn on while on is pending VSync, and another is being drawn. The
primary use is to reduce the impact of Vsync on slower systems
Sound :
Perform : Allows user to change the sound configurations of ZSNES
@@ -230,9 +212,14 @@ Sound :
the wave forms of lower frequency sounds
Reverse Stereo - This function swaps the L & R volume levels
in stereo mode
Large Sound Buffer - Provides a larger sound buffer for soundcards
that has problems with the sound.
Low Pass Filter - The Low Pass Filter, when enabled, will produce
better bass in certain sound effects. However, the side effect
is that the sound will overall be more muffled.
Cubic Spline Interp - If this is checked, it will use Cubic Spline
Interpolation for the sound. Otherwise, it will use Gaussian
Interpolation.
----------------------------------------------------------------------------
@@ -312,54 +299,22 @@ Search :
- V.) The NetPlay Menu -
------------------------
Modem Mode :
NOTE #1 : DOS Compatible modem is REQUIRED!
If you don't know your modem settings and you're in win95/98, go to
Control Panel -> System -> Device Manager -> Modem and select
your modem. Then click on your resources tab and the settings should
be there.
1.) Dial Menu - Allows you to enter the phone number to dial and then
dials and connects
2.) Wait for Ring - Waits for ring
3.) Config Modem - Allows you to configure your modem :
ComPort, IRQ, Baudrate - Sets your modem settings
Use Fossil Driver - Set this option if you want
ZSNES to use your a fossil driver. If you don't
know what a fossil driver is, just leave this
option unchecked and pretend it doesn't exist.
4.) Manual - Allows you to connect manually through the terminal.
However, if both remote and local users select manual,
the player numbers will not be assigned.
IPX :
IPX mode currently connects at the first remote connection it detects.
This will probabily change in the future if there is a demand.
Chat Mode :
Latency - The lower the number, the better the control response time.
But setting it too low can cause a lot of frame skip problems.
This value should vary depending on the traffic of the connection
you are using. A value of 2 or 3 is recommended for modem. The
value for IPX varies. Latency is basically the amount of time
between a user input and that input being affected in the actual
game. The delay should be higher than the time it takes for data
to move from one end to the other. Latency value of 1 is
equivalent to 1/30th of a second on NTSC games or 1/25th of a
second on PAL games.
Player # boxes - This will allow you to select up to a 5 player multiplayer
game. Anything that is checked will be controlled locally
starting from player 1 as the lowest checked player. Anything
marked with an X will be controlled remotely.
For example, if players 2,3,5 are checked and 1,4 are X'ed :
local player 1 will control player 2
local player 2 will control player 3
local player 3 will control player 5
remote player 1 will control player 1
remote player 2 will control player 4
Internet-
Port - This is the port ZSNES will communicate on. While the number
can range from 0 to 65535, it is recommended you stay above
5000 to avoid conflicts with other services.
Nickname - What you will be called.
Start As Server - This will start the ZSNES Server. Your opponent
can then join via the Connect to Server option.
IP - This is the IP of the server you wish to connect to. You will
need to receive this information from the person you are connecting to.
Connect to Server - This will connect you to another ZSNES user, if the port
and server are correct. This is only used on the client side.
Your IP - This is your IP. the client doesn't really need to do anything with it.
The server needs to give this information to the client.
Allow UDP Connections - UDP is slightly faster than TCP, and should provide
a better experience. Some users, however, can only use TCP. Turn this off
if you are experiencing connection problems in mid-game, and see if it helps.
----------------------------------------------------------------------------
@@ -405,6 +360,18 @@ GUI Options :
SNES R = PageDown
Enable Water Effect - Enables the water effect in the GUI background
Enable Snow Effect - Enables the snow effect in the GUI background
Always on Top - Puts the ZSNES window on top of almost all
other windows applications at all times
Save Main Window Position - Saves the window position when you exit
and restores it when you load ZSNES again
Allow Multiple Instances - Allows you to load more than 1 ZSNES
window at a time
Transparent Messages - Makes in-game messages appear transparent
Mouse Wheel - Enables or Disables the mouse wheel
Filtered GUI - use your favorite ZSNES display filters in the GUI.
ZSNES, 2xSaI style!
Color - Allows you to customize your ZSNES GUI colors. Background, Title
Bar, and Window colors are supported.
Key Comb. (Key Combination Editor) :
Perform : Allows you to specify certain keyboard combination routines

View File

@@ -1,6 +1,7 @@
ZSNES
by zsKnight, _Demo_, and Pharos
by zsKnight, _Demo_, and pagefault
with help from Pharos, Teuf, theoddone33 and stainless
http://www.zsnes.com
@@ -53,21 +54,30 @@ with ROMs.
