Documentation organized, and updated

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n-a-c-h
2004-12-25 16:59:36 +00:00
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<title>ZSNES Documentation - DOS v1.4 - About</title>
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<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES DOS v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
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Navigation
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<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
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<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#transparency">Transparency Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
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&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
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&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
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About
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<tr>
<td class='TBoxText'>
The ZSNES Documentation Project was started by RichardC in an attempt to format all of the ZSNES documentation into an easy to read, easy to access collection.<br />
<br />
Special thanks to Nach and the ZSNES community for all the help and support they gave to the project and me.<br />
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<div style="margin-left:auto;margin-right:auto;display:block;text-align:center;">
Best viewed in a real web browser such as Firefox.<br />
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<title>ZSNES Documentation - DOS v1.4 - Bug Reports</title>
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<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES DOS v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
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<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
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&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#transparency">Transparency Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#ingame_sound">In-Game Sound Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
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<td class='TBoxHead'>
Bug Reports
<a id="filing"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Filing a Useful Bug Report
</td>
</tr>
<tr>
<td class='TBoxText'>
There are a few simple things you can do to help us deal with your bug report more effectively.<br />
<br />
Before reporting, check the <a href="readme.htm">Readme</a> to find out about unsupported chips. You should also check for any recent bug reports on the <a href="http://board.zsnes.com">ZSNES boards</a>, as well as on the bug tracker at the <a href="http://sourceforge.net/projects/zsnes">ZSNES Development Page</a>.<br />
<br />
First, make sure you are using the latest version of ZSNES. It isn't helpful for us to test a game that's "broken" if you are using 1.17b, and don't tell us that fact, because we may have fixed it in 1.20 or later.<br />
<br />
Second, a detailed name of the game is helpful. It is common for a game to act differently in different regions. By explaining that you're using a U.S., European, or Japanese version, you make testing significantly easier, because we can test the exact game, rather than pick which "Puzzle Bobble" you mean.<br />
<br />
Rather than just doing the above, though, we would appreciate it even more if you posted your ROM info log from <a href="http://nsrt.edgeemu.com">NSRT</a> to verify if your ROM is actually a good dump. If your ROM is found to be a bad dump, first get a good copy and see if the problem persists. Some bad or hacked dumps can be fixed by NSRT (Metal Combat is a good example). We will not take bug reports for bad dumps seriously.<br />
<br />
Third, describe the problem in detail. Is it an emulation bug? If not, can you reproduce it? If it is an emulation bug, investigate. Does the game lock up? Or does the sound fail? Are the graphics wrong? Provide details. Toggle the backgrounds or sound channels, and see if you can find anything, such as corruption in background 3 or errors in offset-per-tile. Does the old gfx engine act the same? Is a particular sound channel sticking on?<br />
<br />
When the game starts, does ZSNES say "OK" in the checksum field?<br />
<br />
Finally, do other emulators run the game correctly?<br />
<br />
If you have any additional information, such as a previous version of ZSNES that ran the game properly, or if you know of another game that acts similarly, please let us know.<br />
<br />
Thanks.<br />
<br />
System specs are also nice, but less essential.<br />
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<title>ZSNES Documentation - DOS v1.4 - Credits</title>
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<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES DOS v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
</table>
<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='MMenu'>
<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
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Navigation
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<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#transparency">Transparency Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#ingame_sound">In-Game Sound Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Credits
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Developers
</td>
</tr>
<tr>
<td class='TBoxText'>
zsKnight<br />
_Demo_<br />
pharos<br />
pagefault<br />
Nach<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Contributers
</td>
</tr>
<tr>
<td class='TBoxText'>
StatMat<br />
ipher<br />
theoddone33<br />
Siloh<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Documentation Writers/Contributers
</td>
</tr>
<tr>
<td class='TBoxText'>
RichardC<br />
Nach<br />
LDAWG<br />
kevman<br />
IceFox<br />
Noxious Ninja<br />
Clements<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Special Thanks
</td>
</tr>
<tr>
<td class='TBoxText'>
Radio<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Donations
</td>
</tr>
<tr>
<td class='TBoxText'>
ziola, Pugz, Micropolis, Alex Chavez, GenIV (former sysop of POT-D), 52, ShadowNall, DapoBelg, Zhocef, H-Clone, CC_Devil, Brian Day, Evan Yost, Sarany Oum, Gabriel Golcher, Tyson Anderson, Dans Wharehouse, Shaun MacPherson, Alain Bougeniere, Oliver Welsh, Daryl Johnson, Ivan Kanis, Taras Tyulyakov, Meng Wu, Shengjie Wu, Dustin Sides, Eric VanHeest, Anthony Borel, Erik Tande, Denis Evans, Feilos, cpickett, and stainless.<br />
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<div style="margin-left:auto;margin-right:auto;display:block;text-align:center;">
Best viewed in a real web browser such as Firefox.<br />
<a href="http://www.spreadfirefox.com/?q=affiliates&amp;id=51657&amp;t=64" style="background-color:#ffffff;"><img style="border:0;margin-right:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/safer.png" /><img style="border:0;margin-left:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/get.png" /></a>
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<head>
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<title>ZSNES Documentation - DOS v1.4 - Frequently Asked Questions</title>
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<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES DOS v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
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<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
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<td class='MMenu'>
<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
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Navigation
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<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#transparency">Transparency Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#ingame_sound">In-Game Sound Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
</td>
</tr>
</table>
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</td>
<td class='MBody'>
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
FAQ
<a id="sound"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Sound Compatibility
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#no_sound">How come I don't get any sound?</a><br />
<b>Q:</b> <a href="#gus_pas">When do you think you'll support GUS/PAS sound cards?</a><br />
<b>Q:</b> <a href="#sound_init_error">I get a sound initialization error using my SB Live! (or any other PCI card) How do I fix it?</a><br />
<a id="transparency"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Transparency Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#transparencies">Are there transparencies in ZSNES?</a><br />
<b>Q:</b> <a href="#enable_trans">How do you enable transparencies?</a><br />
<b>Q:</b> <a href="#fog">There is this layer of fog blocking my view. What's wrong?</a><br />
<a id="game"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Game Compatibility Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#doesnt_work">Why doesn't *name of game* work on zsnes?</a><br />
<b>Q:</b> <a href="#will_it_work">Can you get *name of game* working by the next release?</a><br />
<b>Q:</b> <a href="#no_longer_works">Why is *name of game* not working in v.*version #* of zsnes? It was working before.</a><br />
<b>Q:</b> <a href="#special_chips">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><br />
<b>Q:</b> <a href="#multitap">This game tells me that it is not compatible with the MultiTap (or an external device attached). What should I do?</a><br />
<b>Q:</b> <a href="#improve_compatibility">How do I improve the compatibility of ZSNES?</a><br />
<b>Q:</b> <a href="#mario_rpg">How come Mario RPG doesn't work?</a><br />
<b>Q:</b> <a href="#chrono_trigger">Why am I experiencing problems with Chrono Trigger?</a><br />
<b>Q:</b> <a href="#mmxtwo_mmxthree">Why doesn't MegamanX2/MegamanX3 work?</a><br />
<a id="speed"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Speed Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#speed_up">How do I speed up zsnes?</a><br />
<b>Q:</b> <a href="#dynamic_recomp">Can you implement dynamic recompilation into zsnes?</a><br />
<b>Q:</b> <a href="#slow_game_high_fps">Why does the game slow down even though I'm using auto frame rate and the FPS is pretty high?</a><br />
<a id="kbd_joy"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Keyboard/Joystick Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#two_keys">Why can't I press more than 2 keys at a time?</a><br />
<b>Q:</b> <a href="#sidewinder">How come my sidewinder pad doesn't work?</a><br />
<b>Q:</b> <a href="#multiple_sidewinders">How do I use more than one sidewinder pads?</a><br />
<b>Q:</b> <a href="#gamepad_pro">Why doesn't my Gamepad Pro work?</a><br />
<b>Q:</b> <a href="#joystick_no_longer_works">Why doesn't my joystick work anymore?</a><br />
<b>Q:</b> <a href="#button_sticking">How come my joystick keeps holding in one direction?</a><br />
<b>Q:</b> <a href="#keyboard_and_joystick">How do I use both my Keyboard and Joystick for the 1st player like v0.400?</a><br />
<b>Q:</b> <a href="#buttons_pressed">Why does JB5/JB6 keep getting pressed whenever I try to change a key?</a><br />
<a id="ingame_sound"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
In-Game Sound Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#static">Why does ZSNES produce a lot of static?</a><br />
<b>Q:</b> <a href="#reversed_stereo">How come stereo is reversed?</a><br />
<a id="cheat"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#game_genie_codes_dont_work">How come the game genie codes don't work?</a><br />
<b>Q:</b> <a href="#cht_files">How do I use .CHT files?</a><br />
<b>Q:</b> <a href="#multiline_codes">Why don't multi-part codes work?</a><br />
<a id="freezing"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Freezing/Crashing Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#pure_dos">How come ZSNES freezes when I run it under pure dos?</a><br />
<b>Q:</b> <a href="#crashes">When I load a ROM, how come ZSNES crashes?</a><br />
<b>Q:</b> <a href="#freezes">How come zsnes freezes when it tries to enter the GUI?</a><br />
<a id="misc"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Miscellaneous
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#low_memory">ZSNES gives me an out of memory error and I only have 16MB of RAM. How do I fix this?</a><br />
<b>Q:</b> <a href="#auto_patching">How does the auto .IPS patching feature work?</a><br />
<b>Q:</b> <a href="#modem_mode">Does the modem mode work well?</a><br />
<b>Q:</b> <a href="#modem_mode_slow">Why is modem mode so choppy and slow?</a><br />
<b>Q:</b> <a href="#ipx">Does the IPX support work well?</a><br />
<b>Q:</b> <a href="#blank_screen">Why does ZSNES display a blank (or messed) screen when I start it up on my laptop?</a><br />
<b>Q:</b> <a href="#commandline">Can I run .ZIP files from the commandline?</a><br />
<b>Q:</b> <a href="#sdd1dat">What is this "sdd1dat.dat" file?</a><br />
<b>Q:</b> <a href="#gimme_romzors">Where do I get the games?</a><br />
</td>
</tr>
</table>
<br />
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Answers
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Sound Compatibility Issues
<a id="no_sound"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come I don't get any sound?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>
There could be several situations:
<ul class="indent_list">
<li>1.) You haven't enabled sound. You can enable it through the GUI</li>
<li>2.) Try ZSNES Version a instead of c (eg. If you have ZSNES v0.900c, download ZSNES v0.900a)</li>
<li>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.</li>
<li>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+</li>
<li>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.</li>
<li>6.) Zsnes doesn't like your sound card</li>
</ul>
<a id="gus_pas"></a>
</td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>When do you think you'll support GUS/PAS sound cards?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="sound_init_error"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>I get a sound initialization error using my SB Live! (or any other PCI card). How do I fix it?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>
Here is a solution: (Thanks CyberGodz for the post on the wwwboard!)<br />
<br />
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.<br />
<br />
The problem is that many boards either lack NMI support or don't have it enabled. (No NMI = No Dos Support)<br />
<br />
To try and solve this problem do the following:
<ul class="indent_list">
<li>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.</li>
<li>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).</li>
<li>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).</li>
</ul>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Transparency Issues
<a id="transparencies"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Are there transparencies in ZSNES?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Yes. Transparencies are in zsnes.<a id="enable_trans"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do you enable transparencies?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="fog"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>There is this layer of fog blocking my view. What's wrong?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Game Compatibility Issues
<a id="doesnt_work"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why doesn't *name of game* work on zsnes?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Getting the compatibility higher is a very hard task to do. We're always trying to get more games working.<a id="will_it_work"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Can you get *name of game* working by the next release?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>We're always trying, but we can never guarantee a specific game will be working because of the difficulties involved in bug fixing.<a id="no_longer_works"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why is *name of game* not working in v.*version #* of zsnes? It was working before.</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="special_chips"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>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.</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="multitap"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>This game tells me that it is not compatible with the MultiTap. What should I do?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Set both Player 3 and Player 4's input device to 'None'<a id="improve_compatibility"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I improve the compatibility of ZSNES?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="mario_rpg"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come Mario RPG doesn't work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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)<a id="chrono_trigger"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why am I experiencing problems with Chrono Trigger?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>
- 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.<br />
- 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.<br />
- 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.
