updated to docs from 1.36
This commit is contained in:
@@ -246,6 +246,9 @@ Sound :
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Low Pass Filter - The Low Pass Filter, when enabled, will produce
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better bass in certain sound effects. However, the side effect
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is that the sound will overall be more muffled.
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Cubic Spline Interp - If this is checked, it will use Cubic Spline
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Interpolation for the sound. Otherwise, it will use Gaussian
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Interpolation.
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----------------------------------------------------------------------------
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@@ -1,7 +1,8 @@
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ZSNES
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by zsKnight, _Demo_, and Pharos
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http://www.zsnes.com/
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by zsKnight, _Demo_, and pagefault
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with help from Pharos, Teuf, theoddone33 and stainless
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http://www.zsnes.com
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ZSNES is a Super Nintendo Entertainment System emulator written mostly
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@@ -93,21 +94,12 @@ Recommended System for SA-1 support : (Mario RPG)
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For SuperFX and SA-1 emulation, 17.0 megabytes of free memory is required
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to run.
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Overall Recommended System :
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- Pentium processor (P233MMX or higher)
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- 64MB of RAM (min 17.0MB free)
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- SVGA card w/full VESA 2.0 support
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- Sound Blaster 16 or 100% compatible
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- DOS capable gamepad or joystick
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---------------------------------------------------------------------------
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4.) Things you should know about ZSNES
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---------------------------------------------------------------------------
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- You can use both keyboard and joystick for player 1 or 2 with some
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configuration adjustments. Refer to ZSNESFAQ.TXT for details
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configuration adjustments. Refer to zsnes.faq for details
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- If your sidewinder support doesn't work, a quick way of getting it to
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work is to fully disable the windows driver from the control panel
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- For modem mode, if you don't have a 16550A UART compatible modem
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@@ -117,12 +109,10 @@ Overall Recommended System :
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configurations which causes both sides to go out of sync
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- Several special chip emulation (SA-1) have unknown bugs to
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them
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- Transparency effects are only available in 16-bit color mode
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- Transparency effects are only available in 65536 color mode
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- Using 320x240 resolution modes are faster than 640x480 modes. Use
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640x480 modes only if you can't run 320x240 modes or if you want the
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added features of 640x480 modes
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- Using the ModeQ variants is much faster than using the ModeX variants,
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only use ModeX if your monitor has a problem with the ModeQ timings.
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- To view 512 resolutions properly, use 640x480 mode. Only a few games
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uses 512 resolution. One way to find out is to see if a game has
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that feature is to look for text that looks squished.
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@@ -133,8 +123,8 @@ Overall Recommended System :
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emulated as well as the snes emulation
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- Screen Snapshot and FPS counter are available through a menu by pressing
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F1 during emulation
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- Screen Snapshot currently saves as IMAGE.PCX (256 colors) and IMAGE.BMP
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or IMAGE.PNG (16-bit color). This may change in the future.
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- Screen Snapshot currently saves as Image.PCX (256 colors) and Image.BMP
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(65536 colors). This may change in the future.
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- FPS counter currently only works when auto frame rate is on.
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- To use the cheat function, be sure to have the ROM which you want to
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patch loaded already.
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@@ -142,13 +132,12 @@ Overall Recommended System :
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version of the rom that was originally used to create them or the codes
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are converted incorrectly from other code formats.
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- Certain video cards/monitors cannot support ModeQ (default resolution)
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If your video card/monitor doesn't support it, run ZSNES with -v 4.
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If -v 4 doesn't work, try using -v 6 (vesa 1.2 required)
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- If you don't have a fairly newer chipset on your video card, then 16-bit
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mode in ZSNES may require Scitech Display Doctor (v5.3+) to provide
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high color, low resolution video modes. You can obtain this software at
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www.scitechsoft.com. If your video card already supports low resolution
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high color video modes, then don't worry about getting this software.
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If your video card/monitor doesn't support it, run ZSNES with -v 0.
