First release of ZSNES sources
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zsnes/win/guinotes.txt
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zsnes/win/guinotes.txt
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Table of Contents
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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I. ) The Game Menu
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II. ) The Quick Menu (Arrow Menu)
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III.) The Config Menu
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IV. ) The Cheat Menu
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V. ) The MultiPlay Menu
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VI. ) The Misc Menu
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----------------------------------------------------------------------------
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Note : If any windows exists in the GUI field, pressing ESC always closes
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the top-most window
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Note : Pressing ESC when no window is active is equivalent to RUN. It will
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not function if no game is loaded
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Notes on the filename box where you can manually type in the filename:
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- Typing text into the box would automatically seek to the closest
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matching filename in the box where the file selection cursor is located
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- When you press enter with text in the box without any '\' or ':' in the
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filename, ZSNES will first look for a directory matching the text and
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changes its directory if one is found. Otherwise, it will load the
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current file or directory highlighted by the selection cursor.
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- You can type in the full filename or directory including path
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(eg. d:\games\mario.smc) or the drive name (eg. d:)
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----------------------------------------------------------------------------
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---------------------
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- I.) The Game Menu -
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---------------------
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Load :
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Perform : Load File and Run
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Usage :
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Loading a File :
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You can move through the list using either the mouse or the
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keyboard. The keys for the keyboard are :
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Up/Down - Move Up/Down through the list
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Left/Right - Switch between the File and Directory Window
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PageUp/PageDown/Home/End - Move through the list in larger
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increments
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A .. Z, \, : - Enters filename/directory into the load box
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Enter - Load File or Change Directory (depending on which
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window you are in)
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Show all Extensions : This will force the GUI to show
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all of the file extensions instead of the default (.SMC,.SFC,...)
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Run :
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Perform : Runs the game
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Reset :
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Perform : Resets the game, but asks user for confirmation first
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Save State :
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Perform : Saves the state (Equivalent to default F2), but asks
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user for confirmation first
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Load State :
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Perform : Loads the state (Equivalent to default F4), but asks
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user for confirmation first
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Pick State :
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Perform : Allows user to select the state position to use
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(Equivalent to default F3)
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Quit :
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Perform : Quits ZSNES
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----------------------------------------------------------------------------
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-----------------------------------------------
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- II.) The Quick Menu (Displayed as an Arrow) -
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-----------------------------------------------
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Perform : Allows the user to quickly select the last 10 games loaded off
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the GUI. Also allows the user to freeze/clear the list.
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Tip : You can create a favorites list by first clearing the list then
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loading up all the games (last game loaded will be at the top) and
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turning freeze on.
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----------------------------------------------------------------------------
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-------------------------
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- III.) The Config Menu -
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-------------------------
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Input #1-#5 :
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Perform : Allows user to select the input device and control
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keys for each player
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Usage :
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Selecting an Input Device :
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Using your mouse, move through the list of input devices
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until the device of your choice is highlighted. From
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there, click on SET and the input device you selected
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should appear after CDV: (CDV = Current Device)
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Changing default keys :
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Click on the key which you want to change using your
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mouse and then press the key or joystick button/pad
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which you want to change it to. Pressing ESC disables
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the game key.
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Joystick 209h usage :
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Some dual joystick cards support dual joystick ports
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(port 201h and 209h) which allows for 2 6-button joysticks
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or 2 different types of joysticks (sidewinder and a
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standard joystick). If you have one of these, check
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the 'Use joystick port 209h' box. If you do not have
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a dual joystick/dual port card and if you check the box,
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then the joystick will not work.
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Options :
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Perform : Allows the user to select some in-game options
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Usage :
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Auto Frame Rate - Enables Auto Frame Rate
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Frame Skip - (Shown when Auto Frame Rate is disabled)
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Sets the constant frame skip value used when a game plays
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Max Frame Skip - (Shown when Auto Frame Rate is enabled)
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Sets the maximum allowable frame skip in auto framerate mode
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New Gfx Engine - Enables/Disables the New Graphics engine
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in 256 color modes or 320x240x65536 mode
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VSync - Enables vertical sync wait to reduce sheering of the
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screen. Requires a very fast computer.
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MMX Copy - Enables MMX Copying routines for a slight speed
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increase (MMX processors only)
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Use Pl1/2 as Pl3/4 - Allows the user to use 2 devices for 1 player
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such as the keyboard and the joystick. (set keyboard as input
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device 1 and joystick as input device 3). This, however, disables
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multitap support
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Sidewinder Fix - Click this when your sidewinder doesn't work
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after disabling the sidewinder profiler and pressed the
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mode button twice
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FPS at Start - Checking this would make the FPS appear whenever
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you start ZSNES
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Use 30Hz for Turbo - When activated, Turbo will change at 30hz NTSC
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or 25hz PAL. Otherwise, Turbo will change at 60hz NTSC or 50hz PAL
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Enable Game Clock - Enabling this will show the system clock on-screen
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Toggled Fast Fwd - Checking this will change the way how the fast forward
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button functions. Having it checked will cause it to act as a switch
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and having it unchecked will cause it to act as a push button.
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SRam Check+Save - This will enable automatic Save Ram write detection and
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save the sram (.srm) to disk approximately 10 seconds after.
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Old Gfx Mode 2 - This will enable the Old Gfx Engine Mode 2 which fixes
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many transparency bugs that currently plagues ZSNES in the current
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engine, however, it also creates some new ones. This mode can be
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slower at times so it's recommended that you only turn it on when
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you need it.
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Start at Latest Save - Checking this will automatically set the
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save state pointer (F3 Menu) to the most recently saved location
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whenever you load a rom image.
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Auto State Save/Load - Enabling this will allow ZSNES to automatically
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re-load the state whenever you return back to the game after a
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proper exit.
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Don't Save Current Path - This will prevent ZSNES from changing the
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current start-up game path in the configuration. You can
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access this in Config->Options.
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Disable Sound CPU Emu - Selecting this would disable the SPC700 chip
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that controls the sound. Using this would speed up emulation,
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but the drawback is that you won't have sound and the gane
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compatibility rate would be lower.