<a id="mmxtwo_mmxthree"></a>
</td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why doesn't MegamanX2/MegamanX3 work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Speed Issues
<a id="speed_up"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I speed up zsnes?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Running zsnes under pure dos instead of in a windows box would help for low-end systems.<a id="dynamic_recomp"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Can you implement dynamic recompilation into zsnes?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="slow_game_high_fps"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why does the game slow down even though I'm using auto frame rate and the FPS is pretty high?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Keyboard/Joystick Issues
<a id="two_keys"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why can't I press more than 2 keys at a time?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="sidewinder"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come my sidewinder pad doesn't work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>
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:<br />
- Disable the Win9x Sidewinder Profiler, run Zsnes and press the Mode button a few times<br />
- Try checking or unchecking the Sidewinder Fix in the Options menu of the GUI and repeat the above steps<br />
- Fully disable the Win9x Sidewinder Drivers by going to Control Panel/Game Controllers. Then remove the sidewinder (Thanks Scarlet-Slider for this info!)<br />
- Run zsnes under pure dos<br />
- Try checking or unchecking the Sidewinder Fix in the Options menu of the GUI and repeat the above 2 steps<br />
- Make sure your sidewinder is plugged in and not broken<br />
<br />
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.<br />
<a id="multiple_sidewinders"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I use more than one sidewinder pads?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="gamepad_pro"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why doesn't my Gamepad Pro work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="joystick_no_longer_works"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why doesn't my joystick work anymore?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>You might have accidentally clicked the 'Use Joystick Port 209' check box. Just uncheck it.<a id="button_sticking"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come my joystick keeps holding in one direction?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="keyboard_and_joystick"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I use both my Keyboard and Joystick for the 1st player like v0.400?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="buttons_pressed"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why does JB5/JB6 keep getting pressed whenever I try to change a key?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Try changing your joystick type from a 6-button to a 4-button.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
In-Game Sound Issues
<a id="static"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why does ZSNES produce a lot of static?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Try reducing your sampling rate or disable stereo sound<a id="reversed_stereo"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come stereo is reversed?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Click on the box by 'Reverse Stereo' in the Sound configuration in the GUI.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Issues
<a id="game_genie_codes_dont_work"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come the game genie codes don't work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="cht_files"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I use .CHT files?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="multiline_codes"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why don't multi-line codes work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>They do. Just enter each line as a code.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Freezing/Crashing Issues
<a id="pure_dos"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come ZSNES freezes when I run it under pure dos?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Try loading your mouse driver or run zsnes using -j. For the most compatible result, use the Microsoft Mouse driver if possible<a id="crashes"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>When I load a ROM, how come ZSNES crashes?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="freezes"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come zsnes freezes when it tries to enter the GUI?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Run zsnes using the commandline -j</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Miscellaneous Issues
<a id="low_memory"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>ZSNES gives me an out of memory error and I only have 16MB of RAM. How do I fix this?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>
First, create a shortcut to the DOS Prompt on the desktop (the filename that it points at can be c:\command.com)<br />
<br />
Then right-click on the icon and go to properties.<br />
<br />
Select the memory tab and look below for Protected Mode (DPMI) settings and set a high value (like 20000).<br />
<br />
Then double click on that icon and load ZSNES as usual.<br />
<a id="auto_patching"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How does the auto .IPS patching feature work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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)<a id="modem_mode"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Does the modem mode work well?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="modem_mode_slow"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why is modem mode so choppy and slow?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Try increasing the latency value one by one until the gameplay becomes smooth<a id="ipx"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Does the IPX support work well?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>No. It does not work very well unless you have a very fast LAN. Otherwise, the game will easily go out of sync.<a id="blank_screen"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why does ZSNES display a blank (or messed) screen when I start it up on my laptop?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="commandline"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Can I run .ZIP files from the commandline?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Yes. But you have to specify the full path/drive (eg. ZSNES D:\GAMES\GAME.ZIP)<a id="sdd1dat"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>What is this "sdd1dat.dat" file?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>The debug log for S-DD1 partial emulation. It is not needed for proper functioning of ZSNES.<a id="gimme_romzors"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Where do I get the games?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>The ZSNES Team will *NOT* provide any games or any links to games.</td>
</tr>
</table>
</td>
</tr>
</table>
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<b>ZSNES DOS v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;">
</td>
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<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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Navigation
</td>
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<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#transparency">Transparency Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#ingame_sound">In-Game Sound Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
GUI
</td>
</tr>
<tr>
<td class='TBoxText'>
Note : If any window exists in the GUI field, pressing ESC always closes the top-most window.<br />
Note : Pressing ESC when no window is active is equivalent to RUN. It will not function if no game is loaded.<br />
<br />
Notes on the filename box where you can manually type in the filename:<br />
- Typing text into the box will automatically seek to the closest matching filename in the box where the file selection cursor is located.<br />
- 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 will then change its directory if one is found. Otherwise, it will load the current file or directory highlighted by the selection cursor.<br />
- You can type in the full filename or directory including path (eg. d:\games\mario.smc) or the drive name (eg. d:).<br />
<a id="game"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Game Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/game.png" alt="Game Menu" /><br />
<ul class="indent_list">
<li>Load:
<ul>
<li>Perform: Load File and Run</li>
<li>Usage:
<ul>
<li>Loading a File:
<ul>
<li>You can move through the list using either the mouse or the keyboard. The keys for the keyboard are:
<ul>
<li>Up/Down - Move Up/Down through the list</li>
<li>Left/Right - Switch between the File and Directory Window</li>
<li>PageUp/PageDown/Home/End - Move through the list in larger increments</li>
<li>A .. Z, \, : - Enters filename/directory into the load box</li>
<li>Enter - Load file or change directory (depending on which window you are in)</li>
</ul>
</li>
</ul>
</li>
<li>Show all Extensions:
<ul>
<li>This will force the GUI to show all of the file extensions instead of the default (.SMC,.SFC,...).</li>
</ul>
</li>
<li>Force:
<ul>
<li>Make ZSNES treat a ROM as NTSC or PAL region format, as well as LoROM and HiROM.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Run:
<ul>
<li>Perform: Runs the game</li>
</ul>
<br />
</li>
<li>Reset:
<ul>
<li>Perform: Resets the game, but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Save State:
<ul>
<li>Perform: Saves the state (equivalent to default F2), but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Load State:
<ul>
<li>Perform: Loads the state (equivalent to default F4), but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Pick State:
<ul>
<li>Perform: Allows user to select the state position to use (equivalent to default F3).</li>
</ul>
<br />
</li>
<li>Quit:
<ul>
<li>Perform: Quits ZSNES</li>
</ul>
</li>
</ul>
<a id="quick"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Quick Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/quick.png" alt="Quick Menu" /><br />
<ul class="indent_list">
<li>Perform:
<ul>
<li>Allows the user to quickly select the last 10 games loaded off the GUI. Also allows the user to freeze/clear the list.</li>
</ul>
<br />
</li>
<li>Tip:
<ul>
<li>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 last turning freeze on.</li>
</ul>
</li>
</ul>
<a id="config"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Config Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/config.png" alt="Config Menu" /><br />
<ul class="indent_list">
<li>Input #1-#5:
<ul>
<li>Perform: Allows user to select the input device and control keys for each player.</li>
<li>Usage:
<ul>
<li>Selecting an Input Device:
<ul>
<li>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).</li>
</ul>
</li>
<li>Changing default keys:
<ul>
<li>Click on the key which you want to change by 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.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Options:
<ul>
<li>Perform: Allows the user to select some in-game options.</li>
<li>Usage:
<ul>
<li>Auto Frame Rate - enables auto frame rate.</li>
<li>Max Frame Skip - Shown only when auto frame rate is enabled, this sets the maximum allowable frame skip in auto frame rate mode.</li>
<li>Frame Rate - Sets the constant frame skip value used when a game plays. This is only shown when auto frame rate is disabled.</li>
<li>New Gfx Engine - Enables/Disables the new graphics engine in 256 color modes or 320x240x65536 mode.</li>
<li>Auto Increment Save Slot - When enabled, the save slot will automatically move to the next slot after you save a state.</li>
<li>MMX Support - Enables MMX Copying routines for a slight speed increase (MMX processors only).</li>
<li>Use Pl3/4 as Pl1/2 - 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.</li>
<li>FPS at Program Start - Checking this will make the FPS appear whenever you start ZSNES.</li>
<li>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</li>
<li>Enable Game Clock - Enabling this will show the system clock on-screen.</li>
<li>Toggled Fast Fwd/Slowdown - 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.</li>
<li>SRAM Check+Save - This will enable automatic save RAM write detection and save the SRAM (.srm) to disk approximately 10 seconds after.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>Don't Save Current Path - This will prevent ZSNES from changing the current start-up game path in the configuration.</li>
<li>Use Small Message Text - On-screen messages that pop up when you save a state, disable a background, ect. will be smaller.</li>
<li>Disable Screensaver - Disables the screensaver while ZSNES is running, so that your gameplay will not be interrupted if you're using a gamepad.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Add-ons:
<ul>
<li>Perform: Changes the current special input selected for the game.</li>
<li>Usage:
<ul>
<li>None - Uses the regular SNES controllers.</li>
<li>SNES Mouse at Port #1 - Emulates the SNES Mouse at controller port #1.</li>
<li>SNES Mouse at Port #2 - Emulates the SNES Mouse at controller port #2.</li>
<li>Super Scope - Emulates the SNES Super Scope.</li>
<li>Lethal Enforcer Gun - Simulates the SNES Mouse movements for Lethal Enforcers 1.</li>
<li>Super System - Toggle DIP switches here to configure the Nintendo Super System.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Video:
<ul>
<li>Perform: Changes the current video mode and sets some options.</li>
<li>Usage:
<ul>
<li>Changing the video mode - Use the mouse to select the video mode and click 'SET'. If the resulting video changes don't look right, wait for 10 seconds without pressing any key or button and the display will return to the previous one.</li>
<li>Full Scanlines - This mode adds a blank line in between every line to produce a scanline effect similar, if not exact, to a TV.</li>
<li>50% Scanlines - This will enable scanline mode, except that each line is 50% darker than the line above it.</li>
<li>25% Scanlines - This will enable scanline mode, except that each line is 25% darker than the line above it.</li>
<li>2xSaI Engine - Setting this will enable Kreed's 2x Scale Advanced Interpolation engine.</li>
<li>Super Eagle - Setting this will enable Kreed's Super Eagle engine.</li>
<li>Super 2xSaI Engine - Setting this will enable Kreed's Super 2x Scale Advanced Interpolation engine.</li>
<li>HQ2X, HQ3X, and HQ4X - Depending on what D mode resolution you are using, you will be able to choose one of these three graphic filters created by MaxSt.</li>
<li>Interpolation - Setting this enables interpolation, which basically blends all the inbetween colors to produce a blurry effect. However, this slows down emulation.</li>
<li>Hi-resolution Mode 7 - Enabling this will 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.</li>
<li>Grayscale Mode - Makes the game display in monochrome color. This option is just there for fun and is not something that you probably want to keep on using.</li>
<li>Triple Buffering - Uses an extra buffer for drawing. Thus, a buffer can be drawn on while one is pending Vsync, and another is being drawn. The primary use is to reduce the impact of Vsync on slower systems.</li>
<li>Vsync - Synchronizes drawing to the monitor's refresh rate. This may reduce frame rate on your computer, but will reduce tearing.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Sound:
<ul>
<li>Perform: Allows user to change the sound configurations of ZSNES.</li>
<li>Usage:
<ul>
<li>Enable Sound - Setting this turns on the sound.</li>
<li>Stereo Sound - Enables stereo sound (noticeably slower though unless you have a fast CPU).</li>
<li>Sampling Rate - To change the sound sampling rate, just click on the box containing the value to rotate through all the possible values. The default sampling rate (and the one that is most accurate to a real SNES) is 32000hz.</li>
<li>Volume Level - To change, just slide the bar.</li>
<li>Reverse Stereo - This function swaps the L and R volume levels in stereo mode.</li>
<li>Surround Sound - Enables simulated 2 speaker surround sound.</li><li>Sound Buffering - Enable to provide a larger sound buffer for sound cards that have problems with the sound.</li><li>Disable SPC Emulation - Disables the emulation of the SPC700 chip. Doing this will speed up emulation, but the downside is that it tends to bring more sound errors.</li>
<li>Sound Interpolation - This feature smoothes out the wave forms of lower frequency sounds. Choose either gaussian (default and the most accurate to a real SNES), cubic spline, or 8-point interpolation.</li>
<li>Low Pass Filter - This produces better bass in certain sound effects. However, the side effect is that the sound will overall be more muffled. Choose either simple, dynamic, or hi quality.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Paths:
<ul>
<li>Perform: Allows user to change the default directories used by ZSNES.</li>
<li>Usage:
<ul>
<li>Snapshots - Configure which directory bitmap (.bmp; 16bit color) and PNG (.png; 32bit ARGB color) format snapshots will save in.</li>
<li>SPCs - Configure which directory SPC700 sound dumps (.spc; SNES music files) will save in.</li>
<li>BIOS/Base Carts - Enter the location of BIOS/Base carts here, to support emulation of the BS Satellaview, Sufami Turbo, and the Same Game and SD Gundam G-Next expansion packs.</li>
<li>SPC7110 Graphic Packs - Enter the directories that contain SPC7110 graphic packs in the appropriate fields here. The SPC7110 games are Far East of Eden Zero (FEOEZ), Far East of Eden Zero - Shounen Jump no Shou (FEOEZ-SJNS), Momotarou Dentetsu Happy (MDH), and Super Power League 4 (SPL4).</li>
<li>Note: Paths can be absolute (C:\Path\To\File\) or relative (..\Path\Relative\To\ZSNES\).</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="cheat"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/cheat.png" alt="Cheat Menu" /><br />
<ul class="indent_list">
<li>Add Code:
<ul>
<li>Perform: Enters the cheat code window and sets the keyboard cursor on the cheat code entry box.</li>
<li>Usage: Type in the code in either Game Genie, Pro Action Replay, or GoldFinger format, then press enter. Then enter the description. Note : Be sure to include the '-' when entering Game Genie codes.</li>
<li>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.</li>
</ul>
<br />
</li>
<li>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).<br /><br /></li>
<li>Browse:
<ul>
<li>Perform: Enters the cheat code window and sets the keyboard cursor at the browse box.</li>
<li>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.
