diff --git a/zsnes/dos/guinotes.txt b/zsnes/dos/guinotes.txt deleted file mode 100644 index 0e34a7dd..00000000 --- a/zsnes/dos/guinotes.txt +++ /dev/null @@ -1,508 +0,0 @@ -Table of Contents -ΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔ -I. ) The Game Menu -II. ) The Quick Menu (Arrow Menu) -III.) The Config Menu -IV. ) The Cheat Menu -V. ) The MultiPlay Menu -VI. ) The Misc Menu - ----------------------------------------------------------------------------- - -Note : If any windows exists in the GUI field, pressing ESC always closes - the top-most window -Note : Pressing ESC when no window is active is equivalent to RUN. It will - not function if no game is loaded - -Notes on the filename box where you can manually type in the filename: - - Typing text into the box would automatically seek to the closest - matching filename in the box where the file selection cursor is located - - When you press enter with text in the box without any '\' or ':' in the - filename, ZSNES will first look for a directory matching the text and - changes its directory if one is found. Otherwise, it will load the - current file or directory highlighted by the selection cursor. - - You can type in the full filename or directory including path - (eg. d:\games\mario.smc) or the drive name (eg. d:) - ----------------------------------------------------------------------------- - ---------------------- -- I.) The Game Menu - ---------------------- - -Load : - Perform : Load File and Run - Usage : - Loading a File : - You can move through the list using either the mouse or the - keyboard. The keys for the keyboard are : - Up/Down - Move Up/Down through the list - Left/Right - Switch between the File and Directory Window - PageUp/PageDown/Home/End - Move through the list in larger - increments - A .. Z, \, : - Enters filename/directory into the load box - Enter - Load File or Change Directory (depending on which - window you are in) - Display Type : - You can select from either Normal 8.3 file format (Default), - Snes Header name, and Win95 long filename format. - Note : Win95 long filename format will not work in Pure DOS. - It will crash when using dosemu in Linux - Note : Snes Header Display will sometimes display garbled Lines. - This is normal since some images don't have a proper - name in the header or the header is not in english. - Whenever ZSNES detects a blank header name, it uses - the filename instead. - Also note that .ZIP files will not display the header name. - It's not efficient for the program to unzip every zip file - in the directory just to get the header names. - Show all Extensions : This will force the GUI to show - all of the file extensions instead of the default (.SMC,.SFC,...) - -Run : - Perform : Runs the game - -Reset : - Perform : Resets the game, but asks user for confirmation first - -Save State : - Perform : Saves the state (Equivalent to default F2), but asks - user for confirmation first -Load State : - Perform : Loads the state (Equivalent to default F4), but asks - user for confirmation first - -Pick State : - Perform : Allows user to select the state position to use - (Equivalent to default F3) - -Quit : - Perform : Quits ZSNES - ----------------------------------------------------------------------------- - ------------------------------------------------ -- II.) The Quick Menu (Displayed as an Arrow) - ------------------------------------------------ - -Perform : Allows the user to quickly select the last 10 games loaded off - the GUI. Also allows the user to freeze/clear the list. - -Tip : You can create a favorites list by first clearing the list then - loading up all the games (last game loaded will be at the top) and - turning freeze on. - ----------------------------------------------------------------------------- - -------------------------- -- III.) The Config Menu - -------------------------- - -Input #1-#5 : - Perform : Allows user to select the input device and control - keys for each player - Usage : - Selecting an Input Device : - Using your mouse, move through the list of input devices - until the device of your choice is highlighted. From - there, click on SET and the input device you selected - should appear after CDV: (CDV = Current Device) - Changing default keys : - 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 game key. - Joystick 209h usage : - Some dual joystick cards support dual joystick ports - (port 201h and 209h) which allows for 2 6-button joysticks - or 2 different types of joysticks (sidewinder and a - standard joystick). If you have one of these, check - the 'Use joystick port 209h' box. If you do not have - a dual joystick/dual port card and if you check the box, - then the joystick will not work. - -Options : - Perform : Allows the user to select some in-game options - Usage : - Auto Frame Rate - Enables Auto Frame Rate - Frame Skip - (Shown when Auto Frame Rate is disabled) - Sets the constant frame skip value used when a game plays - Max Frame Skip - (Shown when Auto Frame Rate is enabled) - Sets the maximum allowable frame skip in auto framerate mode - New Gfx Engine - Enables/Disables the New Graphics engine - in 256 color modes or 320x240x65536 mode - VSync - Enables vertical sync wait to reduce sheering of the - screen. Requires a very fast computer. - MMX Copy - Enables MMX Copying routines for a slight speed - increase (MMX processors only) - Use Pl1/2 as Pl3/4 - Allows the user to use 2 devices for 1 player - such as the keyboard and the joystick. (set keyboard as input - device 1 and joystick as input device 3). This, however, disables - multitap support - Sidewinder Fix - Click this when your sidewinder doesn't work - after disabling the sidewinder profiler and pressed the - mode button twice - FPS at Start - Checking this would make the FPS appear whenever - you start ZSNES - Use 30Hz for Turbo - When activated, Turbo will change at 30hz NTSC - or 25hz PAL. Otherwise, Turbo will change at 60hz NTSC or 50hz PAL - Enable Game Clock - Enabling this will show the system clock on-screen - Toggled Fast Fwd - Checking this will change the way how the fast forward - button functions. Having it checked will cause it to act as a switch - and having it unchecked will cause it to act as a push button. - SRam Check+Save - This will enable automatic Save Ram write detection and - save the sram (.srm) to disk approximately 10 seconds after. - Old Gfx Mode 2 - This will enable the Old Gfx Engine Mode 2 which fixes - many transparency bugs that currently plagues ZSNES in the current - engine, however, it also creates some new ones. This mode can be - slower at times so it's recommended that you only turn it on when - you need it. - Start at Latest Save - Checking this will automatically set the - save state pointer (F3 Menu) to the most recently saved location - whenever you load a rom image. - Auto State Save/Load - Enabling this will allow ZSNES to automatically - re-load the state whenever you return back to the game after a - proper exit. - Don't Save Current Path - This will prevent ZSNES from changing the - current start-up game path in the configuration. You can - access this in Config->Options. - Disable Sound CPU Emu - Selecting this would disable the SPC700 chip - that controls the sound. Using this would speed up emulation, - but the drawback is that you won't have sound and the gane - compatibility rate would be lower. -Add-ons: - Perform : Changes the current special input selected for the game - Usage : - None - Uses the regular snes controllers - SNES Mouse at Port #1 - Emulates the SNES mouse at controller port #1 - SNES Mouse at Port #2 - Emulates the SNES mouse at controller port #2 - Super Scope - Emulates the SNES Super Scope - Lethal Enforcer Gun - Simulates the mouse movements for Lethal - Enforcers 1 - -Video : - Perform : Changes the current video mode and sets some options - Usage : - Changing the video mode - Use the mouse to select the video mode - and click 'SET'. When the video mode changes and if the result - doesn't