- Fast Pentium processor strongly recommended
- 32MB of RAM
- Windows 95/98/ME/2000 or compatible
- DirectX 7.0 or higher
- DirectX 8.0 or higher
Recommended System for SFX support :
- Fast Pentium processor (P200 - P2-300 (depending on the game))
- 32MB of RAM
- Windows 95/98/ME/2000 or compatible
- DirectX 7.0 or higher
- DirectX 8.0 or higher
Recommended System for SA-1 support : (Mario RPG)
- Fast Pentium processor (P200 or higher)
- 32MB of RAM
- Windows 95/98/ME/2000 or compatible
- DirectX 7.0 or higher
- DirectX 8.0 or higher
Requirements for netplay:
- WinSock 2.2 (Included with most Windows versions, or from
http://www.microsoft.com/windows95/downloads/ )
Please note that while 32 MB is a recommendation for minimum RAM,
additional RAM may be beneficial, especially for 40 or 48 megabit
ROMS, or games that require decompression packs.
*An FPU is required for DSP1 emulation
*You can download directx at www.microsoft.com/directx/
@@ -78,14 +88,15 @@ Recommended System for SA-1 support : (Mario RPG)
- You can use both keyboard and joystick for player 1 or 2 with some
configuration adjustments. Refer to zsnes.faq for details
- Several special chip emulation (SA-1) have unknown bugs to
- Several special chip emulation routines (SA-1) have unknown bugs to
them
- SuperFX can be slow because it is an extra 10/20mhz cpu that has to be
emulated as well as the snes emulation
- Screen Snapshot and FPS counter are available through a menu by pressing
- Screen Snapshot, Snapshot Format, and FPS counter are available through a menu by pressing
F1 during emulation
- Screen Snapshot currently saves as Image.PCX (256 colors) and Image.BMP
(65536 colors). This may change in the future.
- Screen Snapshot currently saves as Image.BMP (65536 colors). Also, a PNG
mode is available that saves in 32 bit ARGB color, as
<rom name> <date> <time>.png
- FPS counter currently only works when auto frame rate is on.
- To use the cheat function, be sure to have the ROM which you want to
patch loaded already.
@@ -128,7 +139,7 @@ The following are implemented in the new graphics engine 8 bit :
- Sprite Priorities
- Add/sub of back area
- Mosaic Effects
- Offset per tile mode (mode 2/vertical only)
- Offset per tile mode (mode 2/vertical only, Mode 4)
- High res 512 resolution and 448/478 vertical resolution
- Windowing effects
- High res Mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)
@@ -185,8 +196,11 @@ The following are extra features emulated :
- SuperFX support (Still has a bug or 2 left)
- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players
remote (ipx/modem))
- DSP1 emulation (not complete)
- DSP1 emulation (incomplete)
- SA-1 emulation (not complete)
- OBC1 emulation (still may have bugs)
- S-DD1 emulation (through decompression packs)
- SPC7110 emulation (also via decompression packs)
The following are the features present in ZSNES :
@@ -203,16 +217,19 @@ The following features are missing :
(Haven't seen any game that uses them yet)
- Some modes in Offset Per Tile Mode
- Some Direct Color Modes (Haven't seen any game that uses them yet)
- True SPC7110/S-DD1 decompression
What will not run (or not play properly) :
- Some Super FX games such as Dirt Trax FX or Winter Gold (causes instability)
- DSP1 games such as Pilotwings
- Games with other special chips such Street Fighter Alpha 2, Star
Ocean (S-DD1), and Far East of Eden 2 (SPC7110)
- Games with unknown co-processors
- Games with other special chips such Street Fighter Alpha 2, Momotarou's
Happy Train that do not yet have decompression packs. (S-DD1/SPC7110)
- Games which doesn't have a valid header
- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines
- Games that require special timing
- Games that use functions not yet supported by the DSP-1, or that
use other flavors of the DSP chip (ex. Top Gear 3000)
---------------------------------------------------------------------------
6.) Future Progress
@@ -280,11 +297,16 @@ Sound Buffer Dump - This dumps the sound buffer in zsnes and also filters
Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu
after a couple frames. Useful for making animations.
Screen Shot Format - chooses what format to use for screen shots. Choices
are BMP (bitmap) and PNG (Portable Network Graphic)
---------------------------------------------------------------------------
9.) Configuration File (ZSNESW.CFG)
---------------------------------------------------------------------------
Almost everything in zsnes.cfg should now be editable through the gui
Almost everything in zsnesw.cfg should now be editable through the gui
The exception is the temp folder, which is needed to use games from a
read-only medium.