<ul>
<li>Actions:
<ul>
<li>Toggle - Turns a cheat code on or off.</li>
<li>Remove - Deletes the cheat code off the list.</li>
<li>Save - Saves the current list into a .cht file, which will be located in the save directory.</li>
<li>Load - Loads a previously saved list.</li>
<li>Fix - Clicking this fixes some cheat codes that don't work, but it will not always work.</li>
<li>You can also toggle a cheat code on or off by double clicking on them.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Search:
<ul>
<li>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.</li>
<li>Usage:
<ul>
<li>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) so you have to guess the size.</li>
<li>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.</li>
<li>Search Type:
<ul>
<li>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.</li>
<li>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.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="netplay"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Netplay Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/netplay.png" alt="Netplay Menu" /><br />
<ul class="indent_list">
<li>Modem Mode:
<ul>
<li>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.
<ul>
<li>1.) Dial Menu - Allows you to enter the phone number to dial and then dials and connects</li>
<li>2.) Wait for Ring - Waits for ring</li>
<li>3.) Config Modem - Allows you to configure your modem:
<ul>
<li>ComPort, IRQ, Baudrate - Sets your modem settings</li>
<li>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.</li>
</ul>
</li>
<li>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.</li>
</ul>
</li>
<li>IPX: IPX mode currently connects at the first remote connection it detects. This will probabily change in the future if there is a demand.</li>
<li>Chat Mode:
<ul>
<li>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.</li>
<li>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:
<ul>
<li>local player 1 will control player 2</li>
<li>local player 2 will control player 3</li>
<li>local player 3 will control player 5</li>
<li>remote player 1 will control player 1</li>
<li>remote player 2 will control player 4</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="misc"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Misc Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/misc.png" alt="Misc Menu" /><br />
<ul class="indent_list">
<li>Game Keys:
<ul>
<li>Perform: Allows user to change and make game keys and quick keys to his own preference.</li>
<li>Usage:
<ul>
<li>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.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>GUI Options:
<ul>
<li>Perform: Allows the user to customize some of the GUI.</li>
<li>Usage:
<ul>
<li>Mouse Wrap - Allows the mouse pointer to wrap at the borders of the screen.</li>
<li>Mouse Shadow - Disables/Enables the Mouse Shadow.</li>
<li>Keep Menu Positions - When enabled, re-entering the GUI from the game does not automatically enter the Load Menu, but instead the previous menu which you were on when you last exited the GUI.</li>
<li>Save Window Positions - When enabled, the GUI doesn't reset the locations of the windows when you exit/enter the GUI.</li>
<li>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 Win32 port, the right click button won't return back to the game.</li>
<li>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:
<ul>
<li>SNES ControlPad = Move</li>
<li>SNES A = Enter</li>
<li>SNES B = ESC</li>
<li>SNES L = PageUp</li>
<li>SNES R = PageDown</li>
</ul>
</li>
<li>Transparent Messages - Makes in-game messages appear transparent.</li>
<li>Wheel Mouse - Enables or disables the mouse wheel.</li>
<li>Filtered GUI - Use your favorite ZSNES display filters in the GUI. ZSNES, HQ3X style!</li>
<li>Trap Mouse Cursor - Prevents the mouse cursor from exiting the ZSNES GUI. You will have to move the mouse with extra speed to make the cursor exit the GUI with this feature enabled.</li>
<li>Snow Effect - Enables the snow effect in the GUI background.</li>
<li>Water Effect - Enables one of the two available water effects in the GUI background.</li>
<li>Burning Effect - Enables the burning effect in the GUI background.</li>
<li>Color - Allows you to customize your ZSNES GUI colors. Background, title bar, and window colors are supported.</li>
<li>Always on Top - Puts the ZSNES window on top of almost all other Windows applications at all times.</li>
<li>Save Main Window Position - Saves the window position when you exit and restores it when you load ZSNES again.</li>
<li>Allow Multiple Instances - Allows you to load more than one ZSNES window at a time.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Key Comb. (Key Combination Editor):
<ul>
<li>Perform: Allows you to specify certain keyboard combination routines with a single keystroke/joystick button press.</li>
<li>Usage:
<ul>
<li>Description - Allows you type in the description of the combination key.</li>
<li>Key - Clicking on this box will allow you to select which key/button to use.</li>
<li>Combination Keys - This window will display the sequence of events selected by the user.</li>
<li>P# - Selects which player # will use those keys.</li>
<li>&gt; = Last &lt;/&gt; - Enabling this would mean that the event symbol &gt; will mean the last left or right direction the user presses in the game and the symbol &lt; is the opposite of that direction. When disabled, &gt; means right and &lt; means left.</li>
<li>Game Specific (Game Specific) - Enabling this will tell ZSNES to use separate key combination files for each individual game.</li>
<li>Clear - Clears the current key combination field.</li>
<li>Add - Adds the key combination fields below as a new entry.</li>
<li>Replace - Copies the contents of the key combination fields below to the current highlighted key combination above.</li>
<li>Delete - Deletes the highlighted key combination above.</li>
<li>Events:
<ul>
<li>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.</li>
<li>Press Only - The key will be pressed and held.</li>
<li>Rel Only - The key will be released if it is pressed by a press only event.</li>
<li>Frame Delay - Delays for the specified number of frames.</li>
<li>Second Delay - Delays for the specified number of seconds.</li>
<li>Del - Deletes the event at the end of the combination keys list if one exists.</li>
</ul>
</li>
</ul>
</li>
<li>Note: A 1 frame delay exists after the combination key list has finished processing.<br /><br /></li>
<li>Example Key Combination: (Down / Down+Right / Right / L):
<ul>
<li>Method 1:
<ul>
<li>Press+Rel Down / 2 Frame Delay / Press+Rel Down / Press+Rel Right / 2 Frame Delay / Press+Rel Right / 2 Frame Delay / Press+Rel L</li>
</ul>
</li>
<li>Method 2:
<ul>
<li>Press Only Down / 2 Frame Delay / Press Only Right / 2 Frame Delay / Rel Only Down / 2 Frame Delay / Rel Only Right / Press Only L</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Movie Options:
<ul>
<li>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. ;)</li>
<li>Usage:
<ul>
<li>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, SRAM 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.<br /><br /></li>
<li>You can record:
<ul>
<li>- Standard 1/2 player games</li>
<li>- 3-4 player Multitap games</li>
<li>- SNES Mouse games</li>
<li>- Network/Modem games</li>
</ul>
</li>
<li>You cannot record:
<ul>
<li>- Super Scope Games</li>
</ul>
</li>
</ul>
</li>
<li>GUI Usage:
<ul>
<li>Record - Begins recording the movie file. You can even record while your already playing a movie (append).</li>
<li>Play - Begins playing the movie file.</li>
<li>Stop - Stops the movie process.</li>
<li>The numbers at the right side select which movie file to play/record.</li>
</ul>
</li>
<li>NOTE: Movies recorded without sound cannot be played when sound is enabled and vice versa.</li>
<li>NOTE: Loading another game, loading a state, or resetting the game will halt the play/record process.</li>
<li>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 SRAM when you load up a movie file.</li>
</ul>
<br />
</li>
<li>Save Cfg:
<ul>
<li>Perform: Saves the configuration files.</li>
</ul>
<br />
</li>
<li>About:
<ul>
<li>Perform: Just displays the version # and the authors of ZSNES.</li>
</ul>
</li>
</ul>
</td>
</tr>
</table>
<br />
<div style="margin-left:auto;margin-right:auto;display:block;text-align:center;">
Best viewed in a real web browser such as Firefox.<br />
<a href="http://www.spreadfirefox.com/?q=affiliates&amp;id=51657&amp;t=64" style="background-color:#ffffff;"><img style="border:0;margin-right:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/safer.png" /><img style="border:0;margin-left:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/get.png" /></a>
</div>
</td>
</tr>
</table>
</body>
</html>

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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<b>ZSNES DOS v1.4</b>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href="license.txt">GPL</a>]
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#transparency">Transparency Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#ingame_sound">In-Game Sound Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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Readme
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ZSNES is a Super Nintendo Entertainment System emulator written entirely in assembly and C. Using cutting edge SNES emulation, ZSNES is easily comparable to other leading SNES emulators, such as <a href="http://www.snes9x.com">Snes9x</a>, <a href="http://www.emuunlim.com/sneese/" >SNEeSe</a>, and <a href="http://users.tpg.com.au/trauma/spx/">Super Sleuth</a>.<br />
<br />
Special thanks to the Snes9x team for all of their help and also for the excellent SNES emulator they have developed. We wish them the very best of luck!<br />
<a id="new"></a>
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What's New
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<b>DOS Only:</b>
<ul class="indent_list">
<li>- Fixed cublic spline interpolation. It should actually save the option now! [pagefault]</li>
<li>- Fixed other various DOS sound bugs. [Nach, pagefault]</li>
<li>- Fixed a frameskipping bug. [pagefault]</li>
</ul>
<br />
<b>All Ports:</b>
<ul class="indent_list">
<li>- Added multiple timing tweaks, fixed various emulation bugs, and many other technical updates, including (but not limited to): SPC core updates (with improved sound decoding), safer memory allocation in certain areas, HIRQ and VIRQ fixes, color add/sub and color bleeding fixes, HDMA improvements, sprite priority and flickering fixes. Many more games work :D. [pagefault, _Demo_, Nach, TRAC, Overload, theoddone33]</li>
<li>- Overhauled a lot of code, such as checksum calculation and mirroring code. Overhauled and added much better EHi/Hi/Lo ROM code, improved reset vector, changed much hard coding to variables. Fixed more SRAM bugs than can be counted. Made optimizations to complex loading functions, syntax, memory init (Thanks kode54), execution, and initialization code. Also greatly improved PAL/NTSC detection. Also now has much better chip detection and gives more informative chip names. More games which never loaded before now load properly, such as Dai Kaiju Monogatari 2 now loads and plays great without the Dejap patch. [Nach]</li>
<li>- Cleaned up, overhauled, removed, and ported a lot of code (asm to C). [pagefault, MKendora, Nach]</li>
<li>- Overhauled IO latch behavior, added proper latching behavior and other latch fixes (such as proper latching of bit 7 on $4201), and added proper behavior of RDIO regs. [pagefault]</li>
<li>- Removed many, many hacks. [Nach, pagefault]</li>
<li>- There have been some modifications and reorganizations of the GUI, including new path setup and chip configuration windows and a reorganization of the Game Key window. [pagefault, Nach]</li>
<li>- Updates to the video code, with enhancements of triple buffering, better input support in the video dialog, and other general video code updates and bug fixes, such as a fix for the 60hz mode. [pagefault, MaxSt]</li>
<li>- New extra options are now available in various locations, like the "GUI burning effect", new commandline options, a new quick key to control players 1/2 with 3/4, and smaller message text. Some obsolete ones have been removed. [pagefault]</li>
<li>- Some changes in the Input configuaration: Hitting "Set Keys" is now prevented if controller is set to "None". Also, if no controller is selected, the settings of the individual keys are now locked. [Nach]</li>
<li>- Updated default configuration, in general. For example, stereo sound is now enabled by default at 32khz, with gaussian interpolation. [pagefault]</li>
<li>- Signed saturation fix for gaussian interpolation (Thanks kode54). [pagefault]</li>
<li>- Fixed several Netplay issues. [_Demo_, pagefault, Nach]</li>
<li>- Fixed some of our .zmv movie recording problems. [Nach]</li>
<li>- Fixed a small bug in SPC saving. [pagefault]</li>
<li>- Fixed issues with config file saving. [pagefault, Nach]</li>
<li>- Fixed PNG snapshot filenames and PNG height. [StatMat, Nach]</li>
<li>- Fixed DIP switch 2 on Super System. [pagefault]</li>
<li>- Fixed an auto frameskip issue (Thanks MKendora). [pagefault]</li>
<li>- Fixed rewind when using commandline filename. [StatMat]</li>
<li>- Fixed some issues when loading ROMs via command line. [Nach]</li>
<li>- Removed ROM info that appears when loading via command line. [Nach]</li>
<li>- Added a command-line savestate fix. [StatMat]</li>
<li>- Fixed an annoying savestate bug. [pagefault]</li>
<li>- Super Bases Loaded 2 works better, due to a fix in DSP-1 mapping. [_Demo_]</li>
<li>- Horai Gakuen works better, due to a special fix. [_Demo_]</li>
<li>- Lufia 2 problems are now fixed. [pagefault]</li>
<li>- Emerald Dragon now works - again. [pagefault]</li>
<li>- Many updates on the SPC7110, such as normal timing, special ratio removal, and better pack loading code. [_Demo_, pagefault, Nach]</li>