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Add-ons:
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Perform : Changes the current special input selected for the game
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Usage :
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None - Uses the regular snes controllers
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SNES Mouse at Port #1 - Emulates the SNES mouse at controller port #1
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SNES Mouse at Port #2 - Emulates the SNES mouse at controller port #2
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Super Scope - Emulates the SNES Super Scope
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Lethal Enforcer Gun - Simulates the mouse movements for Lethal
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Enforcers 1
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Video :
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Perform : Changes the current video mode and sets some options
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Usage :
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Changing the video mode - Use the mouse to select the video mode
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and click 'SET'. When the video mode changes and if the result
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doesn't look right, wait for 10 seconds without pressing any key
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or button and the display will return to the previous one.
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Scanlines - Only available in 256x256x256 and VESA2 640x480 modes.
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This mode adds a blank line in between every line to produce
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a scanline effect similar, if not exact, to a TV.
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Eagle Engine - Only available in VESA2 320x240x256. Setting
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this would enable the Eagle Engine designed by Dirk Stevens
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which basically locates 3 similar colored pixels together
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and places a small dot in between to smooth out some graphics.
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Interpolation - Only available in VESA2 640x480x65536. Setting
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this enable interpolation which basically blends all the
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inbetween colors to produce a blurry effect. However, this
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slows down emulation.
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Full Screen - Only available in VESA2 320x240 and 640x480 modes.
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Setting this would scale the image to fit the screen. This,
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however, slows down emulation.
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Small Screen - Only available in VESA2 640x480 modes. Setting
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this would display the image in a small, centered screen. This
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greatly improves performance in 640x480 modes.
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50% Scanlines - Only available in 640x480x65536 video mode. This
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will enable scanline mode except that each line is 50% darker than
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the line above it.
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25% Scanlines - Only available in 640x480x65536 video mode. This
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will enable scanline mode except that each line is 25% darker than
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the line above it.
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2xSaI Engine - Setting this would enable Kreed's 2x Scale Advanced
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Interpolation engine.
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Super Eagle - Setting this would enable Kreed's Super Eagle engine.
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Super 2xSaI Engine - Setting this would enable Kreed's Super 2x Scale
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Advanced Interpolation engine. This mode would require a lot of
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cpu power since it is written in C.
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Triple Buffering - This will enable Triple Buffering if it is available
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on your VESA drivers/Video Card. If it isn't available, then Zsnes
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will use simulated Triple Buffering which is slower, but still does
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the job. Note that Triple Buffering will not work with 2xSaI/Super
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Eagle.
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Hi-resolution Mode 7 - Enabling this would activate high resolution
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mode 7 whenever standard mode 7 is used within a game. This mode
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is only available in video modes that support it.
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Sound :
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Perform : Allows user to change the sound configurations of ZSNES
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Usage :
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Enable Sound - Setting this turns on the sound
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Stereo Sound - Enables Stereo Sound (Noticably slower though unless
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you have a fast cpu)
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Sound Rate - To change the sound rate, just click on the box
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containing the value to rotate through all the
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possible values.
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Volume Level - To change, just slide the bar
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Disable Noise Sim. (Disable Noise Simulation) - Setting this will
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disable the noise filter which corrects many sound effects in
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certain games, but will also ruin some others.
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Surround Sound - Enables simulated 2 speaker surround sound
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Sound Interpolation - Enables Sound Interpolation which smoothes out
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the wave forms of lower frequency sounds
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Reverse Stereo - This function swaps the L & R volume levels
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in stereo mode
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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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----------------------------------------------------------------------------
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-----------------------
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- IV.) The Cheat Menu -
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-----------------------
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Add Code :
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Perform : Enter Cheat Code Window and Set the keyboard cursor
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on the cheat code entry box
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Usage : Type in the code in either Game Genie, Pro Action Replay, or
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Gold Finger format, press enter, then enter the description.
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Note : Be sure to include the '-' when entering Game Genie codes
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Note : You can also quickly modify the value of the currently selected
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cheat code (in the browse window) by typing a 2 digit hex number
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in the cheat code enter space
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Cheat Code Reflector - What this feature does is that it allows a value
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of one cheat code to be mirrored from a value of another cheat code. To
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enable this option, type an 'R' at the end of any cheat code as the
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destination, then type another cheat code (Without the 'R') as the source.
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For example, if you want address 7E1000 to reflect the value at address
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7F2000 (Whatever value written to 7E2000 from the game will also be
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written to 7E1000), enter cheat code 7E1000FFR, then cheat code
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7F2000FF (where FF can be any value).
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Browse :
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Perform : Enter Cheat Code Window and Set the keyboard cursor at the
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browse box
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Usage : Move through the list using either the mouse or keyboard and
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select the cheat code you want to modify. Then click on the
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buttons to the right or type in the key of the first letter
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of the action.
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Actions :
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Toggle - Turns a cheat code on or off
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Remove - Deletes the cheat code off the list
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Save - Saves the current list into a .cht file which will
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be located in the save directory
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Load - Loads a previously saved list
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Fix - Clicking this fixes some cheat codes that don't work,
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but it will not always work
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You can also toggle a cheat code on or off by double clicking on
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them.
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Search :
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Perform : Allows you to search for values in memory such as life, score,
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etc. and allows you to change their values to your own preferred
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choice.
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Usage :
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Select Size : You can choose what data size to search for. If you
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know the numerical values of the data you're going to select,
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select the smallest number range that fits the data values.
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(eg. If you know the value cannot go higher than 50000, then
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select 2 BYTES (0..65535) instead of 3 BYTES (0..16777215)).
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Sometimes, you don't know the numerical value (in the case of
|
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life bars) and you'd have to guess the size.
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Select Format : DEC (Decimal, 0 .. 9), HEX (Hexadecimal, 0 .. F)
|
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Most of the time, it's recommended that you'd use decimal, although
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there are some cases that the values in memory are sometimes stored
|
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as hex.
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Search Type :
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Exact Value Search - In this mode, you have to enter the exact
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numerical value that you want to search for. Such as if you
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have 3 lives left, then search for the value 3. The cheat
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search engine also looks for value - 1 since even if a game
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tells you that you have 3 lives left, it stores the value as
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2 in memory.
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Comparitive Search - In this mode, you select whether the value
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is less than, greater than, equal to, or not equal to the
|
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previous value. Such as if you have a life bar and if the life
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bar suddenly goes down, go back to the cheat search engine and
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select less than to search for any value that has been decreased.
