updated to docs from 1.36
This commit is contained in:
@@ -1,6 +1,7 @@
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ZSNES
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by zsKnight, _Demo_, and Pharos
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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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@@ -53,21 +54,30 @@ with ROMs.
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- Fast Pentium processor strongly recommended
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- 32MB of RAM
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- Windows 95/98/ME/2000 or compatible
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- DirectX 7.0 or higher
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- DirectX 8.0 or higher
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Recommended System for SFX support :
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- Fast Pentium processor (P200 - P2-300 (depending on the game))
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- 32MB of RAM
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- Windows 95/98/ME/2000 or compatible
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- DirectX 7.0 or higher
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- DirectX 8.0 or higher
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Recommended System for SA-1 support : (Mario RPG)
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- Fast Pentium processor (P200 or higher)
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- 32MB of RAM
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- Windows 95/98/ME/2000 or compatible
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- DirectX 7.0 or higher
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- DirectX 8.0 or higher
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Requirements for netplay:
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- WinSock 2.2 (Included with most Windows versions, or from
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http://www.microsoft.com/windows95/downloads/ )
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Please note that while 32 MB is a recommendation for minimum RAM,
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additional RAM may be beneficial, especially for 40 or 48 megabit
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ROMS, or games that require decompression packs.
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*An FPU is required for DSP1 emulation
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*You can download directx at www.microsoft.com/directx/
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@@ -78,14 +88,15 @@ Recommended System for SA-1 support : (Mario RPG)
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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 zsnes.faq for details
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- Several special chip emulation (SA-1) have unknown bugs to
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- Several special chip emulation routines (SA-1) have unknown bugs to
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them
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- SuperFX can be slow because it is an extra 10/20mhz cpu that has to be
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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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- Screen Snapshot, Snapshot Format, 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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(65536 colors). This may change in the future.
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- Screen Snapshot currently saves as Image.BMP (65536 colors). Also, a PNG
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mode is available that saves in 32 bit ARGB color, as
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<rom name> <date> <time>.png
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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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@@ -128,7 +139,7 @@ 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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@@ -185,8 +196,11 @@ 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 (incomplete)
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- SA-1 emulation (not complete)
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- OBC1 emulation (still may have bugs)
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- S-DD1 emulation (through decompression packs)
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- SPC7110 emulation (also via decompression packs)
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The following are the features present in ZSNES :
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@@ -203,16 +217,19 @@ 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 with unknown co-processors
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- Games with other special chips such Street Fighter Alpha 2, Momotarou's
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Happy Train that do not yet have decompression packs. (S-DD1/SPC7110)
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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 functions not yet supported by the DSP-1, or that
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use other flavors of the DSP chip (ex. Top Gear 3000)
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---------------------------------------------------------------------------
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6.) Future Progress
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@@ -280,11 +297,16 @@ 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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Screen Shot Format - chooses what format to use for screen shots. Choices
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are BMP (bitmap) and PNG (Portable Network Graphic)
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---------------------------------------------------------------------------
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9.) Configuration File (ZSNESW.CFG)
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---------------------------------------------------------------------------
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Almost everything in zsnes.cfg should now be editable through the gui
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Almost everything in zsnesw.cfg should now be editable through the gui
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The exception is the temp folder, which is needed to use games from a
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read-only medium.
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---------------------------------------------------------------------------
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10.) Cheat Codes
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@@ -321,10 +343,6 @@ 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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@@ -337,11 +355,12 @@ Sometimes, the Multitap isn't compatible with some games. If that happens,
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IPS patcher :
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Rename your .IPS file to the rom filename with the .IPS extension
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(eg. If your rom is SD3.SMC and your rom is SD3V05.IPS, rename SD3V05.IPS
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to SD3.IPS)
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(eg. If your rom is SD3.SMC and your ips is SD3V05.IPS, rename SD3V05.IPS
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to SD3.IPS)
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and ZSNES will patch the rom realtime without modifying the rom file's
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contents.
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contents. Zipped roms are patched according to the unzipped name.
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(eg. Seiken3.zip containing SD3.smc is patched by SD3.ips, not Seiken3.ips)
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---------------------------------------------------------------------------
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12.) Bugs Section
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---------------------------------------------------------------------------
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@@ -356,7 +375,8 @@ IPS patcher :
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There is no plans on re-writing the 65816 timing yet.
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- Games sometimes tend to not display things properly because of graphic
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features that aren't implemented yet
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- The Sound DSP chip still has its bugs (not many though)
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- The Sound DSP chip still has its bugs (not many though). Most noticeably,
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no one knows the exact timing of the SPC700 chip.
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---------------------------------------------------------------------------
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13.) Contact Information
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@@ -380,14 +400,17 @@ 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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busy.
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---------------------------------------------------------------------------
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14.) The Debugger
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---------------------------------------------------------------------------
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@@ -421,10 +444,13 @@ ESC : Exit entire program
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16.) Credits
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---------------------------------------------------------------------------
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ZSNES uses NASM, DJGPP, and CWSDPMI (source codes & binary updates
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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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ZSNESW uses Visual C++ 6, NASM .98, DirectX 8, GNU Make, and UPX to compile,
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link, compress, and execute. Thanks for the work put into these programs.
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Special thanks to wnelson! Without him, ZSNES would have never existed!
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Also to Y0SHi for his excellent snes docs, his help, and his excellent
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support!
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@@ -477,7 +503,7 @@ 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, the people in #zsnes efnet, and the regulars of the
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ZSNES message board!
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And also to all those whom we forgot!
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