<li>- Removed SPC7110 logger and S-DD1 test. [grinvader]</li>
<li>- Removed support for interleaved SuperFX ROMs. [Nach]</li>
<li>- Added several improvements and memory map adjustments for more accurate BS emulation. [Nach, pagefault]</li>
<li>- Added call init code for DSP-2,3, and 4. [pagefault]</li>
<li>- Added better support for split ROMs with headers and detecting interleaved ROMs. [Nach]</li>
<li>- Added support for many more ROM extensions. [Nach]</li>
<li>- ROM info now dumped to rominfo.txt on game load. [Nach]</li>
<li>- Added more information lines on ROM load, such as CRC32, video, and bank information. [pagefault, Nach]</li>
<li>- Added support for some NSRT features, such as NSRT header support and support for ROMs using NSRT's JMA compression format. [Nach]</li>
<li>- Zipped ROMs no longer need a temporary directory. [Nach]</li>
<li>- Added better handling of bad files. [_Demo_, Nach]</li>
<li>- Implemented soft IPS patching functionality, with in-zip file support, buffering, and RLE support. [Nach]</li>
<li>- Added a compatibility update to PPU. Passes one more electronics test (Thanks MKendora!). [pagefault]</li>
<li>- Fixed variable types in many locations, ZSNES can now play games without hacking the binary to make code segments writable. [Nach]</li>
<li>- Added motion blur (Thanks ipher for fixing the entry in the GUI). [pagefault]</li>
<li>- Made ZSNES more HTPC friendly. [pagefault]</li>
<li>- Fixed many compiler warnings, added compiler optimizations, and more compiler fixes and code cleanups. [Nach, MKendora, theoddone33, pagefault, ipher, SamB]</li>
<li>- Unicode support partially supported. Will complete later. [pagefault]</li>
<li>- ZSNES now displays the day it was compiled in the about box. [Nach]</li>
<li>- Updated authors.txt, support.txt, thanks.txt, and todo.txt. [pagefault]</li>
</ul>
<br />
We have also greatly improved support for special hardware in ZSNES v1.40.<br />
These require special mention: :)<br />
<br />
- SuperFX core updates:<br />
pagefault<br />
<br />
- SA-1 core updates:<br />
pagefault<br />
<br />
- C4 core updates:<br />
Research: anomie<br />
Main Code: Nach<br />
Special thanks to The Dumper and TRAC!<br />
<br />
- DSP-1 core updates:<br />
Data Retrieval: pagefault, Overload, The Dumper<br />
Main Code: pagefault, Overload, The Dumper, neviksti, Andreas Naive, _Demo_<br />
Integration: MKendora, Nach<br />
Processing Code: pagefault, Nach<br />
<br />
- DSP-2 Emulation:<br />
Data Retrieval: Overload<br />
Research: Overload, neviksti, MKendora, The Dumper, CaitSith2<br />
Main Code: kentaro-k.21<br />
Processing Code: pagefault, kentaro-k.21<br />
Special thanks to Lord Nightmare!<br />
<br />
- S-DD1 Emulation:<br />
Data Retrieval: The Dumper, Dark Force, zsKnight, Gary Henderson<br />
Research: Andreas Naive<br />
Main Code: anomie<br />
Processing Code: _Demo_, Nach<br />
Special thanks to all the other developers and users who worked on this hard project!<br />
<br />
- ST010 Emulation:<br />
Data Retrieval: The Dumper, MKendora<br />
Main Code: The Dumper, Overload, Feather, Nach<br />
Processing Code: The Dumper<br />
Code Fixes: pagefault<br />
<br />
- Sufami Turbo Support (preliminary):<br />
Nach<br />
<br />
- SD Gundam G-Next and Same Game expansion pack Support:<br />
Nach<br />
<br />
<b>v1.36</b><br />
<ul class="indent_list">
<li>- Fixed Gunforce, added invalid HDMA modes. (Thanks Overload!) [_Demo_]</li>
<li>- New BRR decoding method, this should resolve all the sound issues introduced in 1.35 and fix new ones. (Noise simulation isn't used anymore) [_Demo_]</li>
<li>- Fixed another bug with command-line netplay. (Windows only) [pagefault]</li>
<li>- Fixed hang in NBA Live 95 and 96. (Thanks Overload!) [_Demo_]</li>
<li>- Fixed sound not working on first run. (Windows only) [pagefault]</li>
<li>- Fixed some more mode 4 issues in the new gfx engine. [pagefault]</li>
<li>- Added offset mode disable toggle to 8-bit new gfx engine. [pagefault]</li>
<li>- Fixed SPC hang in 90 Minutes European Prime Goal by clearing spcram. [_Demo_]</li>
<li>- Updated fix for Clayfighter to fix some bugs in battle. [_Demo_]</li>
<li>- Fixed crash with certain games. (SDL/*nix only) [theoddone33]</li>
<li>- Added better OBC1 detection. [_Demo_]</li>
<li>- Special hack for Samurai Showdown IRQ problem. [_Demo_]</li>
<li>- Special hack for Kamen Rider menu, requires special latch reading. [_Demo_]</li>
<li>- Special hack for Super Famista 1 and 2 SPC bugs. [_Demo_]</li>
<li>- Fixed some more bugs in video code. (Thanks Perryman for the video table) (Windows only) [pagefault]</li>
<li>- Fixed Digital Devil Story hang by modifying the spc code. You must start a new game for the fix to work. [_Demo_]</li>
<li>- Modified work ram init value to 0x55. (Thanks TRAC)</li>
</ul>
<a id="disclaimer"></a>
</td>
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<td class='TBoxSubHead'>
Disclaimer
</td>
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<td class='TBoxText'>
The ZSNES development team, including all developers and contributers, are in no way responsible for any damage caused by the use of this software. In addition, ZSNES <b>may not be distributed with ROM images</b>.
<a id="requirement"></a>
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<td class='TBoxSubHead'>
System Requirements
</td>
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<td class='TBoxText'>
&nbsp;&nbsp;150MHz Processor (500MHz recommended)<br />
&nbsp;&nbsp;16MB of RAM (64MB recommended)<br />
&nbsp;&nbsp;3D Graphics accelerator (nVidia GeForce 2 or equivalent recommended)<br />
&nbsp;&nbsp;DirectX v8.1 or higher<br />
<a id="ttk"></a>
</td>
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<td class='TBoxSubHead'>
Things To Know
</td>
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<tr>
<td class='TBoxText'>
<ul class="indent_list">
<li>- You can use both keyboard and joystick for player 1 or 2 with some configuration adjustments. Refer to the <a href="faq.htm">FAQ</a> for details.</li>
<li>- Several special chip emulation routines (SA-1) have unknown bugs to them.</li>
<li>- SuperFX can be slow because it is an extra 10/20mhz CPU that has to be emulated as well as the SNES emulation.</li>
<li>- Screen Snapshot, Snapshot Format, and FPS counter are available through a menu by pressing F1 during emulation.</li>
<li>- Screen Snapshot can save in bitmap format (65536 colors) or PNG format (32-bit ARGB color).</li>
<li>- FPS counter currently only works when auto frame rate is on.</li>
<li>- To use the cheat function, be sure to have the ROM which you want to patch loaded already.</li>
<li>- If the cheat codes do not work, chances are that you are either using a different version of the ROM that was originally used to create them or the codes are converted incorrectly from other code formats.</li>
<li>- There are still many bugs left in ZSNES, so don't expect it to run all your favorite games.</li>
<li>- SNES Mouse support is still missing some features, such as speed settings.</li>
<li>- Pressing the Fast Forward key is equivalent to running ZSNES using -f 9.</li>
<li>- If ZSNES doesn't work for you, then don't use it. Use Snes9x, SNEeSe, or Super Sleuth instead! In fact, even if you use ZSNES, use those emulators too!</li>
</ul>
<a id="progress"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Current Progress
</td>
</tr>
<tr>
<td class='TBoxText'>
The following are implemented:
<ul class="indent_list">
<li>- Complete 65816 instruction set</li>
<li>- SRAM support</li>
<li>- LoROM and HiROM support</li>
<li>- SlowROM and FastROM support</li>
<li>- Full DMA support</li>
<li>- HIRQ/VIRQ/NMI Interrupts</li>
<li>- Support for most SNES file formats</li>
<li>- Multi file format support (.1,.2,.3,A.,B.,C.)</li>
<li>- Interleaved format support</li>
<li>- PAL/NTSC timing support</li>
</ul>
<br />
The following are implemented in the new graphics engine 8 bit:
<ul class="indent_list">
<li>- Combination of line by line and tile based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- Mosaic effects</li>
<li>- Offset per tile mode (mode 2/vertical only, mode 4)</li>
<li>- High res 512 resolution and 448/478 vertical resolution</li>
<li>- Windowing effects</li>
<li>- High res mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)</li>
</ul>
<br />
The following are implemented in the old graphics engine:
<ul class="indent_list">
<li>- Line by line based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- Mosaic effects</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- Single and dual windowing routines</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- 16-bit graphics support</li>
<li>- Offset per tile mode (mode 2/vertical only)</li>
<li>- High res 512 horizontal resolution (missing in 16x16)</li>
</ul>
<br />
Following are present in 16-bit graphics mode:
<ul class="indent_list">
<li>- Palette changing in the middle of a screen</li>
<li>- Screen addition (full and half)</li>
<li>- Screen subtraction (full)</li>
<li>- Fixed color addition/subtraction</li>
<li>- Window clipping for fixed color</li>
</ul>
<br />
The following are implemented in the new graphics engine 16 bit:
<ul class="indent_list">
<li>- All of old graphics engine 16bit</li>
<li>- Combination of line by line and tile based graphics engine</li>
<li>- High resolution mode 7</li>
<li>- High resolution 16x16 tiles for mode 5</li>
<li>- Full 15bit color transparencies (instead of the previous 13bit speed hack) for improved picture quality (MMX compatible CPUs only)</li>
</ul>
<br />
The following are present in sound:
<ul class="indent_list">
<li>- 16bit digital stereo sound</li>
<li>- SPC700 Sound CPU</li>
<li>- DSP Sound Processor
<ul>
<li>- Echo effects</li>
<li>- FIR filter</li>
<li>- ADSR volume effects</li>
<li>- GAIN volume effects</li>
<li>- Noise effects</li>
<li>- Pitch modulation</li>
</ul>
</li>
</ul>
<br />
The following are extra features emulated:
<ul class="indent_list">
<li>- Super NES Mouse support</li>
<li>- Super NES Super Scope support</li>
<li>- Nintendo Super System support (except the menu system)</li>
<li>- SuperFX support (still has a bug or 2 left)</li>
<li>- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players remote (ipx/modem))</li>
<li>- DSP-1 emulation</li>
<li>- DSP-2 emulation</li>
<li>- SA-1 emulation (not complete)</li>
<li>- OBC1 emulation (still may have bugs)</li>
<li>- S-DD1 emulation</li>
<li>- BS Sattelaview emulation (not complete)</li>
<li>- ST010 emulation</li>
<li>- Sufami Turbo support (not complete)</li>
<li>- SD Gundam G-Next and Same Game expansion pack support</li>
<li>- SPC7110 emulation (via decompression packs)</li>
</ul>
<br />
The following are the features present in ZSNES:
<ul class="indent_list">
<li>- Game state save (F2=Save, F3=Select, F4=Load). Warning: A state file takes 260 kbytes of HD space!</li>
<li>- Movie recording</li>
<li>- Game Genie, Pro Action Replay, and GoldFinger cheat code support</li>
<li>- Auto frame rate to give you constant Super Nintendo speed up to 9 frame skips</li>
<li>- Configuration file support (zsnes.cfg)</li>
<li>- 5 player support w/ joystick and gamepad support</li>
<li>- Netplay</li>
</ul>
<br />
The following features are missing:
<ul class="indent_list">
<li>- Pseudo 512 SNES horizontal resolution (haven't seen any game that uses them yet)</li>
<li>- Some modes in offset per tile mode</li>
<li>- Some direct color modes (haven't seen any game that uses them yet)</li>
<li>- True SPC7110 decompression</li>
</ul>
<br />
What will not run (or not play properly):
<ul class="indent_list">
<li>- Some SuperFX games</li>
<li>- Some BS Sattelaview games</li>
<li>- Games with unknown co-processors</li>
<li>- Games that don't have a valid header</li>
<li>- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines</li>
<li>- Games that require special timing</li>
</ul>
<a id="defaultkeys"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
ZSNES Default Keys
</td>
</tr>
<tr>
<td class='TBoxText'>
Here are the default keys while running the emulator. They can be changed through the GUI, except for F1 and ESC:<br />
<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Disable Backgrounds 1,2,3,4</td>
<td>&nbsp;= 1,2,3,4</td>
</tr>
<tr>
<td>Disable Sprites</td>
<td>&nbsp;= 5</td>
</tr>
<tr>
<td>Panic Key (enable all)</td>
<td>&nbsp;= 6</td>
</tr>
<tr>
<td>Enable SNES Mouse/SuperScope</td>
<td>&nbsp;= 7</td>
</tr>
<tr>
<td>Enable New Graphics Engine</td>
<td>&nbsp;= 8</td>
</tr>
<tr>
<td>Disable Windowing</td>
<td>&nbsp;= 9</td>
</tr>
<tr>
<td>Disable Offset Mode</td>
<td>&nbsp;= 0</td>
</tr>
<tr>
<td>Fast Forward Key</td>
<td>&nbsp;= ~</td>
</tr>
<tr>
<td>PopUp Extra Menu</td>
<td>&nbsp;= F1</td>
</tr>
<tr>
<td>Save State</td>
<td>&nbsp;= F2</td>
</tr>
<tr>
<td>Switch State</td>
<td>&nbsp;= F3</td>
</tr>
<tr>
<td>Load State</td>
<td>&nbsp;= F4</td>
</tr>
<tr>
<td>Disable Sound Channel</td>
<td>&nbsp;= F5 - F12</td>
</tr>
<tr>
<td>Quit</td>
<td>&nbsp;= ESC</td>
</tr>
</table>
<br />
Here are the default keys for the game play (unless modified through the GUI):<br />
<br />
Player 1:<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Up,Down,Left,Right</td>
<td>&nbsp;: Cursor Keys</td>
</tr>
<tr>
<td>A,B,X,Y</td>
<td>&nbsp;: X,Z,S,A</td>
</tr>
<tr>
<td>L,R</td>
<td>&nbsp;: D,C</td>
</tr>
<tr>
<td>Start, Select</td>
<td>&nbsp;: Enter, RShift</td>
</tr>
</table>
<a id="f1"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
F1 Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<ul class="indent_list">
<li>Save Snapshot - Saves a snapshot as either .BMP (16-bit) or .PNG (32-bit ARGB).</li>
<li>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.</li>
<li>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 approximately 2 seconds before the next song starts. This does have potential to fail though, so don't expect it to work all the time.</li>
<li>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.</li>