look right, wait for 10 seconds without pressing any key - or button and the display will return to the previous one. - Scanlines - Only available in 256x256x256 and VESA2 640x480 modes. - This mode adds a blank line in between every line to produce - a scanline effect similar, if not exact, to a TV. - Eagle Engine - Only available in VESA2 320x240x256. Setting - this would enable the Eagle Engine designed by Dirk Stevens - which basically locates 3 similar colored pixels together - and places a small dot in between to smooth out some graphics. - Interpolation - Only available in VESA2 640x480x65536. Setting - this enable interpolation which basically blends all the - inbetween colors to produce a blurry effect. However, this - slows down emulation. - Full Screen - Only available in VESA2 320x240 and 640x480 modes. - Setting this would scale the image to fit the screen. This, - however, slows down emulation. - Small Screen - Only available in VESA2 640x480 modes. Setting - this would display the image in a small, centered screen. This - greatly improves performance in 640x480 modes. - 50% Scanlines - Only available in 640x480x65536 video mode. This - will enable scanline mode except that each line is 50% darker than - the line above it. - 25% Scanlines - Only available in 640x480x65536 video mode. This - will enable scanline mode except that each line is 25% darker than - the line above it. - 2xSaI Engine - Setting this would enable Kreed's 2x Scale Advanced - Interpolation engine. - Super Eagle - Setting this would enable Kreed's Super Eagle engine. - Super 2xSaI Engine - Setting this would enable Kreed's Super 2x Scale - Advanced Interpolation engine. This mode would require a lot of - cpu power since it is written in C. - Triple Buffering - This will enable Triple Buffering if it is available - on your VESA drivers/Video Card. If it isn't available, then Zsnes - will use simulated Triple Buffering which is slower, but still does - the job. Note that Triple Buffering will not work with 2xSaI/Super - Eagle. - Hi-resolution Mode 7 - Enabling this would activate high resolution - mode 7 whenever standard mode 7 is used within a game. This mode - is only available in video modes that support it. - -Sound : - Perform : Allows user to change the sound configurations of ZSNES - Usage : - Enable Sound - Setting this turns on the sound - Stereo Sound - Enables Stereo Sound (Noticably slower though unless - you have a fast cpu) - Sound Rate - To change the sound rate, just click on the box - containing the value to rotate through all the - possible values. - Volume Level - To change, just slide the bar - Disable Noise Sim. (Disable Noise Simulation) - Setting this will - disable the noise filter which corrects many sound effects in - certain games, but will also ruin some others. - Surround Sound - Enables simulated 2 speaker surround sound - Sound Interpolation - Enables Sound Interpolation which smoothes out - the wave forms of lower frequency sounds - Reverse Stereo - This function swaps the L & R volume levels - in stereo mode - Low Pass Filter - The Low Pass Filter, when enabled, will produce - better bass in certain sound effects. However, the side effect - is that the sound will overall be more muffled. - Cubic Spline Interp - If this is checked, it will use Cubic Spline - Interpolation for the sound. Otherwise, it will use Gaussian - Interpolation. - ----------------------------------------------------------------------------- - ------------------------ -- IV.) The Cheat Menu - ------------------------ - -Add Code : - Perform : Enter Cheat Code Window and Set the keyboard cursor - on the cheat code entry box - Usage : Type in the code in either Game Genie, Pro Action Replay, or - Gold Finger format, press enter, then enter the description. - Note : Be sure to include the '-' when entering Game Genie codes - Note : You can also quickly modify the value of the currently selected - cheat code (in the browse window) by typing a 2 digit hex number - in the cheat code enter space - -Cheat Code Reflector - What this feature does is that it allows a value - of one cheat code to be mirrored from a value of another cheat code. To - enable this option, type an 'R' at the end of any cheat code as the - destination, then type another cheat code (Without the 'R') as the source. - For example, if you want address 7E1000 to reflect the value at address - 7F2000 (Whatever value written to 7E2000 from the game will also be - written to 7E1000), enter cheat code 7E1000FFR, then cheat code - 7F2000FF (where FF can be any value). - -Browse : - Perform : Enter Cheat Code Window and Set the keyboard cursor at the - browse box - Usage : Move through the list using either the mouse or keyboard and - select the cheat code you want to modify. Then click on the - buttons to the right or type in the key of the first letter - of the action. - Actions : - Toggle - Turns a cheat code on or off - Remove - Deletes the cheat code off the list - Save - Saves the current list into a .cht file which will - be located in the save directory - Load - Loads a previously saved list - Fix - Clicking this fixes some cheat codes that don't work, - but it will not always work - You can also toggle a cheat code on or off by double clicking on - them. - -Search : - Perform : Allows you to search for values in memory such as life, score, - etc. and allows you to change their values to your own preferred - choice. - Usage : - Select Size : You can choose what data size to search for. If you - know the numerical values of the data you're going to select, - select the smallest number range that fits the data values. - (eg. If you know the value cannot go higher than 50000, then - select 2 BYTES (0..65535) instead of 3 BYTES (0..16777215)). - Sometimes, you don't know the numerical value (in the case of - life bars) and you'd have to guess the size. - Select Format : DEC (Decimal, 0 .. 9), HEX (Hexadecimal, 0 .. F) - Most of the time, it's recommended that you'd use decimal, although - there are some cases that the values in memory are sometimes stored - as hex. - Search Type : - Exact Value Search - In this mode, you have to enter the exact - numerical value that you want to search for. Such as if you - have 3 lives left, then search for the value 3. The cheat - search engine also looks for value - 1 since even if a game - tells you that you have 3 lives left, it stores the value as - 2 in memory. - Comparitive Search - In this mode, you select whether the value - is less than, greater than, equal to, or not equal to the - previous value. Such as if you have a life bar and if the life - bar suddenly goes down, go back to the cheat search engine and - select less than to search for any value that has been decreased. - ----------------------------------------------------------------------------- - ------------------------- -- V.) The NetPlay Menu - ------------------------- - -Modem Mode : - -NOTE #1 : DOS Compatible modem is REQUIRED! - If you don't know your modem settings and you're in win95/98, go to - Control Panel -> System -> Device Manager -> Modem and select - your modem. Then click on your resources tab and the settings should - be there. - - 1.) Dial Menu - Allows you to enter the phone number to dial and then - dials and connects - 2.) Wait for Ring - Waits for ring - 3.) Config Modem - Allows you to configure your modem : - ComPort, IRQ, Baudrate - Sets your modem settings - Use Fossil Driver - Set this option if you want - ZSNES to use your a fossil driver. If you don't - know what a fossil driver is, just leave this - option unchecked and pretend it doesn't exist. - 4.) Manual - Allows you to connect manually through the terminal. - However, if both remote and local users select manual, - the player numbers will not be assigned. - -IPX : - - IPX mode currently connects at the first remote connection it detects. - This will probabily change in the future if there is a demand. - -Chat Mode : - - Latency - The lower the number, the better