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----------------------------------------------------------------------------
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------------------------
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- V.) The NetPlay Menu -
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------------------------
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Modem Mode :
|
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|
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NOTE #1 : DOS Compatible modem is REQUIRED!
|
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If you don't know your modem settings and you're in win95/98, go to
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Control Panel -> System -> Device Manager -> Modem and select
|
||||
your modem. Then click on your resources tab and the settings should
|
||||
be there.
|
||||
|
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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 :
|
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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.
|
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4.) Manual - Allows you to connect manually through the terminal.
|
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However, if both remote and local users select manual,
|
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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
|
||||
|
||||
----------------------------------------------------------------------------
|
||||
|
||||
----------------------
|
||||
- VI.) The Misc Menu -
|
||||
----------------------
|
||||
|
||||
Game Keys :
|
||||
Perform : Allows user to change the game keys to their own preference
|
||||
Usage :
|
||||
Click on the key which you want to change using your
|
||||
mouse and then press the key or joystick button/pad
|
||||
which you want to change it to. Pressing ESC disables
|
||||
the key.
|
||||
|
||||
GUI Options :
|
||||
Perform : Allows the user to customize some of the GUI
|
||||
Usage :
|
||||
Mouse Wrap - Allows the mouse pointer to wrap at the borders of the
|
||||
screen
|
||||
Mouse Shadow - Disables/Enables the Mouse Shadow
|
||||
Keep Menu Positions - When enabled, re-entering the GUI from the
|
||||
game does not automatically enter the Load Menu, but
|
||||
the previous menu which you were on when you last exit
|
||||
the GUI
|
||||
Save Window Positions - When enabled, the GUI doesn't reset the locations
|
||||
of the windows when you exit/enter the GUI
|
||||
Click Enters/Exits GUI - When enabled, it allows the right mouse button
|
||||
to automatically run and exit the game to the GUI. This
|
||||
however, slows down emulation by a bit since it has to
|
||||
check the mouse button status once in a while. In the
|
||||
windows port, the right click button won't return back
|
||||
to the game.
|
||||
Use JoyPad1 to Control - When enabled, it allows Player 1's device
|
||||
to be used to move through the GUI. This is mainly used
|
||||
if you want to use your joystick in the GUI. The equivalent
|
||||
SNES keys to the Keyboard keys are :
|
||||
|
||||
SNES ControlPad = Move
|
||||
SNES A = Enter
|
||||
SNES B = ESC
|
||||
SNES L = PageUp
|
||||
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
|
||||
|
||||
Key Comb. (Key Combination Editor) :
|
||||
Perform : Allows you to specify certain keyboard combination routines
|
||||
with a single keystroke/joystick button press.
|
||||
Usage :
|
||||
Description - Allows you type in the description of the combination key
|
||||
Key - Clicking on this box will allow you to select which key/button to
|
||||
use
|
||||
Combination Keys - this window will display the sequence of events
|
||||
selected by the user
|
||||
P# - Selects which player # to use those keys as
|
||||
> = Last </> - Enabling this would mean that the event symbol > will
|
||||
mean the last left or right direction the user presses in the game and
|
||||
the symbol < is the opposite of that direction. When disabled, > means
|
||||
right and < means left.
|
||||
Game Specfic (Game Specific) - Enabling this will tell Zsnes to use
|
||||
separate Key Combination files for each individual game.
|
||||
Clear - Clears the current key combination field
|
||||
Add - Adds the key combination fields below as a new entry
|
||||
Replace - Copies the contents of the key combination fields below
|
||||
to the current highlighted key combination above
|
||||
Delete - Deletes the highlighted key combination above
|
||||
Events:
|
||||
Press+Rel - The key will be pressed and held. It will be released
|
||||
once another key is pressed after any amount of frame or second
|
||||
delay.
|
||||
Press Only - The key will be pressed and held
|
||||
Rel Only - The key will be released if it is Pressed
|
||||
by a pressed only event
|
||||
Frame Delay - Delays for the specified number of frames
|
||||
Second Delay - Delays for the specified number of seconds
|
||||
Del - Deletes the event at the end of the Combination Keys list if
|
||||
one exists
|
||||
Note : A 1 frame delay exists after the combination key list has finished
|
||||
processing
|
||||
|
||||
Example Key Combination: (Down / Down+Right / Right / L) :
|
||||
Method 1:
|
||||
Press+Rel Down / 2 Frame Delay / Press+Rel Down / Press+Rel Right /
|
||||
2 Frame Delay / Press+Rel Right / 2 Frame Delay / Press+Rel L
|
||||
Method 2:
|
||||
Press Only Down / 2 Frame Delay / Press Only Right / 2 Frame Delay /
|
||||
Rel Only Down / 2 Frame Delay / Rel Only Right / Press Only L
|
||||
|
||||
Movie Options :
|
||||
Perform : Allows you to record SNES Movies so that you can play them
|
||||
back at a later date either to amuse your friends, torture
|
||||
your friends, or whatever. Just don't play anything in
|
||||
front of your enemies since they might break your computer.
|
||||
Usage :
|
||||
Movies are saved as .ZMV, .ZM1, .ZM2, etc. files. They should be
|
||||
located in the same directory as your save files. A movie file
|
||||
consists of a save state file, saveram data, and the recorded
|
||||
controller data. The initial filesize of a .ZMV file is the
|
||||
combination of a .zst and a .srm file (around 300kbytes) and
|
||||
it averages around 7kbytes/minute (value varies) or 420kbytes/hour.
|
||||
|
||||
You can record :
|
||||
- Standard 1/2 player games
|
||||
- 3-4 player Multitap games
|
||||
- SNES Mouse games
|
||||
- Network/Modem games
|
||||
You cannot record :
|
||||
- Super Scope Games
|
||||
|
||||
GUI Usage :
|
||||
Record - Begins recording the movie file
|
||||
Play - Begins playing the movie file
|
||||
Stop - Stops the movie process
|
||||
The numbers at the right side selects which movie file to play/record.
|
||||
|
||||
NOTE : Movies recorded without sound cannot be played when sound
|
||||
is enabled and vice versa
|
||||
NOTE : Loading another game, loading a state, or resetting the
|
||||
game will halt the play/record process
|
||||
NOTE : When you play a movie file, the SRAM data becomes invalid and
|
||||
ZSNES won't save it until you load a game. This way, you don't have
|
||||
to worry about your save ram when you load up a movie file.
|
||||
|
||||
Save Cfg :
|
||||
Perform : Saves the configuration files
|
||||
|
||||
About :
|
||||
Perform : Just displays the version # and the authors of ZSNES
|
||||
|
||||
|
||||
492
zsnes/win/readme.txt
Normal file
492
zsnes/win/readme.txt
Normal file
@@ -0,0 +1,492 @@
|
||||
|
||||
ZSNES
|
||||
by zsKnight, _Demo_, and Pharos
|
||||
http://www.zsnes.com
|
||||
|
||||
|
||||
ZSNES is a Super Nintendo Entertainment System emulator written mostly
|
||||
in assembler.
|
||||
|
||||
We would really like to thank the snes9x team for all their help and
|
||||
also for an excellent snes emulator. We also wish them the very best
|
||||
of luck!