<li>Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu after a couple of frames. Useful for making animations.</li>
<li>Increment Frame Only - Does the same as above, except no snapshot is taken.</li>
<li>Move This Window - Moves the F1 menu to a different location.</li>
<li>Screen Shot Format - Chooses what format to use for screen shots. Choices are BMP (bitmap) and PNG (Portable Network Graphic).</li>
</ul>
<a id="config"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Configuration File
</td>
</tr>
<tr>
<td class='TBoxText'>
Almost everything in zsnes.cfg should now be editable through the GUI. An exception is the save directory, which is required in order to access games from a read-only medium (such as a CD).<br />
<a id="cheater"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Codes
</td>
</tr>
<tr>
<td class='TBoxText'>
Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes.<br />
<br />
Here are the steps to get the codes working :<br />
<br />
1.) Load the ROM which you want to patch.<br />
2.) Exit to the GUI, enter the code of your choice in the cheat menu.<br />
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.<br />
<br />
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.<br />
<a id="extra"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Extra Features
</td>
</tr>
<tr>
<td class='TBoxText'>
To enable SNES Mouse, press 7 once for 1st player and twice for 2nd player.<br />
To enable SNES Super Scope, press 7 three times.<br />
To disable either one, either press 6 or press 7 until you see a disable message onscreen.<br />
<br />
Here are the controls for the Super Scope :<br />
<br />
Fire = Left mouse button<br />
Cursor Mode Button = Right mouse button<br />
Pause = Backspace key on keyboard<br />
Enable/Disable Autofire = =/+ key on keyboard<br />
<br />
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; it will most likely produce a very noticeable slow down in emulation if you don't have a fast computer.<br />
<br />
Sometimes, the MultiTap isn't compatible with some games. If that happens, disable MultiTap by going to Config-->Add-Ons and choosing None. You may also need to go to Config-->Options, and enable "Use Player 3/4 as Player 1/2". You could also add an <a href="http://nsrt.edgeemu.com">NSRT header</a> to your ROM.<br />
<br />
IPS patcher:<br />
Rename your .IPS file to the ROM filename with the .IPS extension (eg. If your ROM is SD3.SMC and your ips is SD3V05.IPS, rename SD3V05.IPS to SD3.IPS) and ZSNES will patch the ROM in realtime without modifying the ROM file's contents. Zipped ROMs are patched according to the unzipped name (eg. Seiken3.zip containing SD3.smc is patched by SD3.ips, not Seiken3.ips). You can also use .IPS files that are inside .ZIP files.<br />
<a id="bugs"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Bugs
</td>
</tr>
<tr>
<td class='TBoxText'>
- 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 all due to inaccurate documentation used when the ZSNES 65816 core was written. There are no plans on re-writing the 65816 timing yet.<br />
- Games sometimes tend to not display things properly because of graphic features that aren't implemented yet.<br />
- The Sound DSP chip still has its bugs (not many though). Most noticeably, no one knows the exact timing of the SPC700 chip.<br />
<a id="contact"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Contact Information
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES homepage is located at : <a href="http://www.zsnes.com">http://www.zsnes.com</a><br />
<br />
If you have any questions about ZSNES, and you have read through this whole help file to make sure the answer isn't here, then you can post your question at the <a href="http://board.zsnes.com">ZSNES Forums</a>.
<br /><br />
<b>Remember - This board should be mainly used for ZSNES related discussion.
ROM requests (or asking for games, a link to a ROM site, or where to find ROMs/games) are forbidden!!! Be sure to also read the RULES!</b><br />
<br />
If you wish to contact the authors, you may contact them through:<br /><br />
pagefault AT zsnes DOT com<br />
_demo_ AT zsnes DOT com<br />
n-a-c-h AT users.sf DOT net<br /><br />
<b>Remember - No ROM requests please! And don't send any files without permission!</b><br />
<br />
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.<br />
<a id="credits"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Credits
</td>
</tr>
<tr>
<td class='TBoxText'>
ZSNES DOS uses DJGPP (GCC) NASM .98.39, GNU Make, and UPX to compile, link, compress, and execute. Thanks for the work put into these programs.<br />
<br />
Special thanks to wnelson! Without him, ZSNES would have never existed!<br />
Also to Y0SHi for his excellent SNES docs, his help, and his excellent support!<br />
<ul class="indent_list">
<li>Also Thanks to:</li>
<li>- The_Teach of Snes9x for some great info and the nice chats!</li>
<li>- Trepalium of Snes9x for some great info and help!</li>
<li>- Gary of Snes9x and Steve Snake of KGen for being the source of info for sound decompression!</li>
<li>- Gary of Snes9x for being the source of info for TCall/PCall and also for lots of help!</li>
<li>- MrGrim for his great support!</li>
<li>- Crono for info on Sound Blaster Programming, Surround Sound, Sound Interpolation, and other sound stuff!</li>
<li>- Aquis for the ZSNES logo!</li>
<li>- Alucard for helping us with an issue in the 65816!</li>
<li>- Vertigo for making a compatibility list!</li>
<li>- EFX for being a great supporter and also giving a lot of help and stuff!</li>
<li>- Zophar for being a great supporter and also maintaining the mirror site!</li>
<li>- Chris Hickman for redesigning the ZSNES web page!</li>
<li>- <a href="http://www.csoft.net/">CSoft</a> for hosting our web page!</li>
<li>- Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some optimisation info!</li>
<li>- Sardu for some great info and help!</li>
<li>- Lord ESNES for some great help!</li>
<li>- Robert Grubbs for the sidewinder info!</li>
<li>- Nerlaska for some useful info on optimizing and also for some help!</li>
<li>- Diskdude for writing SNESkart which we used for the info on cheat codes!</li>
<li>- DarkForce for some great help!</li>
<li>- Pharos for some keyboard coding help!</li>
<li>- 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 and superfx), offset per tile mode, FIR filter, some spc700 and hdma bugs!</li>
<li>- WolfWings ShadowFlight for help on several issues of nasm!</li>
<li>- Wildfire for some help!</li>
<li>- A CoolMan for the algorithm for EAGLE!</li>
<li>- Neill Corlett for some info on the .IPS format and also helping out a lot on improving the sound engine!</li>
<li>- Kreed (derek-liauw _at_ usa.net) for the 2xSaI and Super Eagle Source Codes!</li>
<li>- Markus Oberhumer and Laszlo Molnar for the <a href="http://upx.sourceforge.net/">UPX</a> compression utility.</li>
<li>- Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines!</li>
<li>- Kode54 for the low pass filter routines!</li>
<li>- Andy Goth for some help on the design of the key combination engine!</li>
<li>- Yamaha of XYZZ (Scott Scriven) for his water effect code.</li>
<li>- All those people who helped us by either sending us docs, helping us, supporting us, and reporting bugs!<br /><br /></li>
<li>Special Thanks to:</li>
<li>- Ashley, Barubary, CyberWarriorX, DCX, DooMStalK, Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator, TeleKawaru, the people in #ZSNES efnet, and the regulars of the ZSNES message board!</li>
<li>- And also to all those whom we forgot!<br /><br /></li>
<li>Special Thanks to all our beta testers for being a great help!</li>
<li>Info on 256x256x256 scanlines mode is from the MAME source. Thanks to those behind MAME!</li>
</ul>
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!<br />
</td>
</tr>
</table>
<br />
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<head>
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<title>ZSNES Documentation - Linux v1.4 - About</title>
</head>
<body>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Linux v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/linuxlogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
</table>
<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='MMenu'>
<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Navigation
</td>
</tr>
<tr>
<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
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<td class='MBody'>
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
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<td class='TBoxHead'>
About
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES Documentation Project was started by RichardC in an attempt to format all of the ZSNES documentation into an easy to read, easy to access collection.<br />
<br />
Special thanks to Nach and the ZSNES community for all the help and support they gave to the project and me.<br />
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<b>ZSNES Linux v1.4</b>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
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<td class='MBody'>
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Bug Reports
<a id="filing"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Filing a Useful Bug Report
</td>
</tr>
<tr>
<td class='TBoxText'>
There are a few simple things you can do to help us deal with your bug report more effectively.<br />
<br />
Before reporting, check the <a href="readme.htm">Readme</a> to find out about unsupported chips. You should also check for any recent bug reports on the <a href="http://board.zsnes.com">ZSNES boards</a>, as well as on the bug tracker at the <a href="http://sourceforge.net/projects/zsnes">ZSNES Development Page</a>.<br />
<br />
First, make sure you are using the latest version of ZSNES. It isn't helpful for us to test a game that's "broken" if you are using 1.17b, and don't tell us that fact, because we may have fixed it in 1.20 or later.<br />
<br />
Second, a detailed name of the game is helpful. It is common for a game to act differently in different regions. By explaining that you're using a U.S., European, or Japanese version, you make testing significantly easier, because we can test the exact game, rather than pick which "Puzzle Bobble" you mean.<br />
<br />
Rather than just doing the above, though, we would appreciate it even more if you posted your ROM info log from <a href="http://nsrt.edgeemu.com">NSRT</a> to verify if your ROM is actually a good dump. If your ROM is found to be a bad dump, first get a good copy and see if the problem persists. Some bad or hacked dumps can be fixed by NSRT (Metal Combat is a good example). We will not take bug reports for bad dumps seriously.<br />
<br />
Third, describe the problem in detail. Is it an emulation bug? If not, can you reproduce it? If it is an emulation bug, investigate. Does the game lock up? Or does the sound fail? Are the graphics wrong? Provide details. Toggle the backgrounds or sound channels, and see if you can find anything, such as corruption in background 3 or errors in offset-per-tile. Does the old gfx engine act the same? Is a particular sound channel sticking on?<br />
<br />
When the game starts, does ZSNES say "OK" in the checksum field?<br />
<br />
Finally, do other emulators run the game correctly?<br />
<br />
If you have any additional information, such as a previous version of ZSNES that ran the game properly, or if you know of another game that acts similarly, please let us know.<br />
<br />
Thanks.<br />
<br />
System specs are also nice, but less essential.<br />
</td>
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<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Linux v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/linuxlogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
</table>
<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='MMenu'>
<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Navigation
</td>
</tr>
<tr>
<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
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<td class='MBody'>
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Credits
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Developers
</td>
</tr>
<tr>
<td class='TBoxText'>
zsKnight<br />
_Demo_<br />
pharos<br />
pagefault<br />
Nach<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Contributers
</td>
</tr>
<tr>
<td class='TBoxText'>
StatMat<br />
ipher<br />
theoddone33<br />
Siloh<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Documentation Writers/Contributers
</td>
</tr>
<tr>
<td class='TBoxText'>
RichardC<br />
Nach<br />
LDAWG<br />
kevman<br />
IceFox<br />
Noxious Ninja<br />
Clements<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Special Thanks
</td>
</tr>
<tr>
<td class='TBoxText'>
Radio<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Donations
</td>
</tr>
<tr>
<td class='TBoxText'>
ziola, Pugz, Micropolis, Alex Chavez, GenIV (former sysop of POT-D), 52, ShadowNall, DapoBelg, Zhocef, H-Clone, CC_Devil, Brian Day, Evan Yost, Sarany Oum, Gabriel Golcher, Tyson Anderson, Dans Wharehouse, Shaun MacPherson, Alain Bougeniere, Oliver Welsh, Daryl Johnson, Ivan Kanis, Taras Tyulyakov, Meng Wu, Shengjie Wu, Dustin Sides, Eric VanHeest, Anthony Borel, Erik Tande, Denis Evans, Feilos, cpickett, and stainless.<br />
</td>
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<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Linux v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/linuxlogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
</table>
<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
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<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
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FAQ
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<tr>
<td class='TBoxText'>
Coming soon...