the control response time. - But setting it too low can cause a lot of frame skip problems. - This value should vary depending on the traffic of the connection - you are using. A value of 2 or 3 is recommended for modem. The - value for IPX varies. Latency is basically the amount of time - between a user input and that input being affected in the actual - game. The delay should be higher than the time it takes for data - to move from one end to the other. Latency value of 1 is - equivalent to 1/30th of a second on NTSC games or 1/25th of a - second on PAL games. - Player # boxes - This will allow you to select up to a 5 player multiplayer - game. Anything that is checked will be controlled locally - starting from player 1 as the lowest checked player. Anything - marked with an X will be controlled remotely. - For example, if players 2,3,5 are checked and 1,4 are X'ed : - local player 1 will control player 2 - local player 2 will control player 3 - local player 3 will control player 5 - remote player 1 will control player 1 - remote player 2 will control player 4 - ----------------------------------------------------------------------------- - ----------------------- -- 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 - diff --git a/zsnes/dos/readme.txt b/zsnes/dos/readme.txt deleted file mode 100644 index 65e5e342..00000000 --- a/zsnes/dos/readme.txt +++ /dev/null @@ -1,622 +0,0 @@ - - ZSNES - by zsKnight, _Demo_, and pagefault - with help from Pharos, Teuf, theoddone33 and stainless - http://www.zsnes.com - - -ZSNES is a Super Nintendo Entertainment System emulator written mostly -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 ---------------------------------------------------------------------------- - -Somewhat Recommended System : - -- 486/100 processor -- Min 14.5MB of RAM (min 12.5MB free, only can run 2MB rom images) -- VGA card -- Sound Blaster or 100% compatible -* You might need to disable Sound CPU emu for this system (go to Config - -> Options) - -Strongly Recommended System : - -- Pentium processor (P133 or higher) -- 32MB of RAM (min 17.0MB free) -- SVGA card -- Sound Blaster 16 or 100% compatible - -Recommended System for 65536 (16-bit) color mode : - -- Fast Pentium processor (P166 or higher) -- 32MB of RAM (min 17.0MB free) -- SVGA card which supports 320x240x65536 or 640x480x65536 colors -- Sound Blaster 16 or 100% compatible - -Recommended System for SFX support : - -- Fast Pentium processor (P200 - P2-300 (depending on the game)) -- 32MB of RAM (min 17.0MB free) -- VGA card -- Sound Blaster 16 or 100% compatible - -Recommended System for SA-1 support : (Mario RPG) - -- Fast Pentium processor (P200 or higher) -- 32MB of RAM (min 17.0MB free) -- VGA card -- Sound Blaster 16 or 100% compatible - -- You need 17.0MB of RAM to run 48mbit(6megabytes) roms. -- An FPU is required for DSP1 emulation - -For SuperFX and SA-1 emulation, 17.0 megabytes of free memory is required -to run. - -Overall Recommended System : - -- Pentium processor (P233MMX or higher) -- 64MB of RAM (min 17.0MB free) -- SVGA card w/full VESA 2.0 support -- Sound Blaster 16 or 100% compatible -- DOS capable gamepad or joystick - - ---------------------------------------------------------------------------- -4.) Things you should know about ZSNES ---------------------------------------------------------------------------- - -- You can use both keyboard and joystick for player 1 or 2 with some - configuration adjustments. Refer to ZSNESFAQ.TXT for details -- If your sidewinder support doesn't work, a quick way of getting it to - work is to fully disable the windows driver from the control panel -- For modem mode, if you don't have a 16550A UART compatible modem - (It will tell you when the modem initializes), chances are that both - sides will go out of sync. -- IPX support seems to randomly lose packets in certain network - configurations which causes both sides to go out of sync -- Several special chip emulation (SA-1) have unknown bugs to - them -- Transparency effects are only available in 16-bit color mode -- Using 320x240 resolution modes are faster than 640x480 modes. Use - 640x480 modes only if you can't run 320x240 modes or if you want the - added features of 640x480 modes -- Using the ModeQ variants is much faster than using the ModeX variants, - only use ModeX if your monitor has a problem with the ModeQ timings. -- To view 512 resolutions properly, use 640x480 mode. Only a few games - uses 512 resolution. One way to find out is to see if a game has - that feature is to look for text that looks squished. -- In 640x480 resolution, the image is scaled so it will look like 320x240 - resolution. Only use 640x480 resolution if you want to use scanlines, - interpolation, or if 320x240 doesn't work. -- 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 - or IMAGE.PNG (16-bit color). 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. -- Certain video cards/monitors cannot support ModeQ (default resolution) - If your video card/monitor doesn't support it, run ZSNES with -v 4. - If -v 4 doesn't work, try using -v 6 (vesa 1.2 required) -- If you don't have a fairly newer chipset on your video card, then 16-bit - mode in ZSNES may require Scitech Display Doctor (v5.3+) to provide - high color, low resolution video modes. You can obtain this software at - www.scitechsoft.com. If your video card already supports low resolution - high color video modes, then don't worry about getting this software. -- There are still many bugs left in ZSNES so don't expect it to run all - your favorite games. -- VSync won't run well unless you specify a frame skip (eg. -f 0) But - this feature is highly recommended to be used on very fast machines - (eg. Pentium IIs) -- 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, mode 4) -- High res 512 resolution and 448/478 vertical resolution -- Windowing effects -- High res Mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines) - -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 -- SA-1 emulation (not complete) -- S-DD1 support (via decompression packs) -- SPC7110 (via decompression packs) - -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) -- True SPC7110/S-DD1 decompression - -What will not run (or not play properly) : - -- Some Super FX games such as Dirt Trax FX or Winter Gold (causes instability) -- Games that use unknown coprocessors. -- Games with other special chips such Street Fighter Alpha 2, which lack - decompression packs (S-DD1) -- Games which doesn't have a valid header -- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines -- Games that require special timing -- Games that use unemulated features or varieties of the DSP chip, - like Top Gear 3000 (DSP-4) - ---------------------------------------------------------------------------- -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 on Numerical Pad (You can also use - the non-numerical pad, but numerical pad is - strongly recommended) -A,B,X,Y : Home, End, Insert, Delete -L,R : Page Up, Page Down -Start, Select : Enter, RShift - -Player 2 : (You need to enable Player 2) - -Up,Down,Left,Right : K, M, N, < -A,B,X,Y : D, X, S, Z -L,R : F, C -Start, Select : Ctrl, Alt - -To run the emulator, just type ZSNES -To run it with sound, type ZSNES -s -To run it in 16-bit mode (VESA2 w/ video card that supports 320x240x65536 - required), type ZSNES -v 3 - or with sound, type ZSNES -v 3 -s - ---------------------------------------------------------------------------- -8.) Extra Pop-Up Menu (F1 Menu) ---------------------------------------------------------------------------- - -Save Snapshot - Saves a snapshot as either .PCX (8-bit color) or .BMP - (16-bit color) or .PNG (if you select it instead of BMP). - -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. - -Screenshot Format - Changes format to/from BMP and PNG for screenshots. - Only works in 16-bit color of course. :) - ---------------------------------------------------------------------------- -9.) Configuration File (ZSNES.