---------------------------------------------------------------------------
10.) Cheat Codes
@@ -321,10 +343,6 @@ Here are the controls for the Super Scope :
Enable/Disable Autofire = =/+ key on keyboard, should be located to the
left of the backspace key
DSP1 is enabled automatically. Currently, it runs mario kart and some other
games, but it does not run pilotwings due to a lack of dsp1 functions
that are implemented.
Zsnes auto-detects the SFX emulation from the header and enables it when
found. Also, take note that the SFX is an additional 10Mhz(Ver1) or
20Mhz(Ver2) chip which also has to be emulated with the snes and will
@@ -337,11 +355,12 @@ Sometimes, the Multitap isn't compatible with some games. If that happens,
IPS patcher :
Rename your .IPS file to the rom filename with the .IPS extension
(eg. If your rom is SD3.SMC and your rom is SD3V05.IPS, rename SD3V05.IPS
to SD3.IPS)
(eg. If your rom is SD3.SMC and your ips is SD3V05.IPS, rename SD3V05.IPS
to SD3.IPS)
and ZSNES will patch the rom realtime without modifying the rom file's
contents.
contents. Zipped roms are patched according to the unzipped name.
(eg. Seiken3.zip containing SD3.smc is patched by SD3.ips, not Seiken3.ips)
---------------------------------------------------------------------------
12.) Bugs Section
---------------------------------------------------------------------------
@@ -356,7 +375,8 @@ IPS patcher :
There is no plans on re-writing the 65816 timing yet.
- Games sometimes tend to not display things properly because of graphic
features that aren't implemented yet
- The Sound DSP chip still has its bugs (not many though)
- The Sound DSP chip still has its bugs (not many though). Most noticeably,
no one knows the exact timing of the SPC700 chip.
---------------------------------------------------------------------------
13.) Contact Information
@@ -380,14 +400,17 @@ If you wish to contact the authors, you may contact them through :
(Remember - No ROM requests please! and don't send any files without
permission!)
zsknight@zsnes.com
_demo_@zsnes.com
pharos@zsnes.com
midnight@umich.edu (Tech Support guy)
zsknight@zsnes.com (Main Coder)
_demo_@zsnes.com (Main Coder)
pagefault@users.sourceforge.net (Assistant Coder, Windows Port Developer)
pharos@zsnes.com (Assistant Coder)
Try not to send a copy of your e-mail to all of us since that will just
waste our time. Also, don't expect to get a reply since we are often
busy.
---------------------------------------------------------------------------
14.) The Debugger
---------------------------------------------------------------------------
@@ -421,10 +444,13 @@ ESC : Exit entire program
16.) Credits
---------------------------------------------------------------------------
ZSNES uses NASM, DJGPP, and CWSDPMI (source codes & binary updates
ZSNES uses NASM, DJGPP, WDOSX, and CWSDPMI (source codes & binary updates
located at http://www.dbit.com/pub/cwsdpmi ) as the compilers and dos
extenders. Thanks to those who produced these fine programs!
ZSNESW uses Visual C++ 6, NASM .98, DirectX 8, GNU Make, and UPX to compile,
link, compress, and execute. Thanks for the work put into these programs.
Special thanks to wnelson! Without him, ZSNES would have never existed!
Also to Y0SHi for his excellent snes docs, his help, and his excellent
support!
@@ -477,7 +503,7 @@ Also Thanks to :
All those people who helped us by either sending us docs,
helping us, supporting us, and reporting bugs!
Special Thanks to : Ashley, Barubary, CyberWarriorX, DCX, DooMStalK,
Fanwen, GreenImp, Hucard, Kaiden, Stalphos Knight, Star Creator,
Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator,
TeleKawaru, the people in #zsnes efnet, and the regulars of the
ZSNES message board!
And also to all those whom we forgot!

View File

@@ -41,8 +41,9 @@ Q: This game tells me that it is not compatible with the MultiTap (or an
external device attached). What should I do?
Q: How do I improve the compatibility of ZSNES?
Q: Why am I experiencing problems with Chrono Trigger?
Q: Why doesn't Pilotwings/Star Ocean/Street Fighter Alpha 2 work?
Q: Can you guys get Pilotwings/Star Ocean/Street Fighter Alpha 2 to work?
Q: What games use which DSP chip? How much of the DSP-1 is emulated?
Q: Why doesn't Star Ocean/Street Fighter Alpha 2 work?
Q: Can you guys get Star Ocean/Street Fighter Alpha 2 to work?
[SPEED ISSUES:]
@@ -66,6 +67,7 @@ Q: How do I use both my Keyboard and Joystick for the 1st player?
Q: How come the game genie codes don't work?
Q: How do I use .CHT files?
Q: Why doesn't ZSNES support multi-line codes?