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
Table of Contents
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
1.) What's New
|
||||
2.) Disclaimer
|
||||
3.) System Requirements
|
||||
4.) Things you should know about ZSNES (Updated v1.00)
|
||||
5.) Current Progress
|
||||
6.) Future Progress
|
||||
7.) ZSNES Default Keys
|
||||
8.) Extra Pop-Up Menu (F1 Menu)
|
||||
9.) Configuration File (ZSNES.CFG)
|
||||
10.) Cheat Codes
|
||||
11.) Extra Features (SNES Mouse/Super Scope/SuperFX/DSP1/MultiTap/IPS)
|
||||
12.) Bugs Section
|
||||
13.) Contact Information
|
||||
14.) The Debugger
|
||||
15.) Error Codes
|
||||
16.) Credits
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
1.) What's New
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
See WHATSNEW.TXT
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.) Disclaimer
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
zsKnight, _Demo_, and Pharos are not responsible for any damages caused
|
||||
by the use of this software. This software also must not be distributed
|
||||
with ROMs.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
3.) System Requirements
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
- Fast Pentium processor strongly recommended
|
||||
- 32MB of RAM
|
||||
- Windows 95/98/ME/2000 or compatible
|
||||
- DirectX 7.0 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
|
||||
|
||||
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
|
||||
|
||||
*An FPU is required for DSP1 emulation
|
||||
*You can download directx at www.microsoft.com/directx/
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
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 zsnes.faq for details
|
||||
- Several special chip emulation (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
|
||||
F1 during emulation
|
||||
- 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.
|
||||
- If the cheat codes do not work, chances are that you are using a different
|
||||
version of the rom that was originally used to create them or the codes
|
||||
are converted incorrectly from other code formats.
|
||||
- There are still many bugs left in ZSNES so don't expect it to run all
|
||||
your favorite games.
|
||||
- SNES Mouse support is still missing some features such as speed settings
|
||||
- Pressing the Fast Forward key is equivalent to running ZSNES using -f 9
|
||||
- If ZSNES doesn't work for you, then don't use it. Use SNES9X, NLKE,
|
||||
SNEESE, or SNEMUL instead! In fact, even if you use ZSNES,
|
||||
use those emulators too!
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
5.) Current Progress
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
The following are implemented :
|
||||
- complete 65816 instruction set
|
||||
- SRAM support
|
||||
- LoROM and HiROM support
|
||||
- SlowROM and FastROM support
|
||||
- Full DMA support
|
||||
- HIRQ/VIRQ/NMI Interrupts
|
||||
- Support for most snes file formats
|
||||
- Multi file format support (.1,.2,.3,A.,B.,C.)
|
||||
- Interleaved format support
|
||||
- PAL/NTSC timing support
|
||||
|
||||
The following are implemented in the new graphics engine 8 bit :
|
||||
- Combination of line by line and tile based graphics engine
|
||||
- Graphic Modes 0,1,2,3,4,5,6,7
|
||||
- 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions)
|
||||
- 8x8 and 16x16 tiles
|
||||
- 32x32,64x32,32x64,64x64 tile modes
|
||||
- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
|
||||
- Mode 7 rotating and scaling effects
|
||||
- BG priorities
|
||||
- Sprite Priorities
|
||||
- Add/sub of back area
|
||||
- Mosaic Effects
|
||||
- Offset per tile mode (mode 2/vertical only)
|
||||
- High res 512 resolution and 448/478 vertical resolution
|
||||
- Windowing effects
|
||||
- High res Mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)
|
||||
|
||||
The following are implemented in the old graphics engine :
|
||||
- Line by line based graphics engine
|
||||
- Graphic Modes 0,1,2,3,4,5,6,7
|
||||
- 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions)
|
||||
- Mosaic effects
|
||||
- 8x8 and 16x16 tiles
|
||||
- 32x32,64x32,32x64,64x64 tile modes
|
||||
- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
|
||||
- Mode 7 rotating and scaling effects
|
||||
- Single and Dual Windowing Routines
|
||||
- BG priorities
|
||||
- Sprite Priorities
|
||||
- Add/sub of back area
|
||||
- 16-bit graphics support
|
||||
- offset per tile mode (mode 2/vertical only)
|
||||
- High res 512 horizontal resolution (missing in 16x16)
|
||||
|
||||
Following are present in 16-bit graphics mode :
|
||||
|
||||
- Palette changing in the middle of a screen
|
||||
- Screen Addition (full and half)
|
||||
- Screen Subtraction (full)
|
||||
- Fixed Color Addition/Subtraction
|
||||
- Window clipping for Fixed Color
|
||||
|
||||
The following are implemented in the new graphics engine 16 bit :
|
||||
- All of old graphics engine 16bit
|
||||
- Combination of line by line and tile based graphics engine
|
||||
- High resolution mode 7
|
||||
- High resolution 16x16 tiles for mode 5
|
||||
- full 15bit color transparencies (instead of the previous 13bit speed
|
||||
hack) for improved picture quality (MMX compatible CPUs only)
|
||||
|
||||
The following are present in sound :
|
||||
|
||||
- 16bit digital stereo sound
|
||||
- SPC700 Sound CPU
|
||||
- DSP Sound Processor
|
||||
- Echo Effects
|
||||
- FIR Filter
|
||||
- ADSR volume effects
|
||||
- GAIN volume effects
|
||||
- Noise effects
|
||||
- Pitch Modulation
|
||||
|
||||
The following are extra features emulated :
|
||||
|
||||
- Super NES Mouse Support
|
||||
- Super NES Super Scope Support
|
||||
- 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)
|
||||
- SA-1 emulation (not complete)
|
||||
|
||||
The following are the features present in ZSNES :
|
||||
|
||||
- Game State Save (F2=Save, F3=Select, F4=Load).