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 - -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://board.zsnes.com/ - -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!) - -midnight@umich.edu (Tech Support guy) -zsknight@zsnes.com (Main Coder) -_demo_@zsnes.com (Main Coder) -pagefault@users.sourceforge.net (Assistant Coder, Windows Port Developer) -pharos@zsnes.com (Assistant Coder) - -Try not to send a copy of your e-mail to all of us since that will just - waste our time. Also, don't expect to get a reply since we are often - busy. - ---------------------------------------------------------------------------- -14.) The Debugger ---------------------------------------------------------------------------- - -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 ---------------------------------------------------------------------------- - -Unable to Initialize VESA2 : - VBE not detected - ZSNES Failed to detect any VBE interrupts - (Your video card doesn't support VESA) - VESA not detected - ZSNES Failed to detect any VESA extensions - (Your video card doesn't support VESA) - VESA 2.0 or greater required - Your video card supports VESA, but - it has an old version of VESA. You may want - to use SDD (www.scitechsoft.com) to upgrade - your vesa driver unless you have an S3 video - card which you can get a vesa 2 driver from - www.s3.com. - VESA2 mode does not work on your video card/driver - Meaning that the - resolution you chose does not exist in the supported - resolutions of your video card. Chose a different - resolution or upgrade with SDD which can sometimes - help increase the number of resolutions supported - Unable to initialize video mode - A VESA 2.0 driver is found, but the video - mode failed to start. Possibly an error on the - video card setting or a defective hardware - Linear Frame Buffer not Detected - Meaning that your video card does not - support linear frame buffering which is required - for ZSNES' vesa 2 routines - -Modem Mode : - Modem Response Timeout - If this appears, then either your modem isn't - configured properly (Even though your COM port is - set up properly, chances are your IRQ isn't), some - other application is using the modem (such as an - internet connection), you don't have a DOS - compatible modem, or your baud rate isn't set up - to the speed of your modem (this isn't required for - all modems though, but for some, it's required) - Cannot Init Driver - This means that you have the FOSSIL DRIVER option - checked, but no fossil drivers are loaded - Carrier Detected (When you're not connected) - This Probably means that - you have set your COM Port/IRQ incorrectly. This - also might mean that you don't have a dos - compatible modem or the modem is being used - somewhere else such as an internet account. - -After Connection (Modem and IPX Mode) : - Incompatible Version - This means that both sides are using different - versions of zsnes. Both sides must use the same - version in order for remote play to proceed. - Invalid Sound Setting - This means that one side has sound disabled while - the other has it enabled. Both sides have to either - have sound disabled or sound enabled because the - game timings of both settings are different. - ---------------------------------------------------------------------------- -16.) Credits ---------------------------------------------------------------------------- - -ZSNES uses NASM, DJGPP, and optionally CWSDPMI (source codes & binary updates - located at http://www.dbit.com/pub/cwsdpmi) as the compilers and DOS - 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 - optimization 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 optimizing and also for some help! - Diskdude for writing sneskart which we used for the info on cheat codes! - DarkForce a lot of 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! - DCX for helping out fixing up some bugs! - Andy Goth for some help on the design of the key combination engine! - Antiriad for some testing help and for the chats! - 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, PolestaR, Stalphos Knight, Star Creator, - TeleKawaru, Tuxedo Mask, the people in #zsnes efnet, and the regulars - of the ZSNES message board! - And also to all those whom we forgot! - -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! diff --git a/zsnes/dos/zsnesfaq.txt b/zsnes/dos/zsnesfaq.txt deleted file mode 100644 index 90d145ba..00000000 --- a/zsnes/dos/zsnesfaq.txt +++ /dev/null @@ -1,544 +0,0 @@ -================================================ - ZSNES Frequently Asked Questions - DOS Version -================================================ - -SOUND COMPATIBILITY ISSUES: -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -Q : How come I don't get any sound? -Q : When do you think you'll support GUS/PAS sound cards? -Q : I get a sound initialization error using my SB Live! (or any other PCI - card) How do I fix it? - -TRANSPARENCY ISSUES: -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -Q : Are there transparencies in ZSNES? -Q : How do you enable transparencies? -Q : There is this layer of fog blocking my view. What's wrong? - -GAME COMPATIBILITY ISSUES: -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -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/C4* 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 : How come Mario RPG doesn't work? -Q : Why am I experiencing problems with Chrono Trigger? -Q : Why doesn't Star Ocean/Street Fighter Alpha 2 work? -Q : Why doesn't MegamanX2/MegamanX3 work? -Q : Can you guys get Star Ocean/Street Fighter Alpha 2 - to work? - -SPEED ISSUES: -ΝΝΝΝΝΝΝΝΝΝΝΝΝ -Q : Why is zsnes slow? -Q : How do I speed up zsnes? -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: -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -Q : Why can't I press more than 2 keys at a time? -Q : How come my sidewinder pad doesn't work? -Q : How do I use more than one sidewinder pads? -Q : Why doesn't my Gamepad Pro work? -Q : Why doesn't my joystick work anymore? -Q : How come my joystick keeps holding in one direction? -Q : How do I use both my Keyboard and Joystick for the 1st player like v0.400? -Q : Why does JB5/JB6 keep getting pressed whenever I try to change a key? - -IN-GAME SOUND ISSUES: -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -Q : Why is the sound in zsnes not very good? -Q : Why does ZSNES produce a lot of static? -Q : How come stereo is reversed? - -CHEAT ISSUES: -ΝΝΝΝΝΝΝΝΝΝΝΝΝ -Q : How come the game genie codes don't work? -Q : How do I use .CHT files? -Q : Why don't multi-part codes work? - -FREEZING/CRASHING ISSUES: -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -Q : How come ZSNES freezes when I run it under pure dos? -Q : When I load a ROM, how come ZSNES crashes? -Q : How come zsnes freezes when it tries to enter the GUI? - -MISC: -ΝΝΝΝΝ -Q : ZSNES gives me an out of memory error and I only have 16MB of RAM. - How do I fix this? -Q : How does the auto .IPS patching feature work? -Q : Does the modem mode work well? -Q : Why is modem mode so choppy and slow? -Q : Does the IPX support work well? -Q : Why does ZSNES display a blank (or messed) screen when I start it up on - my laptop? -Q : Can I run .ZIP files from the commandline? -Q : What is this "sdd1dat.dat" file? -Q : Where do I get the games? - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* SOUND COMPATIBILITY ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How come I don't get any sound? - -A : There could be several situations : - - 1.) You haven't enabled sound. You can enable it through the GUI - 2.) Try ZSNES Version a instead of c (eg. If you have ZSNES v0.900c, - download ZSNES v0.900a) - 3.) Your windows 95 doesn't create a SET BLASTER string. To verify this, - type SET in DOS and look for a string starting with BLASTER= - If such a string exists, then this is not your problem. - 4.) You don't have a SB2.0 compatible sound card. If this is your - case, then there is nothing you can do at the moment. ZSNES - uses auto-initialization mode for sound which requires SB2.0+ - 5.) Your SB IRQ conflicts with another device. If this is the case, - then you might want to check your sound card settings through - Control Panel -> System. - 6.) Zsnes doesn't like your sound card - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : When do you think you'll support GUS/PAS sound cards? - -A : We've considered implementing those sound cards, but a lack of time - and also by the fact that we haven't really touched those cards before - prevents us from implementing it. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : I get a sound initialization error using my SB Live! (or any other PCI - card) How do I fix it? - -A : Here is a solution : (Thanks CyberGodz for the post on the wwwboard!) - -SB Live uses what is known as a NMI or Non Maskable Interrupt to emulate -SB 16 sound. Don't ask me exactly what it does (it's a type of IRQ) but -that is pretty much all it is good for. - -The problem is that many boards either lack NMI support or don't have it -enabled. (No NMI = No Dos Support) - -To try and solve this problem do the following : - -1. Check your BIOS. If there is an option for RAM Parity Checking ENABLE IT. -It usually turns on NMI support. If there is something that says NMI turn it -on - -2. If you don't find anything in your BIOS, then go to your motherboards -website and download the latest BIOS flash. Install it and try your dos -sound. (You may still have to enable the stuff in the BIOS after) - -3. Failing the first two things you will either have to get a new -motherboard or install a SB 16, or other Compatible sound card alongside -the Live. Just attach a cable from the Line Out of the SB 16 to the Line In -of the Live. Enable line in on the mixer of your SB Live and it should route -the sound through the old sound card. (Don't use the SPDIF to connect the -cards if you have one. Wave sound doesn't pass through SPDIF only MIDI) - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* TRANSPARENCY ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Are there transparencies in ZSNES? - -A : Yes. Transparencies are in zsnes. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How do you enable transparencies? - -A : First, try setting the video mode to a 16bit color video mode in - the GUI (If 320x240x16b doesn't work, then try 640x480x16b). If - it gives you an error that says that your video card isn't compatible - with vesa 2.0, you might want to get the Scitech Display Doctor which - is located at www.scitechsoft.com which provides certain cards with - vesa 2.0 support. Running with transparencies on is definitely slower - because of the extra math equations, memory, and video space involved. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : There is this layer of fog blocking my view. What's wrong? - -A : You need to either enable transparencies (see above) or you can - disable certain backgrounds by pressing the 1,2,3, or 4 keys. If - you get lost while pressing those keys, press 6 to re-enable all - the backgrounds. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* COMPATIBILITY ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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 optimization - or bug fixes, it has a good potential to have caused a problem elsewhere. - Usually, these problems aren't discovered until after a release. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : When do you think you will emulate the *DSP/SFX/C4* 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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : This game tells me that it is not compatible with the MultiTap. - What should I do? - -A : Set both Player 3 and Player 4's input device to 'None' - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How do I improve the compatibility of ZSNES? - -A : Turning on sound helps a lot here. If you can't enable sound, run - zsnes using the commandlines -s and -dd. Also, try 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% in zsnes.cfg. 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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How come Mario RPG doesn't work? - -A : If the emulator crashes, then your rom file is corrupt. If it only - displays a blank screen, then you need to enable sound (or use -s -dd - as the commandlines when running zsnes under dos) - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why am I experiencing problems with Chrono Trigger? - -A : - If there is a layer of fog blocking the view, then you need to either - enable transparencies or remove the fog layer by pressing one of - the 1,2,3 keys. - - If the game freezes after the switching character sequence, then - you need to enable sound (or use -s -dd as the commandlines when running - zsnes under dos) and do not load from a save state, instead load from - the game selection menu when you start the game normally. - - If you cannot press the L+R+A sequence, 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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why doesn't Star Ocean/Street Fighter Alpha 2 work? - -A : Star Ocean and Street Fighter Alpha 2 both uses the S-DD1 chip, which - uses an unknown compression routine that has to be figured out before - it can be emulated. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why doesn't MegamanX2/MegamanX3 work? - -A : If it crashes after the Capcom logo, then you have a corrupt rom dump. - The actual ROM size for both of them is about 2 megabytes. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Can you guys get Star Ocean/Street Fighter Alpha 2 - to work? - -A : We have already worked on them to an extent, however, we cannot go much - further until we gain knowledge on how to get them to work. - Unfortunately, we are not magicians. However, they may be supported by - decompression packs now or in the near future. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* SPEED ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How do I speed up zsnes? - -A : Running zsnes under pure dos instead of in a windows box would help for - low-end systems. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Can you implement dynamic recompilation into zsnes? - -A : There is no plans to implement it since it doesn't seem necessary. - The snes only uses a 3mhz cpu compared to say a 33mhz on a playstation - or a 93mhz on an n64. Implementing a dynamic recompilation engine will - be hard work and won't improve performance by much. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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 such slowdowns, - increase the percentage of execution by using either -p or editing - zsnes.cfg. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* KEYBOARD/JOYSTICK ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How come my sidewinder pad doesn't work? - -A : First, for non-USB Sidewinders, the first thing you should try - is to first disable the sidewinder profiler from the Win9x icon - tray, run ZSNES, set Input #1 as SidewinderPad1, then press the - mode button a few times. If it doesn't work, then try the - following : - - - Disable the Win9x Sidewinder Profiler, run Zsnes and press the - Mode button a few times - - Try checking or unchecking the Sidewinder Fix in the Options menu - of the GUI and repeat the above steps - - Fully disable the Win9x Sidewinder Drivers by going to - Control Panel/Game Controllers. Then remove the sidewinder - (Thanks Scarlet-Slider for this info!) - - Run zsnes under pure dos - - Try checking or unchecking the Sidewinder Fix in the Options menu - of the GUI and repeat the above 2 steps - - Make sure your sidewinder is plugged in and not broken - - For USB Joysticks, you can either set ZSNES as a 6-button joystick - or simulate keyboard keys through the Sidewinder Profiler and - set Input #1 as a keyboard with those defined keys. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How do I use more than one sidewinder pads? - -A : First, run ZSNES, temporarily disconnect the second sidewinder pad - from the first one, get the first one to work, then re-connect - the second sidewinder pad. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why doesn't my Gamepad Pro work? - -A : For the non-USB version, be sure to have your Gamepad Pro set on 'GrIP' - mode. Then set the input device as Gamepad Pro P0. For the USB version, - you can use a keyboard emulator which should be included with the - software that came with your joystick. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why doesn't my joystick work anymore? - -A : You might have accidentally clicked the 'Use Joystick Port 209' check box. - Just uncheck it. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How come my joystick keeps holding in one direction? - -A : That happens when you hold a direction when ZSNES 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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How do I use both my Keyboard and Joystick for the 1st player like - v0.400? - -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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why does JB5/JB6 keep getting pressed whenever I try to change a key? - -A : Try changing your joystick type from a 6-button to a 4-button. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* IN-GAME SOUND ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why does ZSNES produce a lot of static? - -A : Try reducing your sampling rate or disable stereo sound - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How come stereo is reversed? - -A : Click on the box by 'Reverse Stereo' in the Sound configuration in the - GUI - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* CHEAT ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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. If it still doesn't - work, chances are that the code is for another version of the game you're - trying to run or the code is a fake. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why don't multi-line codes work? - -A : They do. Just enter each line as a code. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* FREEZING/CRASHING ISSUES: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How come ZSNES freezes when I run it under pure dos? - -A : Try loading your mouse driver or run zsnes using -j. For the most - compatible result, use the Microsoft Mouse driver if possible - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : When I load a ROM, how come ZSNES crashes? - -A : It could be that ZSNES doesn't recognize your sound configuration - so to fix it, disable sound or try changing your sound configuration. - It could also be that the ROM you're loading isn't compatible with - ZSNES. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : How come zsnes freezes when it tries to enter the GUI? - -A : Run zsnes using the commandline -j - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ -************* MISC: ************* -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : ZSNES gives me an out of memory error and I only have 16MB of RAM. - How do I fix this? - -A : First, create a shortcut to the DOS Prompt on the desktop (the filename - that it points at can be c:\command.com ) - - Then right-click on the icon and go to properties. - - Select the memory tab and look below for Protected Mode (DPMI) settings - and set a high value (like 20000). - - Then double click on that icon and load ZSNES as usual. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -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.) A Zip file is patched by the - name of the ROM it contains, not by the zip name itself (tg.zip - containing THISGAME.SMC is patched the same as THISGAME.SMC) - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Does the modem mode work well? - -A : It should work quite well. First, make sure that you are using a modem - that is compatible with dos (a non winmodem). It is recommended that - both sides has a modem that uses a 16550a UART, otherwise the game may - go out of sync. Also, be sure to load a fresh new Zsnes session before - starting a modem session. If it still doesn't work, then try running - Zsnes under pure dos since some modems doesn't seem to work in - windows in Zsnes while works in pure dos. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why is modem mode so choppy and slow? - -A : Try increasing the latency value one by one until the gameplay becomes - smooth - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Does the IPX support work well? - -A : No. It does not work very well unless you have a very fast LAN. - Otherwise, the game will easily go out of sync. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Why does ZSNES display a blank (or messed) screen when I start it up on - my laptop? - -A : Your laptop is probably not compatible with ZSNES default 256x256x256 - resolution. One way to fix it is to set the resolution to 320x240x256 - by using the DOS commandline -v 0. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Can I run .ZIP files from the commandline? - -A : Yes. But you have to specify the full path/drive - (eg. ZSNES D:\GAMES\GAME.ZIP) - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : What is this "sdd1dat.dat" file? - -A : The debug log for S-DD1 partial emulation. It is not needed - for proper functioning of ZSNES. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - -Q : Where do I get the games? - -A : The ZSNES Team will *NOT* provide any games or any links to games. - -ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ diff --git a/zsnes/linux/README.CVS b/zsnes/linux/README.CVS deleted file mode 100644 index 488d5937..00000000 --- a/zsnes/linux/README.CVS +++ /dev/null @@ -1,9 +0,0 @@ -If you are using the CVS version of ZSNES, you will need to run the following -command directly after checkout out the repository: - -sh autogen.sh - -This will create the ./configure file that you need to run before compiling -ZSNES. - -If you are not sure if you are using the CVS version, you are probably not. diff --git a/zsnes/linux/README.LINUX b/zsnes/linux/README.LINUX deleted file mode 100644 index 8c087a42..00000000 --- a/zsnes/linux/README.LINUX +++ /dev/null @@ -1,9 +0,0 @@ -This is the first release of the linux zsnes version, so don't expect it to be -perfect. Anyway, most of the feature of the windows version are already -implemented including windowed and fullscreen rendering, sound, joystick -support, zip support, ... - -To use this version, you need to install SDL 1.2.0 (www.libsdl.org). -If you find any bug/missing feature in this version, please report it on the -zsnes-devel mailing list or on sourceforge bugtracker. Check -http://www.sourceforge.net/projects/zsnes for more information. diff --git a/zsnes/win/guinotes.txt b/zsnes/win/guinotes.txt deleted file mode 100644 index 710796b7..00000000 --- a/zsnes/win/guinotes.txt +++ /dev/null @@ -1,459 +0,0 @@ -Table of Contents -ΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔ -I. ) The Game Menu -II. ) The Quick Menu (Arrow Menu) -III.) The Config Menu -IV. ) The Cheat Menu -V. ) The MultiPlay Menu -VI. ) The Misc Menu - ----------------------------------------------------------------------------- - -Note : If any windows exists in the GUI field, pressing ESC always closes - the top-most window -Note : Pressing ESC when no window is active is equivalent to RUN. It will - not function if no game is loaded - -Notes on the filename box where you can manually type in the filename: - - Typing text into the box would automatically seek to the closest - matching filename in the box where the file selection cursor is located - - When you press enter with text in the box without any '\' or ':' in the - filename, ZSNES will first look for a directory matching the text and - changes its directory if one is found. Otherwise, it will load the - current file or directory highlighted by the selection cursor. - - You can type in the full filename or directory including path - (eg. d:\games\mario.smc) or the drive name (eg. d:) - ----------------------------------------------------------------------------- - ---------------------- -- I.) The Game Menu - ---------------------- - -Load : - Perform : Load File and Run - Usage : - Loading a File : - You can move through the list using either the mouse or the - keyboard. The keys for the keyboard are : - Up/Down - Move Up/Down through the list - Left/Right - Switch between the File and Directory Window - PageUp/PageDown/Home/End - Move through the list in larger - increments - A .. Z, \, : - Enters filename/directory into the load box - Enter - Load File or Change Directory (depending on which - window you are in) - Show all Extensions : This will force the GUI to show - all of the file extensions instead of the default (.SMC,.SFC,...) - -Run : - Perform : Runs the game - -Reset : - Perform : Resets the game, but asks user for confirmation first - -Save State : - Perform : Saves the state (Equivalent to default F2), but asks - user for confirmation first -Load State : - Perform : Loads the state (Equivalent to default F4), but asks - user for confirmation first - -Pick State : - Perform : Allows user to select the state position to use - (Equivalent to default F3) - -Quit : - Perform : Quits ZSNES - ----------------------------------------------------------------------------- - ------------------------------------------------ -- II.) The Quick Menu (Displayed as an Arrow) - ------------------------------------------------ - -Perform : Allows the user to quickly select the last 10 games loaded off - the GUI. Also allows the user to freeze/clear the list. - -Tip : You can create a favorites list by first clearing the list then - loading up all the games (last game loaded will be at the top) and - turning freeze on. - ----------------------------------------------------------------------------- - -------------------------- -- III.) The Config Menu - -------------------------- - -Input #1-#5 : - Perform : Allows user to select the input device and control - keys for each player - Usage : - Selecting an Input Device : - Using your mouse, move through the list of input devices - until the device of your choice is highlighted. From - there, click on SET and the input device you selected - should appear after CDV: (CDV = Current Device) - Changing default keys : - 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 game key. - -Options : - Perform : Allows the user to select some in-game options - Usage : - Auto Frame Rate - Enables Auto Frame Rate - Frame Skip - (Shown when Auto Frame Rate is disabled) - Sets the constant frame skip value used when a game plays - Max Frame Skip - (Shown when Auto Frame Rate is enabled) - Sets the maximum allowable frame skip in auto framerate mode - New Gfx Engine - Enables/Disables the New Graphics engine - in 256 color modes or 320x240x65536 mode - VSync - Synchronizes drawing to the monitor's refresh rate. This may - reduce frame rate on your computer, but will reduce tearing. - MMX Support - Enables MMX Copying routines for a slight speed - increase (MMX processors only) - Use Pl1/2 as Pl3/4 - Allows the user to use 2 devices for 1 player - such as the keyboard and the joystick. (set keyboard as input - device 1 and joystick as input device 3). This, however, disables - multitap support - High Priority Mode - Enabling this will allow ZSNESw to take up more - of the cpu resources to increase speed. But it will reduce the - amount of resources given to applications running in the background. - FPS at Start - Checking this would make the FPS appear whenever - you start ZSNES - Use 30Hz for Turbo - When activated, Turbo will change at 30hz NTSC - or 25hz PAL. Otherwise, Turbo will change at 60hz NTSC or 50hz PAL - Enable Game Clock - Enabling this will show the system clock on-screen - Toggled Fast Fwd - Checking this will change the way how the fast forward - button functions. Having it checked will cause it to act as a switch - and having it unchecked will cause it to act as a push button. - SRam Check+Save - This will enable automatic Save Ram write detection and - save the sram (.srm) to disk approximately 10 seconds after. - Old Gfx Mode 2 - This will enable the Old Gfx Engine Mode 2 which fixes - many transparency bugs that currently plagues ZSNES in the current - engine, however, it also creates some new ones. This mode can be - slower at times so it's recommended that you only turn it on when - you need it. - Start at Latest Save - Checking this will automatically set the - save state pointer (F3 Menu) to the most recently saved location - whenever you load a rom image. - Auto State Save/Load - Enabling this will allow ZSNES to automatically - re-load the state whenever you return back to the game after a - proper exit. - Don't Save Current Path - This will prevent ZSNES from changing the - current start-up game path in the configuration. You can - access this in Config->Options. - Disable Sound CPU Emu - Selecting this would disable the SPC700 chip - that controls the sound. Using this would speed up emulation, - but the drawback is that you won't have sound and the gane - compatibility rate would be lower. - Use Alternative Timer - Uses an alternative window timer to sync - the game to 50 or 60FPS. Should be used if the game runs - too fast with auto frame rate enabled. - -Add-ons: - Perform : Changes the current special input selected for the game - Usage : - None - Uses the regular snes controllers - SNES Mouse at Port #1 - Emulates the SNES mouse at controller port #1 - SNES Mouse at Port #2 - Emulates the SNES mouse at controller port #2 - Super Scope - Emulates the SNES Super Scope - Lethal Enforcer Gun - Simulates the mouse movements for Lethal - Enforcers 1 - -Video : - Perform : Changes the current video mode and sets some options - Usage : - Changing the video mode - Use the mouse to select the video mode - and click 'SET'. When the video mode changes and if the result - doesn't look right, wait for 10 seconds without pressing any key - or button and the display will return to the previous one. - Full Scanlines - This mode adds a blank line in between every line - to produce a scanline effect similar, if not exact, to a TV. - Interpolation - Setting this enable interpolation which basically - blends all the inbetween colors to produce a blurry effect. - However, this slows down emulation. - 50% Scanlines - This will enable scanline mode except that each line - is 50% darker than the line above it. - 25% Scanlines - This will enable scanline mode except that each line - is 25% darker than the line above it. - 2xSaI Engine - Setting this would enable Kreed's 2x Scale Advanced - Interpolation engine. - Super Eagle - Setting this would enable Kreed's Super Eagle engine. - Super 2xSaI Engine - Setting this would enable Kreed's Super 2x Scale - Advanced Interpolation engine. - Hi-resolution Mode 7 - Enabling this would activate high resolution - mode 7 whenever standard mode 7 is used within a game. This mode - is only available in video modes that support it. - Black and White mode - Makes the game display in monochrome color. - This option is just there for fun and not something that you probably - want to keep on using. - Triple Buffering - Uses an extra buffer for drawing. Thus, a buffer can - be drawn on while on is pending VSync, and another is being drawn. The - primary use is to reduce the impact of Vsync on slower systems - -Sound : - Perform : Allows user to change the sound configurations of ZSNES - Usage : - Enable Sound - Setting this turns on the sound - Stereo Sound - Enables Stereo Sound (Noticeably slower though unless - you have a fast cpu) - Sound Rate - To change the sound rate, just click on the box - containing the value to rotate through all the - possible values. - Volume Level - To change, just slide the bar - Disable Noise Sim. (Disable Noise Simulation) - Setting this will - disable the noise filter which corrects many sound effects in - certain games, but will also ruin