[FREEZING/CRASHING ISSUES:]
@@ -76,6 +78,7 @@ Q: When I load a ROM, how come ZSNES crashes?
[MISC:]
Q: How does the auto .IPS patching feature work?
Q: What is this sdd1dat.dat file I keep getting?
Q: Where do I get the games?
@@ -87,7 +90,7 @@ A: If you get this error, download and install the latest version of DirectX
which is located at www.microsoft.com/directx
If you already have the newest version of directx installed for
a while, try re-installing it (and make sure that you're installing
DirectX v7.0a or higher).
DirectX v8.0a or higher).
Q: Why do I get a black (or corrupted) box when I start up ZSNESw?
@@ -100,10 +103,7 @@ A: First of all, make sure that you have the latest version of DirectX
Q: Why in the GUI under Config/Options are some of the choices gone?
A: Basically they have become obsolete due to the abilities of Windows.
One such removed option is "vsync" because Direct Draw renders the
screen in synch without a speed loss as with the DOS version so it was
not needed anymore.
Q: How do I use CD-ROMs with ZSNESw?
A: You need to define a save directory that points to your hard drive.
@@ -176,7 +176,8 @@ A: Probably not as the author has little interest in adding support for it.
Q: Are there transparencies in ZSNES?
A: Yes. Transparencies are in ZSNES.
A: Yes. Transparencies are in ZSNES. If something is not showing that should,
try pressing '6', which is the default to turn on all layers.
Q: How come the graphics are really screwed up?
@@ -241,16 +242,36 @@ A: If you cannot press the L+R+A seqence, then you would need to assign
not a bug in ZSNES.
Q: Why doesn't Pilotwings/Star Ocean/Street Fighter Alpha 2 work?
Q: What games use which DSP chip? How much of the DSP-1 is emulated?
A: Pilotwings uses the DSP1 chip which as of yet is not completely figured
out. So far the only DSP1 game which will run is Super Mario Kart.
Star Ocean and Street Fighter Alpha 2 both use the SDD-1 chip, which
A: Known DSP versions are DSP-1,1A,1b, 2, and 4. Known games for each:
DSP1: Pilotwings, Mario Kart
DSP1A: Suzuka 8 Hours, Lock On, Michael Andretti's Indy Car Challenge,
Super Bases Loaded 2
DSP1B: Ballz
DSP2: Dungeon Master
DSP4: Top Gear 3000
In addition, there is a SETA DSP chip, which is totally different.
Pilotwings and Mario Kart are both compatible with the DSP emulation
in ZSNES. These routines are not perfect yet, however, and are not
sufficient to play other games, at the moment.
Q: Why doesn't Star Ocean/Street Fighter Alpha 2 work?
A: Star Ocean and Street Fighter Alpha 2 both use the SDD-1 chip, which
uses an unknown compression routine that has to be figured out before
it can be emulated.
it can be emulated. Star Ocean is currently supported via a third-party
decompression pack, and you should follow their directions.
Q: Can you guys get Pilotwings/Star Ocean/Street Fighter Alpha 2 to work?
Q: Can you guys get Star Ocean/Street Fighter Alpha 2 to work?
A: We have already worked on them to an extent, however, we cannot go much
further until we gain knowledge on how to get them to work.
@@ -270,6 +291,9 @@ A: For the Windows version, you might want to change your video mode in
This engine is faster than the old so if the speed isn't up to par you
may try a solution below, or your computer just may be too slow.
Vsync, by nature of syncing to the monitor is also slower. So if speed
is paramount to you, Vsync should be disabled.
Q: Can you please make ZSNES faster?
@@ -340,6 +364,10 @@ A: Copy the .CHT file to the ROM Directory or if you have a save directory
defined, copy it to the Save Directory. Then rename the .CHT file if
necessary so that the filename before the . matches the ROM file.
Q: Why doesn't ZSNES support multi-line codes?
A: It does. Just enter each line as a code.
_[ FREEZING/CRASHING ISSUES ]______________________________________________
@@ -365,8 +393,14 @@ A: The auto .IPS feature works by copying the .IPS file to the directory of
your ROM file or if you have a save directory defined, then the .IPS
file goes into the save directory. Next, rename the .IPS file so that
it matches filename (eg. If your ROM filename is THISGAME.SMC, then
your .IPS filename is THISGAME.IPS.)
your .IPS filename is THISGAME.IPS.) ZSNES uses the ROM file name, even
with zipped files. (So TG.ZIP containing THISGAME.SMC is still patched
by THISGAME.IPS)
Q: What is this "sdd1dat.dat" file I keep getting?
A: It's the debug log for S-DD1 games. This file is not essential to ZSNES
and may be removed if you so desire.
Q: Where do I get the games?