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<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Linux v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/linuxlogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
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<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='MMenu'>
<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
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Navigation
</td>
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<tr>
<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
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<td class='TBoxHead'>
GUI
</td>
</tr>
<tr>
<td class='TBoxText'>
Note : If any window exists in the GUI field, pressing ESC always closes the top-most window.<br />
Note : Pressing ESC when no window is active is equivalent to RUN. It will not function if no game is loaded.<br />
<br />
Notes on the filename box where you can manually type in the filename:<br />
- Typing text into the box will automatically seek to the closest matching filename in the box where the file selection cursor is located.<br />
- 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 will then change its directory if one is found. Otherwise, it will load the current file or directory highlighted by the selection cursor.<br />
- You can type in the full filename or directory including path (eg. d:\games\mario.smc) or the drive name (eg. d:).<br />
<a id="game"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Game Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/game.png" alt="Game Menu" /><br />
<ul class="indent_list">
<li>Load:
<ul>
<li>Perform: Load File and Run</li>
<li>Usage:
<ul>
<li>Loading a File:
<ul>
<li>You can move through the list using either the mouse or the keyboard. The keys for the keyboard are:
<ul>
<li>Up/Down - Move Up/Down through the list</li>
<li>Left/Right - Switch between the File and Directory Window</li>
<li>PageUp/PageDown/Home/End - Move through the list in larger increments</li>
<li>A .. Z, \, : - Enters filename/directory into the load box</li>
<li>Enter - Load file or change directory (depending on which window you are in)</li>
</ul>
</li>
</ul>
</li>
<li>Show all Extensions:
<ul>
<li>This will force the GUI to show all of the file extensions instead of the default (.SMC,.SFC,...).</li>
</ul>
</li>
<li>Force:
<ul>
<li>Make ZSNES treat a ROM as NTSC or PAL region format, as well as LoROM and HiROM.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Run:
<ul>
<li>Perform: Runs the game</li>
</ul>
<br />
</li>
<li>Reset:
<ul>
<li>Perform: Resets the game, but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Save State:
<ul>
<li>Perform: Saves the state (equivalent to default F2), but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Load State:
<ul>
<li>Perform: Loads the state (equivalent to default F4), but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Pick State:
<ul>
<li>Perform: Allows user to select the state position to use (equivalent to default F3).</li>
</ul>
<br />
</li>
<li>Quit:
<ul>
<li>Perform: Quits ZSNES</li>
</ul>
</li>
</ul>
<a id="quick"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Quick Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/quick.png" alt="Quick Menu" /><br />
<ul class="indent_list">
<li>Perform:
<ul>
<li>Allows the user to quickly select the last 10 games loaded off the GUI. Also allows the user to freeze/clear the list.</li>
</ul>
<br />
</li>
<li>Tip:
<ul>
<li>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 last turning freeze on.</li>
</ul>
</li>
</ul>
<a id="config"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Config Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/config.png" alt="Config Menu" /><br />
<ul class="indent_list">
<li>Input #1-#5:
<ul>
<li>Perform: Allows user to select the input device and control keys for each player.</li>
<li>Usage:
<ul>
<li>Selecting an Input Device:
<ul>
<li>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).</li>
</ul>
</li>
<li>Changing default keys:
<ul>
<li>Click on the key which you want to change by 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.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Options:
<ul>
<li>Perform: Allows the user to select some in-game options.</li>
<li>Usage:
<ul>
<li>Auto Frame Rate - enables auto frame rate.</li>
<li>Max Frame Skip - Shown only when auto frame rate is enabled, this sets the maximum allowable frame skip in auto frame rate mode.</li>
<li>Frame Rate - Sets the constant frame skip value used when a game plays. This is only shown when auto frame rate is disabled.</li>
<li>New Gfx Engine - Enables/Disables the new graphics engine in 256 color modes or 320x240x65536 mode.</li>
<li>Auto Increment Save Slot - When enabled, the save slot will automatically move to the next slot after you save a state.</li>
<li>MMX Support - Enables MMX Copying routines for a slight speed increase (MMX processors only).</li>
<li>Use Pl3/4 as Pl1/2 - 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.</li>
<li>FPS at Program Start - Checking this will make the FPS appear whenever you start ZSNES.</li>
<li>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</li>
<li>Enable Game Clock - Enabling this will show the system clock on-screen.</li>
<li>Toggled Fast Fwd/Slowdown - 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.</li>
<li>SRAM Check+Save - This will enable automatic save RAM write detection and save the SRAM (.srm) to disk approximately 10 seconds after.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>Don't Save Current Path - This will prevent ZSNES from changing the current start-up game path in the configuration.</li>
<li>Use Small Message Text - On-screen messages that pop up when you save a state, disable a background, ect. will be smaller.</li>
<li>Disable Screensaver - Disables the screensaver while ZSNES is running, so that your gameplay will not be interrupted if you're using a gamepad.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Add-ons:
<ul>
<li>Perform: Changes the current special input selected for the game.</li>
<li>Usage:
<ul>
<li>None - Uses the regular SNES controllers.</li>
<li>SNES Mouse at Port #1 - Emulates the SNES Mouse at controller port #1.</li>
<li>SNES Mouse at Port #2 - Emulates the SNES Mouse at controller port #2.</li>
<li>Super Scope - Emulates the SNES Super Scope.</li>
<li>Lethal Enforcer Gun - Simulates the SNES Mouse movements for Lethal Enforcers 1.</li>
<li>Super System - Toggle DIP switches here to configure the Nintendo Super System.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Video:
<ul>
<li>Perform: Changes the current video mode and sets some options.</li>
<li>Usage:
<ul>
<li>Changing the video mode - Use the mouse to select the video mode and click 'SET'. If the resulting video changes don't look right, wait for 10 seconds without pressing any key or button and the display will return to the previous one.</li>
<li>Full Scanlines - This mode adds a blank line in between every line to produce a scanline effect similar, if not exact, to a TV.</li>
<li>50% Scanlines - This will enable scanline mode, except that each line is 50% darker than the line above it.</li>
<li>25% Scanlines - This will enable scanline mode, except that each line is 25% darker than the line above it.</li>
<li>2xSaI Engine - Setting this will enable Kreed's 2x Scale Advanced Interpolation engine.</li>
<li>Super Eagle - Setting this will enable Kreed's Super Eagle engine.</li>
<li>Super 2xSaI Engine - Setting this will enable Kreed's Super 2x Scale Advanced Interpolation engine.</li>
<li>HQ2X, HQ3X, and HQ4X - Depending on what D mode resolution you are using, you will be able to choose one of these three graphic filters created by MaxSt.</li>
<li>Interpolation - Setting this enables interpolation, which basically blends all the inbetween colors to produce a blurry effect. However, this slows down emulation.</li>
<li>Hi-resolution Mode 7 - Enabling this will 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.</li>
<li>Grayscale Mode - Makes the game display in monochrome color. This option is just there for fun and is not something that you probably want to keep on using.</li>
<li>Triple Buffering - Uses an extra buffer for drawing. Thus, a buffer can be drawn on while one is pending Vsync, and another is being drawn. The primary use is to reduce the impact of Vsync on slower systems.</li>
<li>Vsync - Synchronizes drawing to the monitor's refresh rate. This may reduce frame rate on your computer, but will reduce tearing.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Sound:
<ul>
<li>Perform: Allows user to change the sound configurations of ZSNES.</li>
<li>Usage:
<ul>
<li>Enable Sound - Setting this turns on the sound.</li>
<li>Stereo Sound - Enables stereo sound (noticeably slower though unless you have a fast CPU).</li>
<li>Sampling Rate - To change the sound sampling rate, just click on the box containing the value to rotate through all the possible values. The default sampling rate (and the one that is most accurate to a real SNES) is 32000hz.</li>
<li>Volume Level - To change, just slide the bar.</li>
<li>Reverse Stereo - This function swaps the L and R volume levels in stereo mode.</li>
<li>Surround Sound - Enables simulated 2 speaker surround sound.</li><li>Sound Buffering - Enable to provide a larger sound buffer for sound cards that have problems with the sound.</li><li>Disable SPC Emulation - Disables the emulation of the SPC700 chip. Doing this will speed up emulation, but the downside is that it tends to bring more sound errors.</li>
<li>Sound Interpolation - This feature smoothes out the wave forms of lower frequency sounds. Choose either gaussian (default and the most accurate to a real SNES), cubic spline, or 8-point interpolation.</li>
<li>Low Pass Filter - This produces better bass in certain sound effects. However, the side effect is that the sound will overall be more muffled. Choose either simple, dynamic, or hi quality.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Paths:
<ul>
<li>Perform: Allows user to change the default directories used by ZSNES.</li>
<li>Usage:
<ul>
<li>Snapshots - Configure which directory bitmap (.bmp; 16bit color) and PNG (.png; 32bit ARGB color) format snapshots will save in.</li>
<li>SPCs - Configure which directory SPC700 sound dumps (.spc; SNES music files) will save in.</li>
<li>BIOS/Base Carts - Enter the location of BIOS/Base carts here, to support emulation of the BS Satellaview, Sufami Turbo, and the Same Game and SD Gundam G-Next expansion packs.</li>
<li>SPC7110 Graphic Packs - Enter the directories that contain SPC7110 graphic packs in the appropriate fields here. The SPC7110 games are Far East of Eden Zero (FEOEZ), Far East of Eden Zero - Shounen Jump no Shou (FEOEZ-SJNS), Momotarou Dentetsu Happy (MDH), and Super Power League 4 (SPL4).</li>
<li>Note: Paths can be absolute (C:\Path\To\File\) or relative (..\Path\Relative\To\ZSNES\).</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="cheat"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/cheat.png" alt="Cheat Menu" /><br />
<ul class="indent_list">
<li>Add Code:
<ul>
<li>Perform: Enters the cheat code window and sets the keyboard cursor on the cheat code entry box.</li>
<li>Usage: Type in the code in either Game Genie, Pro Action Replay, or GoldFinger format, then press enter. Then enter the description. Note : Be sure to include the '-' when entering Game Genie codes.</li>
<li>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.</li>
</ul>
<br />
</li>
<li>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).<br /><br /></li>
<li>Browse:
<ul>
<li>Perform: Enters the cheat code window and sets the keyboard cursor at the browse box.</li>
<li>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.