some others. - Surround Sound - Enables simulated 2 speaker surround sound - Sound Interpolation - Enables Sound Interpolation which smoothes out - the wave forms of lower frequency sounds - Reverse Stereo - This function swaps the L & R volume levels - in stereo mode - Large Sound Buffer - Provides a larger sound buffer for soundcards - that has problems with the sound. - Low Pass Filter - The Low Pass Filter, when enabled, will produce - better bass in certain sound effects. However, the side effect - is that the sound will overall be more muffled. - Cubic Spline Interp - If this is checked, it will use Cubic Spline - Interpolation for the sound. Otherwise, it will use Gaussian - Interpolation. - ----------------------------------------------------------------------------- - ------------------------ -- IV.) The Cheat Menu - ------------------------ - -Add Code : - Perform : Enter Cheat Code Window and Set the keyboard cursor - on the cheat code entry box - Usage : Type in the code in either Game Genie, Pro Action Replay, or - Gold Finger format, press enter, then enter the description. - Note : Be sure to include the '-' when entering Game Genie codes - Note : You can also quickly modify the value of the currently selected - cheat code (in the browse window) by typing a 2 digit hex number - in the cheat code enter space - -Cheat Code Reflector - What this feature does is that it allows a value - of one cheat code to be mirrored from a value of another cheat code. To - enable this option, type an 'R' at the end of any cheat code as the - destination, then type another cheat code (Without the 'R') as the source. - For example, if you want address 7E1000 to reflect the value at address - 7F2000 (Whatever value written to 7E2000 from the game will also be - written to 7E1000), enter cheat code 7E1000FFR, then cheat code - 7F2000FF (where FF can be any value). - -Browse : - Perform : Enter Cheat Code Window and Set the keyboard cursor at the - browse box - Usage : Move through the list using either the mouse or keyboard and - select the cheat code you want to modify. Then click on the - buttons to the right or type in the key of the first letter - of the action. - Actions : - Toggle - Turns a cheat code on or off - Remove - Deletes the cheat code off the list - Save - Saves the current list into a .cht file which will - be located in the save directory - Load - Loads a previously saved list - Fix - Clicking this fixes some cheat codes that don't work, - but it will not always work - You can also toggle a cheat code on or off by double clicking on - them. - -Search : - Perform : Allows you to search for values in memory such as life, score, - etc. and allows you to change their values to your own preferred - choice. - Usage : - Select Size : You can choose what data size to search for. If you - know the numerical values of the data you're going to select, - select the smallest number range that fits the data values. - (eg. If you know the value cannot go higher than 50000, then - select 2 BYTES (0..65535) instead of 3 BYTES (0..16777215)). - Sometimes, you don't know the numerical value (in the case of - life bars) and you'd have to guess the size. - Select Format : DEC (Decimal, 0 .. 9), HEX (Hexadecimal, 0 .. F) - Most of the time, it's recommended that you'd use decimal, although - there are some cases that the values in memory are sometimes stored - as hex. - Search Type : - Exact Value Search - In this mode, you have to enter the exact - numerical value that you want to search for. Such as if you - have 3 lives left, then search for the value 3. The cheat - search engine also looks for value - 1 since even if a game - tells you that you have 3 lives left, it stores the value as - 2 in memory. - Comparative Search - In this mode, you select whether the value - is less than, greater than, equal to, or not equal to the - previous value. Such as if you have a life bar and if the life - bar suddenly goes down, go back to the cheat search engine and - select less than to search for any value that has been decreased. - ----------------------------------------------------------------------------- - ------------------------- -- V.) The NetPlay Menu - ------------------------- - -Internet- - Port - This is the port ZSNES will communicate on. While the number - can range from 0 to 65535, it is recommended you stay above - 5000 to avoid conflicts with other services. - Nickname - What you will be called. - Start As Server - This will start the ZSNES Server. Your opponent - can then join via the Connect to Server option. - IP - This is the IP of the server you wish to connect to. You will - need to receive this information from the person you are connecting to. - Connect to Server - This will connect you to another ZSNES user, if the port - and server are correct. This is only used on the client side. - Your IP - This is your IP. the client doesn't really need to do anything with it. - The server needs to give this information to the client. - Allow UDP Connections - UDP is slightly faster than TCP, and should provide - a better experience. Some users, however, can only use TCP. Turn this off - if you are experiencing connection problems in mid-game, and see if it helps. - ----------------------------------------------------------------------------- - ----------------------- -- 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 - Always on Top - Puts the ZSNES window on top of almost all - other windows applications at all times - Save Main Window Position - Saves the window position when you exit - and restores it when you load ZSNES again - Allow Multiple Instances - Allows you to load more than 1 ZSNES - window at a time - Transparent Messages - Makes in-game messages appear transparent - Mouse Wheel - Enables or Disables the mouse wheel - Filtered GUI - use your favorite ZSNES display filters in the GUI. - ZSNES, 2xSaI style! - Color - Allows you to customize your ZSNES GUI colors. Background, Title - Bar, and Window colors are supported. - -Key Comb. (Key Combination Editor) : - Perform : Allows you to specify certain keyboard combination routines - 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 Specific (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 - diff --git a/zsnes/win/readme.txt b/zsnes/win/readme.txt deleted file mode 100644 index 09ed4f1d..00000000 --- a/zsnes/win/readme.txt +++ /dev/null @@ -1,517 +0,0 @@ - - ZSNES - by zsKnight, _Demo_, and pagefault - with help from Pharos, Teuf, theoddone33 and stainless - http://www.zsnes.com - - -ZSNES is a Super Nintendo Entertainment System emulator written mostly -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 8.0 or higher - -Recommended System for SFX support : - -- Fast Pentium processor (P200 - P2-300 (depending on the game)) -- 32MB of RAM -- Windows 95/98/ME/2000 or compatible -- DirectX 8.0 or higher - -Recommended System for SA-1 support : (Mario RPG) - -- Fast Pentium processor (P200 or higher) -- 32MB of RAM -- Windows 95/98/ME/2000 or compatible -- DirectX 8.0 or higher - -Requirements for netplay: - -- WinSock 2.2 (Included with most Windows versions, or from - http://www.microsoft.com/windows95/downloads/ ) - -Please note that while 32 MB is a recommendation for minimum RAM, -additional RAM may be beneficial, especially for 40 or 48 megabit -ROMS, or games that require decompression packs. - -*An FPU is required for DSP1 emulation -*You can download directx at www.microsoft.com/directx/ - ---------------------------------------------------------------------------- -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 routines (SA-1) have unknown bugs to - them -- SuperFX can be slow because it is an extra 10/20mhz cpu that has to be - emulated as well as the snes emulation -- Screen Snapshot, Snapshot Format, and FPS counter are available through a menu by pressing - F1 during emulation -- Screen Snapshot currently saves as Image.BMP (65536 colors). Also, a PNG - mode is available that saves in 32 bit ARGB color, as -