updated to docs from 1.36
This commit is contained in:
@@ -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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