<ul>
<li>Actions:
<ul>
<li>Toggle - Turns a cheat code on or off.</li>
<li>Remove - Deletes the cheat code off the list.</li>
<li>Save - Saves the current list into a .cht file, which will be located in the save directory.</li>
<li>Load - Loads a previously saved list.</li>
<li>Fix - Clicking this fixes some cheat codes that don't work, but it will not always work.</li>
<li>You can also toggle a cheat code on or off by double clicking on them.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Search:
<ul>
<li>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.</li>
<li>Usage:
<ul>
<li>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) so you have to guess the size.</li>
<li>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.</li>
<li>Search Type:
<ul>
<li>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.</li>
<li>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.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="netplay"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Netplay Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/netplay.png" alt="Netplay Menu" /><br />
<ul class="indent_list">
<li>Internet:
<ul>
<li>Port -
<ul>
<li>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.</li>
</ul>
</li>
<li>Nickname -
<ul>
<li>What you will be called.</li>
</ul>
</li>
<li>Start As Server -
<ul>
<li>This will start the ZSNES Server. Your opponent can then join via the Connect to Server option.</li>
</ul>
</li>
<li>IP -
<ul>
<li>This is the IP of the server you wish to connect to. You will need to receive this information from the person to whom you are connecting.</li>
</ul>
</li>
<li>Connect to Server -
<ul>
<li>This will connect you to another ZSNES user if the port and server are correct. This is only used on the client side.</li>
</ul>
</li>
<li>Your IP -
<ul>
<li>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.</li>
</ul>
</li>
<li>Allow UDP Connections -
<ul>
<li>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.</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="misc"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Misc Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/misc.png" alt="Misc Menu" /><br />
<ul class="indent_list">
<li>Game Keys:
<ul>
<li>Perform: Allows user to change and make game keys and quick keys to his own preference.</li>
<li>Usage:
<ul>
<li>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.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>GUI Options:
<ul>
<li>Perform: Allows the user to customize some of the GUI.</li>
<li>Usage:
<ul>
<li>Mouse Wrap - Allows the mouse pointer to wrap at the borders of the screen.</li>
<li>Mouse Shadow - Disables/Enables the Mouse Shadow.</li>
<li>Keep Menu Positions - When enabled, re-entering the GUI from the game does not automatically enter the Load Menu, but instead the previous menu which you were on when you last exited the GUI.</li>
<li>Save Window Positions - When enabled, the GUI doesn't reset the locations of the windows when you exit/enter the GUI.</li>
<li>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 Win32 port, the right click button won't return back to the game.</li>
<li>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:
<ul>
<li>SNES ControlPad = Move</li>
<li>SNES A = Enter</li>
<li>SNES B = ESC</li>
<li>SNES L = PageUp</li>
<li>SNES R = PageDown</li>
</ul>
</li>
<li>Transparent Messages - Makes in-game messages appear transparent.</li>
<li>Wheel Mouse - Enables or disables the mouse wheel.</li>
<li>Filtered GUI - Use your favorite ZSNES display filters in the GUI. ZSNES, HQ3X style!</li>
<li>Trap Mouse Cursor - Prevents the mouse cursor from exiting the ZSNES GUI. You will have to move the mouse with extra speed to make the cursor exit the GUI with this feature enabled.</li>
<li>Snow Effect - Enables the snow effect in the GUI background.</li>
<li>Water Effect - Enables one of the two available water effects in the GUI background.</li>
<li>Burning Effect - Enables the burning effect in the GUI background.</li>
<li>Color - Allows you to customize your ZSNES GUI colors. Background, title bar, and window colors are supported.</li>
<li>Always on Top - Puts the ZSNES window on top of almost all other Windows applications at all times.</li>
<li>Save Main Window Position - Saves the window position when you exit and restores it when you load ZSNES again.</li>
<li>Allow Multiple Instances - Allows you to load more than one ZSNES window at a time.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Key Comb. (Key Combination Editor):
<ul>
<li>Perform: Allows you to specify certain keyboard combination routines with a single keystroke/joystick button press.</li>
<li>Usage:
<ul>
<li>Description - Allows you type in the description of the combination key.</li>
<li>Key - Clicking on this box will allow you to select which key/button to use.</li>
<li>Combination Keys - This window will display the sequence of events selected by the user.</li>
<li>P# - Selects which player # will use those keys.</li>
<li>&gt; = Last &lt;/&gt; - Enabling this would mean that the event symbol &gt; will mean the last left or right direction the user presses in the game and the symbol &lt; is the opposite of that direction. When disabled, &gt; means right and &lt; means left.</li>
<li>Game Specific (Game Specific) - Enabling this will tell ZSNES to use separate key combination files for each individual game.</li>
<li>Clear - Clears the current key combination field.</li>
<li>Add - Adds the key combination fields below as a new entry.</li>
<li>Replace - Copies the contents of the key combination fields below to the current highlighted key combination above.</li>
<li>Delete - Deletes the highlighted key combination above.</li>
<li>Events:
<ul>
<li>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.</li>
<li>Press Only - The key will be pressed and held.</li>
<li>Rel Only - The key will be released if it is pressed by a press only event.</li>
<li>Frame Delay - Delays for the specified number of frames.</li>
<li>Second Delay - Delays for the specified number of seconds.</li>
<li>Del - Deletes the event at the end of the combination keys list if one exists.</li>
</ul>
</li>
</ul>
</li>
<li>Note: A 1 frame delay exists after the combination key list has finished processing.<br /><br /></li>
<li>Example Key Combination: (Down / Down+Right / Right / L):
<ul>
<li>Method 1:
<ul>
<li>Press+Rel Down / 2 Frame Delay / Press+Rel Down / Press+Rel Right / 2 Frame Delay / Press+Rel Right / 2 Frame Delay / Press+Rel L</li>
</ul>
</li>
<li>Method 2:
<ul>
<li>Press Only Down / 2 Frame Delay / Press Only Right / 2 Frame Delay / Rel Only Down / 2 Frame Delay / Rel Only Right / Press Only L</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Movie Options:
<ul>
<li>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. ;)</li>
<li>Usage:
<ul>
<li>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, SRAM 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.<br /><br /></li>
<li>You can record:
<ul>
<li>- Standard 1/2 player games</li>
<li>- 3-4 player Multitap games</li>
<li>- SNES Mouse games</li>
<li>- Network/Modem games</li>
</ul>
</li>
<li>You cannot record:
<ul>
<li>- Super Scope Games</li>
</ul>
</li>
</ul>
</li>
<li>GUI Usage:
<ul>
<li>Record - Begins recording the movie file. You can even record while your already playing a movie (append).</li>
<li>Play - Begins playing the movie file.</li>
<li>Stop - Stops the movie process.</li>
<li>The numbers at the right side select which movie file to play/record.</li>
</ul>
</li>
<li>NOTE: Movies recorded without sound cannot be played when sound is enabled and vice versa.</li>
<li>NOTE: Loading another game, loading a state, or resetting the game will halt the play/record process.</li>
<li>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 SRAM when you load up a movie file.</li>
</ul>
<br />
</li>
<li>Save Cfg:
<ul>
<li>Perform: Saves the configuration files.</li>
</ul>
<br />
</li>
<li>About:
<ul>
<li>Perform: Just displays the version # and the authors of ZSNES.</li>
</ul>
</li>
</ul>
</td>
</tr>
</table>
<br />
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</table>
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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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General Public License applies to most of the Free Software
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To protect your rights, we need to make restrictions that forbid
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<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Linux v1.4</b>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
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Netplay
<a id="filing"></a>
</td>
</tr>
<tr id="recommendations">
<td class='TBoxSubHead'>
System Recommendations
</td>
</tr>
<tr>
<td class='TBoxText'>
*** FOR SMOOTH NETPLAY, IT IS REQUIRED THAT BOTH SIDES HAVE FAST COMPUTERS (LOOK BELOW FOR REQUIREMENTS). IF ONE SIDE HAS A SLOW COMPUTER (EG. 200MHZ) WHILE THE OTHER HAS A FAST ONE (EG. 800MHZ), THE SLOW COMPUTER'S LOW FRAMERATE WILL BOG DOWN THE FAST COMPUTER, CAUSING POOR FRAME RATES ON THE FAST COMPUTER. IT IS ALSO STRONGLY RECOMMENDED THAT YOU KEEP LATENCY AT 3 (OR REDUCE IT TO 2 FOR FAST PACED PLATFORM GAMES), ALLOW UDP CONNECTIONS, AND KEEP BACK BUFFER ENABLED.<br />
<br />
Also, the higher than ping time, the worse the netplay experience, since ping times measure the time it takes for data to get to the other side and back. You can expect a not so great performance if you have a ping time of 400 or greater.<br />
<br />
Note: You cannot use cheat codes, key combinations, or turbo keys in netplay.<br />
<br />
Note: Firewall users - You may need to disable your firewall (or just disable it for UDP port 7845) in order to get the UDP protocol that ZSNES's netplay uses to work.<br />
<br />
System Recommendations for Smooth Netplay:<br />
------------------------------------------<br />
<ul>
<li>- Back Buffer must be enabled and the latency value must be 3 or 2.</li>
<li>- The games have to run at least 50 FPS on BOTH computers without netplay. This can completely depend on factors such as CPU, video card, video mode, and the game you are running.</li>
<li>- Your system should be able to handle the UDP protocol. Without it, lost packets can cause lots of in-game pauses in your netplay experience.</li>
<li>- You can also try changing your resolution to different video modes and find the video mode that provides the optimal performance if the current performance isn't satisfactory.</li>
<li>- You will also need an Internet connection with ping times of less than 400ms between both connections.</li>
</ul>
</td>
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<td class='TBoxSubHead'>
Simple Instructions on How to Get it Working
</td>
</tr>
<tr>
<td class='TBoxText'>
<ol>
<li>1.) Go to Netplay -> Internet.</li>
<li>2.) Decide who will be the server and who will be the client (Neither has the gameplay advantage since ZSNES treats both the same after a connection is established).</li>
<li>3.) If you're the server, send the IP that is shown to your friend (eg. through any chat program (ICQ, AIM, IRC, etc.)). Then click on 'Start Server'.</li>
<li>4.) If you're the client, type in the IP address that your friend has given you and then click on 'Connect to Server'.</li>
<li>5.) Chat with your friend on what game to play.</li>
<li>6.) Once decided, make sure that the filename on both sides are the same and that the load window points to the directory where the filename is.</li>
<li>7.) Load the game.</li>
<li>8.) Have fun! (If it worked).</li>
<li>9.) If it said 'Checksum Mismatch', try unzipping the file if it is a .ZIP file. If not, then both sides have a different version of that ROM (eg. One side has the Japanese version while the other has the English, or both versions are English, but are different version releases of the same game).</li>
<li>10.) If you want to chat in-game, press 'T' and type in your line. You can change this key in the Misc -> Game Keys options from the GUI.</li>
</ol>
</td>
</tr>
<tr id="ip">
<td class='TBoxSubHead'>
Getting the IP Address
</td>
</tr>
<tr>
<td class='TBoxText'>
<br />
The IP address should be displayed on the connection window. The person being the client has to somehow tell the person who is the server his own IP address in order to connect. However, if your system has multiple IP addresses, the one on the connection window probably isn't the correct one.<br />
<br />
</td>
</tr>
<tr id="connecting">
<td class='TBoxSubHead'>
Connecting
</td>
</tr>
<tr>
<td class='TBoxText'>
<br />
When you're ready, select Internet from the Netplay menu.<br />
<br />
If you are the server, just click on 'Start Server' and wait for the client to connect.<br />
If you are the client, and after obtaining the IP of your friend (your friend has to send you his IP if you cannot figure out his IP on your own), type in the IP into the space provided and then click on 'Connect to Server'. Once you click on it, your system may look as if it's frozen, but it actually isn't. You just have to wait for a bit until it either connects or fails to connect.<br />
If it failed to connect, then check to make sure that the IP you entered is correct and that you are properly connected to the net.<br />
If the client says 'Found Client' and nothing else happens, chances are that your net connection does not support UDP. If this is the case, both sides will need to deselect 'Allow UDP Connection'. However, it is strongly recommended that you use this option if it is possible since it is much faster than without UDP.<br />