|
||||
Warning : A state file takes 260 kbytes of HD space!
|
||||
- Auto frame rate to give you constant Super Nintendo speed up to 9
|
||||
frame skips
|
||||
- configuration file support (ZSNES.CFG)
|
||||
- 2 player support w/ Joystick and Gamepad support
|
||||
|
||||
The following features are missing :
|
||||
|
||||
- Pseudo 512 snes horizontal resolution
|
||||
(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)
|
||||
|
||||
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 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
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
6.) Future Progress
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
This section is removed
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
7.) ZSNES Default Keys
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Here are the default keys while running the emulator. They can be changed
|
||||
through the GUI except for F1 and ESC :
|
||||
|
||||
Disable Backgrounds 1,2,3,4 = 1,2,3,4
|
||||
Disable Sprites = 5
|
||||
Panic Key (enable all) = 6
|
||||
Enable SNES Mouse/SuperScope = 7
|
||||
Enable New Graphics Engine = 8
|
||||
Disable Windowing = 9
|
||||
Disable OffsetMode = 0
|
||||
Fast Forward Key = ~
|
||||
PopUp Extra Menu = F1
|
||||
Save State = F2
|
||||
Switch State = F3
|
||||
Load State = F4
|
||||
Disable Sound Channel = F5 - F12
|
||||
Quit = ESC
|
||||
|
||||
Here are the default keys for the game play (unless modified through the GUI):
|
||||
|
||||
Player 1 :
|
||||
|
||||
Up,Down,Left,Right : Cursor Keys
|
||||
A,B,X,Y : X,Z,S,A
|
||||
L,R : D,C
|
||||
Start, Select : Enter, RShift
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
8.) Extra Pop-Up Menu (F1 Menu)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Save Snapshot - Saves a snapshot as either .PCX (8-bit color) or .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
|
||||
be enabled in auto-frame rate mode.
|
||||
|
||||
Save SPC Data - Selecting this will search for the beginning of the next
|
||||
song and save the data into a .spc file which saves it
|
||||
similarly as a .srm file. To capture a song, it is best
|
||||
recommended to initiate this feature approx 2 seconds
|
||||
before the next song starts. This does have potential to
|
||||
fail though so don't expect it to work all the time.
|
||||
Also, this feature doesn't work in the new gfx engine.
|
||||
|
||||
Sound Buffer Dump - This dumps the sound buffer in zsnes and also filters
|
||||
out any unoccupied space. The sound buffer contains
|
||||
decompressed samples which are written to when zsnes
|
||||
plays/decodes a sample from sound memory. Because of the
|
||||
way zsnes buffers the sound data, this can produce
|
||||
inaccurate results.
|
||||
|
||||
Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu
|
||||
after a couple frames. Useful for making animations.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
9.) Configuration File (ZSNESW.CFG)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Almost everything in zsnes.cfg should now be editable through the gui
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
10.) Cheat Codes
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes
|
||||
|
||||
Here are the steps to get the codes working :
|
||||
|
||||
1.) Load the ROM which you want to patch
|
||||
2.) Exit to the GUI, enter the code of your choice in the cheat menu
|
||||
3.) After that, you may have to RESET the game to get the cheat code to
|
||||
work. Sometimes, it is not necessary. You also may have to click
|
||||
on the FIX button.
|
||||
|
||||
NOTE : Some cheat codes are meant to be for different versions of the game.
|
||||
If a cheat code doesn't work and there is one for both Game Genie
|
||||
and Pro Action Replay, try them both.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
11.) Extra Features (SNES Mouse/Super Scope/SuperFX/DSP1/MultiTap)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
To Enable SNES Mouse, Press 7 once for 1st player and twice for 2nd player
|
||||
To Enable SNES Super Scope, Press 7 three times
|
||||
To disable either one, either press 6 or press 7 until you see a disable
|
||||
message onscreen.
|
||||
|
||||
Here are the controls for the Super Scope :
|
||||
|
||||
Fire = Left Mouse button
|
||||
Cursor Mode Button = Right Mouse button
|
||||
Pause = Backspace Key on keyboard
|
||||
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
|
||||
most likely produce a very noticeable slow down in emulation if you
|
||||
don't have a fast computer.
|
||||
|
||||
Sometimes, the Multitap isn't compatible with some games. If that happens,
|
||||
disable Multitap by setting Player3,4, and 5's input device to 'None' in
|
||||
the GUI
|
||||
|
||||
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)
|
||||
and ZSNES will patch the rom realtime without modifying the rom file's
|
||||
contents.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
12.) Bugs Section
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
- 65816 lacks correct timing. Although ZSNES bases the timing on a
|
||||
variable cycle/instruction, it does not deduct correct values such
|
||||
as 16bit instructions should deduct 1 more cycle than 8bit instructions.
|
||||
100% cycles of zsnes isn't 100% cycles of a snes because of that.
|
||||
This means that a lot of games either won't run or will produce horrible
|
||||
displays. Sometimes adjusting the % of execution can fix those problems.
|
||||
This is due to inaccurate documentation used when the 65816 was written.
|
||||
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)
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
13.) Contact Information
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
The ZSNES homepage is located at : http://www.zsnes.com
|
||||
|
||||
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 :
|
||||
|
||||
http://www.zsnes.com/board/
|
||||
|
||||
Remember : This board should be mainly used for zsnes related questions.
|
||||
ROM requests (or asking for games, a link to a rom site, or where to
|
||||
find them) are forbidden!!! Be sure to also read the RULES!
|
||||
The rules are located at the top of the page.