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If -v 0 doesn't work, use -v 2 (vesa 2 required)
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- 16 bit mode in ZSNES requires a Scitech Display Doctor (v5.3+) to provide
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high color, low resolution modes. You can obtain this software at
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www.scitechsoft.com. If your video card already supports lo-res,
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hi-color, then don't worry about getting this driver.
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- There are still many bugs left in ZSNES so don't expect it to run all
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your favorite games.
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- VSync won't run well unless you specify a frame skip (eg. -f 0) But
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@@ -188,7 +177,7 @@ The following are implemented in the new graphics engine 8 bit :
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- Sprite Priorities
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- Add/sub of back area
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- Mosaic Effects
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- Offset per tile mode (mode 2/vertical only)
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- Offset per tile mode (mode 2/vertical only, mode 4)
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- High res 512 resolution and 448/478 vertical resolution
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- Windowing effects
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- High res Mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)
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@@ -245,8 +234,10 @@ The following are extra features emulated :
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- SuperFX support (Still has a bug or 2 left)
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- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players
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remote (ipx/modem))
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- DSP1 emulation (not complete)
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- DSP1 emulation
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- SA-1 emulation (not complete)
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- S-DD1 support (via decompression packs)
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- SPC7110 (via decompression packs)
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The following are the features present in ZSNES :
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@@ -263,16 +254,19 @@ The following features are missing :
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(Haven't seen any game that uses them yet)
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- Some modes in Offset Per Tile Mode
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- Some Direct Color Modes (Haven't seen any game that uses them yet)
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- True SPC7110/S-DD1 decompression
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What will not run (or not play properly) :
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- Some Super FX games such as Dirt Trax FX or Winter Gold (causes instability)
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- DSP1 games such as Pilotwings
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- Games with other special chips such Street Fighter Alpha 2, Star
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Ocean (S-DD1), and Far East of Eden 2 (SPC7110)
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- Games that use unknown coprocessors.
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- Games with other special chips such Street Fighter Alpha 2, which lack
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decompression packs (S-DD1)
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- Games which doesn't have a valid header
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- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines
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- Games that require special timing
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- Games that use unemulated features or varities of the DSP chip,
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like Top Gear 3000 (DSP-4)
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---------------------------------------------------------------------------
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6.) Future Progress
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@@ -331,7 +325,7 @@ To run it in 16-bit mode (VESA2 w/ video card that supports 320x240x65536
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---------------------------------------------------------------------------
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Save Snapshot - Saves a snapshot as either .PCX (8-bit color) or .BMP
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(16-bit color) or .PNG (if you select it instead of BMP).
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(16-bit color)
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Show/Hide FPS - Shows or hides the frame per second display which appears
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on the bottom-left corner of the screen. This can only
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@@ -355,9 +349,6 @@ Sound Buffer Dump - This dumps the sound buffer in zsnes and also filters
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Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu
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after a couple frames. Useful for making animations.
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Screenshot Format - Changes format to/from BMP and PNG for screenshots.
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Only works in 16-bit color of course. :)
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---------------------------------------------------------------------------
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9.) Configuration File (ZSNES.CFG)
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---------------------------------------------------------------------------
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@@ -399,10 +390,6 @@ Here are the controls for the Super Scope :
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Enable/Disable Autofire = =/+ key on keyboard, should be located to the
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left of the backspace key
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DSP1 is enabled automatically. Currently, it runs mario kart and some other
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games, but it does not run pilotwings due to a lack of dsp1 functions
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that are implemented.
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Zsnes auto-detects the SFX emulation from the header and enables it when
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found. Also, take note that the SFX is an additional 10Mhz(Ver1) or
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20Mhz(Ver2) chip which also has to be emulated with the snes and will
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@@ -442,7 +429,7 @@ IPS patcher :
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The ZSNES homepage is located at : http://www.zsnes.com
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If you have any questions about zsnes and you have read ZSNESFAQ.TXT,
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If you have any questions about zsnes and you have read ZSNES.FAQ,
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README.TXT, and GUINOTES.TXT to make sure the answer isn't there.
