From 1abe0021618ac75b1ab3537583bfef0999264c42 Mon Sep 17 00:00:00 2001 From: ipher <> Date: Tue, 22 Jul 2003 08:05:53 +0000 Subject: [PATCH] updated to docs from 1.36 --- zsnes/dos/guinotes.txt | 3 + zsnes/dos/readme.txt | 77 +++++++++------------ zsnes/dos/zsnesfaq.txt | 24 ++++++- zsnes/win/guinotes.txt | 151 ++++++++++++++++------------------------- zsnes/win/readme.txt | 82 ++++++++++++++-------- zsnes/win/zsnesfaq.txt | 64 +++++++++++++---- 6 files changed, 219 insertions(+), 182 deletions(-) diff --git a/zsnes/dos/guinotes.txt b/zsnes/dos/guinotes.txt index 2a01ecf0..0e34a7dd 100644 --- a/zsnes/dos/guinotes.txt +++ b/zsnes/dos/guinotes.txt @@ -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. ---------------------------------------------------------------------------- diff --git a/zsnes/dos/readme.txt b/zsnes/dos/readme.txt index 46c17692..f8b73627 100644 --- a/zsnes/dos/readme.txt +++ b/zsnes/dos/readme.txt @@ -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! diff --git a/zsnes/dos/zsnesfaq.txt b/zsnes/dos/zsnesfaq.txt index eba0ed05..b6308955 100644 --- a/zsnes/dos/zsnesfaq.txt +++ b/zsnes/dos/zsnesfaq.txt @@ -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. diff --git a/zsnes/win/guinotes.txt b/zsnes/win/guinotes.txt index 2f021436..9905a67f 100644 --- a/zsnes/win/guinotes.txt +++ b/zsnes/win/guinotes.txt @@ -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 diff --git a/zsnes/win/readme.txt b/zsnes/win/readme.txt index 5f38e82d..7a71bd60 100644 --- a/zsnes/win/readme.txt +++ b/zsnes/win/readme.txt @@ -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 +