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Note : The debugger is disabled when you don't enter zsnes with a -d
|
||||
|
||||
Here are the keys:
|
||||
|
||||
1 : Enable/Disable spc700 display
|
||||
2 : Enable/Disable 65816 display
|
||||
T : Trace (in 65816 opcodes)
|
||||
B : 65816 break point
|
||||
S : SPC break point
|
||||
C : Clear Counter
|
||||
M : 65816 modify
|
||||
A : SPC modify
|
||||
D : Debug Dump (SPC/DSPRam Dump Only)
|
||||
W : Break at signal (Used only by the programmers)
|
||||
F1 : Exit debugger and return to Game
|
||||
F2 : Save State
|
||||
F4 : Load State
|
||||
ESC : Exit entire program
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
15.) Error Codes
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
-blank-
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
16.) Credits
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
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!
|
||||
Also to Y0SHi for his excellent snes docs, his help, and his excellent
|
||||
support!
|
||||
|
||||
Also Thanks to :
|
||||
The_Teach of snes9x for some great info and the nice chats!
|
||||
Trepalium of snes9x for some great info and help!
|
||||
Gary of Snes9x and Steve Snake of KGen for being the source of info for
|
||||
sound decompression!
|
||||
Gary of Snes9x for being the source of info for TCall/PCall and also
|
||||
for lots of help!
|
||||
MrGrim for his great support!
|
||||
Crono for info on Sound Blaster Programming, Surround Sound, Sound
|
||||
Interpolation, and other sound stuff!
|
||||
Aquis for the zsnes logo!
|
||||
Alucard for helping us with an issue in the 65816!
|
||||
Vertigo for making a compatibility list!
|
||||
EFX for being a great supporter and also giving a lot of help and stuff!
|
||||
Zophar for being a great supporter and also maintaining the mirror site!
|
||||
Chris Hickman for redesigning the ZSNES web page!
|
||||
CSoft for hosting our web page! (www.csoft.net)
|
||||
Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some
|
||||
optimisation info!
|
||||
Sardu for some great info and help!
|
||||
Lord Esnes for some great help!
|
||||
Robert Grubbs for the sidewinder info!
|
||||
Nerlaska for some useful info on optimising and also for some help!
|
||||
Diskdude for writing sneskart which we used for the info on cheat codes!
|
||||
DarkForce for some great help!
|
||||
Pharos for some keyboard coding help!
|
||||
Ivar and Gary of the snes9x team for all the great help which includes
|
||||
their superfx info and code, DSP1 info, info on interleave formats
|
||||
(hirom & superfx), offset per tile mode, FIR filter, some spc700
|
||||
and hdma bugs!
|
||||
WolfWings ShadowFlight for help on several issues of nasm!
|
||||
Wildfire for some help!
|
||||
A CoolMan for the algorithm for EAGLE!
|
||||
X-Sykodad and darklore for maintaining the ZSNES www board!
|
||||
Neill Corlett for some info on the .IPS format and also helping out
|
||||
a lot on improving the sound engine!
|
||||
Kreed (derek-liauw@usa.net) for the 2xSaI and Super Eagle Source Codes!
|
||||
2xSaI homepage: http://members.xoom.com/derek_liauw/index.html
|
||||
Markus Oberhumer & Laszlo Molnar for the UPX compression utility
|
||||
UPX homepage: http://cdata.tvnet.hu/~ml/upx.html
|
||||
Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines!
|
||||
Kode54 for the low pass filter routines!
|
||||
Andy Goth for some help on the design of the key combination engine!
|
||||
Yamaha of XYZZ (Scott Scriven) for his water effect code
|
||||
Yamaha's homepage: http://www.VIS.colostate.edu/~scriven/)
|
||||
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,
|
||||
TeleKawaru, the people in #zsnes efnet, and the regulars of the
|
||||
ZSNES message board!
|
||||
And also to all those whom we forgot!
|
||||
|
||||
Special Thanks to all our beta testers for being a great help!
|
||||
Info on 256x256x256 scanlines mode is from the MAME source. Thanks to
|
||||
those behind MAME!
|
||||
|
||||
Also, good luck to all those who are writing emulators, especially those
|
||||
who are writing snes emulators, including Snes9x, Nlke, SNEeSe, and
|
||||
SNEMul! And also good luck to the makers of TheSE!
|
||||
|
||||
374
zsnes/win/zsnesfaq.txt
Normal file
374
zsnes/win/zsnesfaq.txt
Normal file
@@ -0,0 +1,374 @@
|
||||
_[ ZSNES Windows Frequently Asked Questions ]______________________________
|
||||
|
||||
[GENERAL ISSUES:]
|
||||
|
||||
Q: Why does ZSNESw crash and give me an error with dinput.dll?
|
||||
Q: Why do I get a black (or corrupted) box when I start up ZSNESw?
|
||||
Q: Why in the GUI under Config/Options are some of the choices gone?
|
||||
Q: How do I use CD-ROMs with ZSNESw?
|
||||
Q: Why is netplay choppy/slow?
|
||||
|
||||
|
||||
[SOUND COMPATIBILITY ISSUES:]
|
||||
|
||||
Q: Will ZSNES Windows be able to use my sound card now? It wouldn't work
|
||||
for me in the DOS version.
|
||||
Q: How come I don't get any sound?
|
||||
Q: ZSNES Windows tends to have some static when playing games is there any
|
||||
way to remove it?
|
||||
Q: How come stereo is reversed?
|
||||
|
||||
|
||||
[VIDEO ISSUES:]
|
||||
|
||||
Q: Why do I get a dark line every quarter inch roughly on my screen when I
|
||||
Q: In the Video section where I set my resolution what do those letters
|
||||
stand for to the right of the resolution?
|
||||
Q: Will ZSNES Windows support a 3DFX graphics mode?
|
||||
Q: Are there transparencies in ZSNES?
|
||||
Q: How come the graphics are really screwed up?
|
||||
|
||||
|
||||
[GAME COMPATIBILITY ISSUES:]
|
||||
|
||||
Q: Why doesn't *name of game* work on ZSNES?
|
||||
Q: Can you get *name of game* working by the next release?
|
||||
Q: Why is *name of game* not working in v.*version #* of ZSNES? It was
|
||||
working before.
|
||||
Q: When do you think you will emulate the *DSP/SFX chip? My favorite game
|
||||
*name of game with chip* won't run without it.
|
||||
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?
|
||||
|
||||
|
||||
[SPEED ISSUES:]
|
||||
|
||||
Q: Why is ZSNES slow?
|
||||
Q: Can you please make ZSNES faster?
|
||||
Q: Can you implement dynamic recompilation into ZSNES?
|
||||
Q: Why does the game slow down even though I'm using auto frame rate and
|
||||
the FPS is pretty high?