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And your question is NOT a ROM Request or asking about a newer
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version, you can post your question at the zsnes www board located at :
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@@ -458,9 +445,11 @@ If you wish to contact the authors, you may contact them through :
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(Remember - No ROM requests please! and don't send any files without
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permission!)
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zsknight@zsnes.com
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_demo_@zsnes.com
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pharos@zsnes.com
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midnight@umich.edu (Tech Support guy)
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zsknight@zsnes.com (Main Coder)
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_demo_@zsnes.com (Main Coder)
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pagefault@users.sourceforge.net (Assistant Coder, Windows Port Developer)
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pharos@zsnes.com (Assistant Coder)
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Try not to send a copy of your e-mail to all of us since that will just
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waste our time. Also, don't expect to get a reply since we are often
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@@ -546,8 +535,8 @@ After Connection (Modem and IPX Mode) :
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16.) Credits
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---------------------------------------------------------------------------
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ZSNES uses NASM, DJGPP, and optionally CWSDPMI (source codes & binary updates
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located at http://www.dbit.com/pub/cwsdpmi) as the compilers and DOS
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ZSNES uses NASM, DJGPP, WDOSX, and CWSDPMI (source codes & binary updates
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located at http://www.dbit.com/pub/cwsdpmi ) as the compilers and dos
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extenders. Thanks to those who produced these fine programs!
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Special thanks to wnelson! Without him, ZSNES would have never existed!
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@@ -604,7 +593,7 @@ Also Thanks to :
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All those people who helped us by either sending us docs,
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helping us, supporting us, and reporting bugs!
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Special Thanks to : Ashley, Barubary, CyberWarriorX, DCX, DooMStalK,
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Fanwen, GreenImp, Hucard, Kaiden, Stalphos Knight, Star Creator,
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Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator,
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TeleKawaru, Tuxedo Mask, the people in #zsnes efnet, and the regulars
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of the ZSNES message board!
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And also to all those whom we forgot!
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@@ -62,6 +62,7 @@ CHEAT ISSUES:
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ÍÍÍÍÍÍÍÍÍÍÍÍÍ
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Q : How come the game genie codes don't work?
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Q : How do I use .CHT files?
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Q : Why don't multi-part codes work?
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FREEZING/CRASHING ISSUES:
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ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
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@@ -80,6 +81,7 @@ Q : Does the IPX support work well?
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Q : Why does ZSNES display a blank (or messed) screen when I start it up on
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my laptop?
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Q : Can I run .ZIP files from the commandline?
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Q : What is this "sdd1dat.dat" file?
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Q : Where do I get the games?
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ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
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@@ -251,7 +253,7 @@ A : - If there is a layer of fog blocking the view, then you need to either
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ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
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Q : Why doesn't MegamanX2/MegamanX3/Star Ocean/Street Fighter Alpha 2 work?
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Q : Why doesn't Star Ocean/Street Fighter Alpha 2 work?
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A : Star Ocean and Street Fighter Alpha 2 both uses the S-DD1 chip, which
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uses an unknown compression routine that has to be figured out before
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@@ -271,7 +273,8 @@ Q : Can you guys get Star Ocean/Street Fighter Alpha 2
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A : We have already worked on them to an extent, however, we cannot go much
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further until we gain knowledge on how to get them to work.
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Unfortunately, we are not magicians.
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Unfortunately, we are not magicians. However, they may be supported by
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decompression packs now or in the near future.
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ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
|
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************* SPEED ISSUES: *************
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@@ -424,6 +427,12 @@ A : Copy the .CHT file to the ROM Directory or if you have a save
|
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the .CHT file if necessary so that the filename before the . matches
|
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the ROM file.
|
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|
||||
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ
|
||||
|
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Q : Why don't multi-line codes work?
|
||||
|
||||
A : They do. Just enter each line as a code.
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|
||||
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.
|
||||
|
||||
@@ -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
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||||
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
|
||||
|
||||
@@ -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!
|
||||
|
||||
@@ -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?
|
||||
|
||||
|
||||
Reference in New Issue
Block a user