|
||||
|
||||
|
||||
[[KEYBOARD/JOYSTICK ISSUES:]
|
||||
|
||||
Q: Will ZSNES Windows now be able to use my Windows Joystick/Gamepad?
|
||||
Q: Why can't I press more than 2 keys at a time?
|
||||
Q: How come my joystick keeps holding in one direction?
|
||||
Q: How do I use both my Keyboard and Joystick for the 1st player?
|
||||
|
||||
|
||||
[CHEAT ISSUES:]
|
||||
|
||||
Q: How come the game genie codes don't work?
|
||||
Q: How do I use .CHT files?
|
||||
|
||||
|
||||
[FREEZING/CRASHING ISSUES:]
|
||||
|
||||
Q: When I load a ROM, how come ZSNES crashes?
|
||||
|
||||
|
||||
[MISC:]
|
||||
|
||||
Q: How does the auto .IPS patching feature work?
|
||||
Q: Where do I get the games?
|
||||
|
||||
|
||||
_[ GENERAL ISSUES ]________________________________________________________
|
||||
|
||||
Q: Why does ZSNESw crash and give me an error with dinput.dll?
|
||||
|
||||
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).
|
||||
|
||||
Q: Why do I get a black (or corrupted) box when I start up ZSNESw?
|
||||
|
||||
A: First of all, make sure that you have the latest version of DirectX
|
||||
installed (see above question). If that didn't help, then check
|
||||
your desktop color settings and make sure that the number of colors
|
||||
is set to either 16bit or 32bit (since ZSNESw will only work with those
|
||||
modes).
|
||||
|
||||
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.
|
||||
In order to do this, use a text editing program such as wordpad and
|
||||
open up zsnesw.cfg, which should be located in the directory where you
|
||||
installed ZSNESw in (this will only appear after you run ZSNESw at
|
||||
least once). Then look for the line SaveDirectory= and enter
|
||||
the directory where you want all the writeable files to be stored.
|
||||
|
||||
Q: Why is netplay choppy/slow?
|
||||
|
||||
A: Please read netplay.txt that is included in the original ZSNESw archive.
|
||||
|
||||
_[ SOUND COMPATIBILITY ISSUES ]____________________________________________
|
||||
|
||||
Q: Will ZSNES Windows be able to use my sound card now? It wouldn't work
|
||||
for me in the DOS version.
|
||||
|
||||
A: It is very likely that your sound card will in fact work given that your
|
||||
card is supported by Windows and Direct Sound from Microsoft's Direct X.
|
||||
|
||||
|
||||
Q: How come I don't get any sound?
|
||||
|
||||
A: There could be several situations :
|
||||
|
||||
A: Either you accidently disabled sound (You can enable it through the GUI)
|
||||
or you don't have a sound card or the sound drivers aren't properly
|
||||
installed in your system.
|
||||
|
||||
Q: ZSNES Windows tends to have some static when playing games is there any
|
||||
way to remove it?
|
||||
|
||||
A: First of all, make sure that you have the latest sound drivers installed.
|
||||
Also, the problem could be in relation to many different variables. The
|
||||
emulator uses Direct Sound for audio so it is likely not an issue with
|
||||
Windows but most likely a setting in the emulator. The problem could be
|
||||
in relation to using a lower khz value than the SNES uses which is
|
||||
32000khz. Another more likely reason is that you have one of the
|
||||
special sound filters engaged. For higher end cards (better than SB16)
|
||||
it appears that the Low Pass Filter can cause static.
|
||||
|
||||
Q: How come stereo is reversed?
|
||||
|
||||
A: Turn on 'Reverse Stereo' in the Sound configuration in the GUI.
|
||||
|
||||
|
||||
_[ VIDEO ISSUES ]__________________________________________________________
|
||||
|
||||
Q: Why do I get a dark line every quarter inch roughly on my screen when I
|
||||
use 25/50% scanlines in a full screen stretched video mode?
|
||||
|
||||
A: This is a video card based issue in which your card does not scale the
|
||||
video image properly and that is the result.
|
||||
|
||||
Q: In the Video section where I set my resolution what do those letters
|
||||
stand for to the right of the resolution?
|
||||
|
||||
A: There are four different sets of letters which are R, S, DR, and DS. R
|
||||
stands for ratio as these modes will retain the screen size ratio to the
|
||||
output of a real SNES. S stands for stretched, any of these modes will
|
||||
stretch the image to the exact size of the resolution you have chosen.
|
||||
The D in DR/DS meants high resolution which allows for the use of
|
||||
interpolation, 25/50% scanlines, 2xSai, and Super Eagle modes.
|
||||
|
||||
Q: Will ZSNES Windows support a 3DFX graphics mode?
|
||||
|
||||
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.
|
||||
|
||||
|
||||
Q: How come the graphics are really screwed up?
|
||||
|
||||
A: It's probably a problem with the emulation. You can try running the
|
||||
game 80% or 120% execution which can be set in the ZSNESW.CFG through
|
||||
the DOS prompt or another editor. It might fix your problem, but then
|
||||
again maybe it won't be the solution.
|
||||
|
||||
|
||||
_[ COMPATIBILITY ISSUES ]__________________________________________________
|
||||
|
||||
Q: Why doesn't *name of game* work on ZSNES?
|
||||
|
||||
A: Getting the compatibility higher is a very hard task to do. We're
|
||||
always trying to get more games working.
|
||||
|
||||
|
||||
Q: Can you get *name of game* working by the next release?
|
||||
|
||||
A: We're always trying, but we can never guarantee a specific game will be
|
||||
working because of the difficulties involved in bug fixing.
|
||||
|
||||
|
||||
Q: Why is *name of game* not working in v.*version #* of ZSNES? It was
|
||||
working before.
|
||||
|
||||
A: Whenever we change something in the emulation, whether it's optimisation
|
||||
or bug fixes, it has a good potential to have caused a problem elsewhere.
|
||||
Usually, these problems aren't discovered until after a release.
|
||||
|
||||
|
||||
Q: When do you think you will emulate the *DSP/SFX chip? My favorite game
|
||||
*name of game with chip* won't run without it.
|
||||
|
||||
A: We will consider emulating extra chips only if decent information on
|
||||
those chips are found. However, even if we find info on them, we
|
||||
cannot guarantee to be able to implement them.
|
||||
|
||||
|
||||
Q: This game tells me that it is not compatible with the MultiTap. What
|
||||
should I do?
|
||||
|
||||
A: Set both Player 3, Player 4, and Player 5's input device to 'None'.
|
||||
|
||||
|
||||
Q: How do I improve the compatibility of ZSNES?
|
||||
|
||||
A: Turning on sound helps a lot here. Also, try in the ZSNES configuration
|
||||
file to keep the % of execution at 100%. If a game still doesn't work,
|
||||
try tweaking the percentage of execution to both 120% or 80%. If that
|
||||
still doesn't work, then it's either a corrupt rom, a game that requires
|
||||
a special chip, or a bug in ZSNES.
|
||||
|
||||
|
||||
Q: Why am I experiencing problems with Chrono Trigger?
|
||||
|
||||
A: If you cannot press the L+R+A seqence, then you would need to assign
|
||||
both the L and R key as the same key such as set L and R to PageUp and
|
||||
set A to Home, then pressing PageUp+Home will be the same as pressing
|
||||
L,R, and A together. This is a hardware limitation of the keyboard,
|
||||
not a bug in ZSNES.
|
||||
|
||||
|
||||
Q: Why doesn't Pilotwings/Star Ocean/Street Fighter Alpha 2 work?
|
||||
|
||||
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
|
||||
uses an unknown compression routine that has to be figured out before
|
||||
it can be emulated.
|
||||
|
||||
|
||||
Q: Can you guys get Pilotwings/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.
|
||||
Unfortunately, we are not magicians.
|
||||
|
||||
|
||||
_[ SPEED ISSUES ]__________________________________________________________
|
||||
|
||||
Q: Why is ZSNES slow?
|
||||
|
||||
A: For the Windows version, you might want to change your video mode in
|
||||
ZSNESWin to different settings until you find the mode that's optimal
|
||||
in performance.
|
||||
|
||||
Emulating a SNES is slow because it is a complex system. Also, ZSNES
|
||||
by default uses a tile/line engine which is newly completed in v1.0.
|
||||
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.
|
||||
|
||||
|
||||
Q: Can you please make ZSNES faster?
|
||||
|
||||
A: We're always trying and there are still a lot of room left for
|
||||
optimisation, but a lack of time keeps us from implementing them.
|
||||
|
||||
|
||||
Q: Can you implement dynamic recompilation into ZSNES?
|
||||
|
||||
A: There is no plans to implement it since it doesn't seem necessary. The
|
||||
SuperNES only uses a 3mhz cpu compared to say the 93mhz cpu inside the
|
||||
Nintendo 64. Implementing a dynamic recompilation engine will be hard
|
||||
work and won't improve performance by much.
|
||||
|
||||
|
||||
Q: Why does the game slow down even though I'm using auto frame rate and
|
||||
the FPS is pretty high?
|
||||
|
||||
A: A game slows down like that when it executes its code beyond the speed
|
||||
of cpu emulation that ZSNES currently handles. To reduce slowdowns,
|
||||
increase the percentage of execution by using editing the ZSNESW.CFG.
|
||||
|
||||
|
||||
_[ KEYBOARD/JOYSTICK ISSUES ]______________________________________________
|
||||
|
||||
Q: Will ZSNES Windows now be able to use my Windows Joystick/Gamepad?
|
||||
|
||||
A: Yes, the controls are now handed via Direct Input so all Windows based
|
||||
control devices should work within ZSNES Windows.
|
||||
|
||||
Q: Why can't I press more than 2 keys at a time?
|
||||
|
||||
A: It's mainly the limitation of the PC Keyboard. If you want to press
|
||||
more than 2 keys at a time, either use a joystick or change the keyboard
|
||||
keys around until you find a combination where you can press more than
|
||||
2 keys at a time. Another technique that works is to set multiple
|
||||
buttons to a single key. That way, pressing that key presses multiple
|
||||
buttons at the same time.
|
||||
|
||||
|
||||
Q: How come my joystick keeps holding in one direction?
|
||||
|
||||
A: That happens when you hold a direction when ZSNES Windows starts up.
|
||||
If that happens, then exit ZSNES and reload to recalibrate. Clicking on
|
||||
SET in the input device window also calibrates the joystick, but it also
|
||||
resets the controls to the default joystick settings.
|
||||
|
||||
|
||||
Q: How do I use both my Keyboard and Joystick for the 1st player?
|
||||
|
||||
A: In the GUI, enter the CONFIG -> OPTIONS menu. Then check 'USE Pl1/2 AS
|
||||
Pl3/4'. Once you've done that, Player 3 controls will control Player 1
|
||||
so if you have joystick set on Player 1, set Player 3 as keyboard.
|
||||
This disables multitap emulation however.
|
||||
|
||||
|
||||
_[ CHEAT ISSUES ]__________________________________________________________
|
||||
|
||||
Q: How come the game genie codes don't work?
|
||||
|
||||
A: You probably didn't insert the '-'. Otherwise, try clicking on the FIX
|
||||
button once while the highlight is over the code.
|
||||
|
||||
|
||||
Q: How do I use .CHT files?
|
||||
|
||||
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.
|
||||
|
||||
|
||||
_[ FREEZING/CRASHING ISSUES ]______________________________________________
|
||||
|
||||
|
||||
Q: When I load a ROM, how come ZSNES crashes?
|
||||
|
||||
A: For ZSNESWin, you first might want to see if you have any other major
|
||||
program running in the background (eg. WinAMP). If it still crashes
|
||||
after you close those programs, you might want to download and install
|
||||
the newest version of DirectX which is located at
|
||||
www.microsoft.com/directx
|
||||
|
||||
Odds are, if the emulator crashes as you load a ROM then it is probably
|
||||
not compatable with ZSNES Windows due to it being incomplete, a bad
|
||||
header, or for some other reason making it broken.
|
||||
|
||||
|
||||
-[ MISC ]__________________________________________________________________
|
||||
|
||||
Q: How does the auto .IPS patching feature work?
|
||||
|
||||
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.)
|
||||
|
||||
|
||||
Q: Where do I get the games?
|
||||
|
||||
A: The ZSNES Team will *NOT* provide any games or any links to games.
|
||||
|
||||
Reference in New Issue
Block a user