<br />
</td>
</tr>
<tr id="loading">
<td class='TBoxSubHead'>
Loading a Game
</td>
</tr>
<tr>
<td class='TBoxText'>
<br />
Once successfully connected, the chat window should open up. From there, you can load a game like how you normally load a game. But in order to load a game, both sides have to have their load window pointing to the directory where the game is located and also have to have the filename the same on both sides. Only one side has to load the game. After that, the other side will automatically load the game without the user's interaction. If an error pops up saying 'ROM data mismatch', then it means that either side has a different version of the ROM. This error sometimes happens with zip files even when both files are the same, so it is recommended that you unzip the games and try again if this error occurs.<br />
<br />
</td>
</tr>
<tr id="configuring">
<td class='TBoxSubHead'>
Configuring the Options in the Chat Window
</td>
</tr>
<tr>
<td class='TBoxText'>
<br />
The default settings are recommended.<br />
<br />
However, if your computer is slower than 266 MHz, then it is recommended that both sides play with back buffer disabled. However, disabling this would degrade controller response.<br />
<br />
You can increase the latency value if the average ping time between both connections is high (you can tell if the gameplay runs too jerky).<br />
<br />
Reducing the latency value when back buffer is enabled will improve controller response time. But, however, this will cause the remote player to jump around more in order to keep both sides in sync.<br />
<br />
For controller options (PL1,PL2,PL3,..), the first checkmarked player would be using Input #1 of the local side. The second checkmarked player would be using Input #2 and so on. Players marked with an 'X' are checkmarked on the remote side.<br />
</td>
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<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Linux v1.4</b>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
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<td class='MBody'>
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Readme
</td>
</tr>
<tr>
<td class='TBoxText'>
ZSNES is a Super Nintendo Entertainment System emulator written entirely in assembly and C. Using cutting edge SNES emulation, ZSNES is easily comparable to other leading SNES emulators, such as <a href="http://www.snes9x.com">Snes9x</a>, <a href="http://www.emuunlim.com/sneese/" >SNEeSe</a>, and <a href="http://users.tpg.com.au/trauma/spx/">Super Sleuth</a>.<br />
<br />
Special thanks to the Snes9x team for all of their help and also for the excellent SNES emulator they have developed. We wish them the very best of luck!<br />
<a id="new"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
What's New
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Linux/SDL/POSIX Only:</b>
<ul class="indent_list">
<li>- Updated icon. [cdbsi]</li>
<li>- Updated Linux video code to Windows Version. [pagefault]</li>
<li>- Fixed problems with nVidia cards. [Diablo-D3]</li>
<li>- Fixed audio problems with broken drivers. [Diablo-D3]</li>
<li>- Added 48khz sound support. [pagefault]</li>
<li>- Updated joystick input support. [theoddone33, Sander]</li>
<li>- Fixed Savestate incrementor, this caused some crashes. [pagefault]</li>
<li>- Cleaned up the Linux Autoconfigure [Diablo-D3]</li>
<li>- Added a couple of things for the start of BeOS compatibility. [theoddone33]</li>
<li>- Fixed 16->32bpp LUT Related bug. [kode54]</li>
<li>- Added hardcoded alt-enter fullscreen toggle. [theoddone33]</li>
<li>- Added dialog for why the video mode couldn't be set. [theoddone33]</li>
<li>- Added Circle buffer patch (savestate fix). [zinx]</li>
<li>- Fixed problem with man page when installing (when man1 directory doesn't exist). [hpsolo]</li>
<li>- Fixed cmd line sound quality. [pagefault]</li>
<li>- Fixed zlib and libpng issues. [theoddone33, pagefault]</li>
<li>- Updated libpng Version checking [theoddone33]</li>
<li>- Added -lm to acinclude.m4 so AC_TRY_RUN doesn't return negative on some systems looking for libpng. [theoddone33]</li>
<li>- Overhauled Makefile. [theoddone33]</li>
<li>- Fixed install target, -D should not be used. [theoddone33]</li>
<li>- Added the name of the start address to the error message, when mprotect fails. [theoddone33]</li>
<li>- Update config.sub. This allows configuration on 64bit targets, and requires autogen.sh to be rerun. [theoddone33]</li>
<li>- Added HQ2X filter! [MaxSt, pagefault, zinx]</li>
<li>- Snapshots now use the full ROM file name. [Nach]</li>
<li>- Prefixed Snapshots with leading zeroes. [Nach]</li>
<li>- Renamed Linux Version to SDL. [pagefault]</li>
</ul>
<br />
<b>All Ports:</b>
<ul class="indent_list">
<li>- Added multiple timing tweaks, fixed various emulation bugs, and many other technical updates, including (but not limited to): SPC core updates (with improved sound decoding), safer memory allocation in certain areas, HIRQ and VIRQ fixes, color add/sub and color bleeding fixes, HDMA improvements, sprite priority and flickering fixes. Many more games work :D. [pagefault, _Demo_, Nach, TRAC, Overload, theoddone33]</li>
<li>- Overhauled a lot of code, such as checksum calculation and mirroring code. Overhauled and added much better EHi/Hi/Lo ROM code, improved reset vector, changed much hard coding to variables. Fixed more SRAM bugs than can be counted. Made optimizations to complex loading functions, syntax, memory init (Thanks kode54), execution, and initialization code. Also greatly improved PAL/NTSC detection. Also now has much better chip detection and gives more informative chip names. More games which never loaded before now load properly, such as Dai Kaiju Monogatari 2 now loads and plays great without the Dejap patch. [Nach]</li>
<li>- Cleaned up, overhauled, removed, and ported a lot of code (asm to C). [pagefault, MKendora, Nach]</li>
<li>- Overhauled IO latch behavior, added proper latching behavior and other latch fixes (such as proper latching of bit 7 on $4201), and added proper behavior of RDIO regs. [pagefault]</li>
<li>- Removed many, many hacks. [Nach, pagefault]</li>
<li>- There have been some modifications and reorganizations of the GUI, including new path setup and chip configuration windows and a reorganization of the Game Key window. [pagefault, Nach]</li>
<li>- Updates to the video code, with enhancements of triple buffering, better input support in the video dialog, and other general video code updates and bug fixes, such as a fix for the 60hz mode. [pagefault, MaxSt]</li>
<li>- New extra options are now available in various locations, like the "GUI burning effect", new commandline options, a new quick key to control players 1/2 with 3/4, and smaller message text. Some obsolete ones have been removed. [pagefault]</li>
<li>- Some changes in the Input configuaration: Hitting "Set Keys" is now prevented if controller is set to "None". Also, if no controller is selected, the settings of the individual keys are now locked. [Nach]</li>
<li>- Updated default configuration, in general. For example, stereo sound is now enabled by default at 32khz, with gaussian interpolation. [pagefault]</li>
<li>- Signed saturation fix for gaussian interpolation (Thanks kode54). [pagefault]</li>
<li>- Fixed several Netplay issues. [_Demo_, pagefault, Nach]</li>
<li>- Fixed some of our .zmv movie recording problems. [Nach]</li>
<li>- Fixed a small bug in SPC saving. [pagefault]</li>
<li>- Fixed issues with config file saving. [pagefault, Nach]</li>
<li>- Fixed PNG snapshot filenames and PNG height. [StatMat, Nach]</li>
<li>- Fixed DIP switch 2 on Super System. [pagefault]</li>
<li>- Fixed an auto frameskip issue (Thanks MKendora). [pagefault]</li>
<li>- Fixed rewind when using commandline filename. [StatMat]</li>
<li>- Fixed some issues when loading ROMs via command line. [Nach]</li>
<li>- Removed ROM info that appears when loading via command line. [Nach]</li>
<li>- Added a command-line savestate fix. [StatMat]</li>
<li>- Fixed an annoying savestate bug. [pagefault]</li>
<li>- Super Bases Loaded 2 works better, due to a fix in DSP-1 mapping. [_Demo_]</li>
<li>- Horai Gakuen works better, due to a special fix. [_Demo_]</li>
<li>- Lufia 2 problems are now fixed. [pagefault]</li>
<li>- Emerald Dragon now works - again. [pagefault]</li>
<li>- Many updates on the SPC7110, such as normal timing, special ratio removal, and better pack loading code. [_Demo_, pagefault, Nach]</li>
<li>- Removed SPC7110 logger and S-DD1 test. [grinvader]</li>
<li>- Removed support for interleaved SuperFX ROMs. [Nach]</li>
<li>- Added several improvements and memory map adjustments for more accurate BS emulation. [Nach, pagefault]</li>
<li>- Added call init code for DSP-2,3, and 4. [pagefault]</li>
<li>- Added better support for split ROMs with headers and detecting interleaved ROMs. [Nach]</li>
<li>- Added support for many more ROM extensions. [Nach]</li>
<li>- ROM info now dumped to rominfo.txt on game load. [Nach]</li>
<li>- Added more information lines on ROM load, such as CRC32, video, and bank information. [pagefault, Nach]</li>
<li>- Added support for some NSRT features, such as NSRT header support and support for ROMs using NSRT's JMA compression format. [Nach]</li>
<li>- Zipped ROMs no longer need a temporary directory. [Nach]</li>
<li>- Added better handling of bad files. [_Demo_, Nach]</li>
<li>- Implemented soft IPS patching functionality, with in-zip file support, buffering, and RLE support. [Nach]</li>
<li>- Added a compatibility update to PPU. Passes one more electronics test (Thanks MKendora!). [pagefault]</li>
<li>- Fixed variable types in many locations, ZSNES can now play games without hacking the binary to make code segments writable. [Nach]</li>
<li>- Added motion blur (Thanks ipher for fixing the entry in the GUI). [pagefault]</li>
<li>- Made ZSNES more HTPC friendly. [pagefault]</li>
<li>- Fixed many compiler warnings, added compiler optimizations, and more compiler fixes and code cleanups. [Nach, MKendora, theoddone33, pagefault, ipher, SamB]</li>
<li>- Unicode support partially supported. Will complete later. [pagefault]</li>
<li>- ZSNES now displays the day it was compiled in the about box. [Nach]</li>
<li>- Updated authors.txt, support.txt, thanks.txt, and todo.txt. [pagefault]</li>
</ul>
<br />
We have also greatly improved support for special hardware in ZSNES v1.40.<br />
These require special mention: :)<br />
<br />
- SuperFX core updates:<br />
pagefault<br />
<br />
- SA-1 core updates:<br />
pagefault<br />
<br />
- C4 core updates:<br />
Research: anomie<br />
Main Code: Nach<br />
Special thanks to The Dumper and TRAC!<br />
<br />
- DSP-1 core updates:<br />
Data Retrieval: pagefault, Overload, The Dumper<br />
Main Code: pagefault, Overload, The Dumper, neviksti, Andreas Naive, _Demo_<br />
Integration: MKendora, Nach<br />
Processing Code: pagefault, Nach<br />
<br />
- DSP-2 Emulation:<br />
Data Retrieval: Overload<br />
Research: Overload, neviksti, MKendora, The Dumper, CaitSith2<br />
Main Code: kentaro-k.21<br />
Processing Code: pagefault, kentaro-k.21<br />
Special thanks to Lord Nightmare!<br />
<br />
- S-DD1 Emulation:<br />
Data Retrieval: The Dumper, Dark Force, zsKnight, Gary Henderson<br />
Research: Andreas Naive<br />
Main Code: anomie<br />
Processing Code: _Demo_, Nach<br />
Special thanks to all the other developers and users who worked on this hard project!<br />
<br />
- ST010 Emulation:<br />
Data Retrieval: The Dumper, MKendora<br />
Main Code: The Dumper, Overload, Feather, Nach<br />
Processing Code: The Dumper<br />
Code Fixes: pagefault<br />
<br />
- Sufami Turbo Support (preliminary):<br />
Nach<br />
<br />
- SD Gundam G-Next and Same Game expansion pack Support:<br />
Nach<br />
<br />
<b>v1.36</b><br />
<ul class="indent_list">
<li>- Fixed Gunforce, added invalid HDMA modes. (Thanks Overload!) [_Demo_]</li>
<li>- New BRR decoding method, this should resolve all the sound issues introduced in 1.35 and fix new ones. (Noise simulation isn't used anymore) [_Demo_]</li>
<li>- Fixed another bug with command-line netplay. (Windows only) [pagefault]</li>
<li>- Fixed hang in NBA Live 95 and 96. (Thanks Overload!) [_Demo_]</li>
<li>- Fixed sound not working on first run. (Windows only) [pagefault]</li>
<li>- Fixed some more mode 4 issues in the new gfx engine. [pagefault]</li>
<li>- Added offset mode disable toggle to 8-bit new gfx engine. [pagefault]</li>
<li>- Fixed SPC hang in 90 Minutes European Prime Goal by clearing spcram. [_Demo_]</li>
<li>- Updated fix for Clayfighter to fix some bugs in battle. [_Demo_]</li>
<li>- Fixed crash with certain games. (SDL/*nix only) [theoddone33]</li>
<li>- Added better OBC1 detection. [_Demo_]</li>
<li>- Special hack for Samurai Showdown IRQ problem. [_Demo_]</li>
<li>- Special hack for Kamen Rider menu, requires special latch reading. [_Demo_]</li>
<li>- Special hack for Super Famista 1 and 2 SPC bugs. [_Demo_]</li>
<li>- Fixed some more bugs in video code. (Thanks Perryman for the video table) (Windows only) [pagefault]</li>
<li>- Fixed Digital Devil Story hang by modifying the spc code. You must start a new game for the fix to work. [_Demo_]</li>
<li>- Modified work ram init value to 0x55. (Thanks TRAC)</li>
</ul>
<a id="disclaimer"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Disclaimer
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES development team, including all developers and contributers, are in no way responsible for any damage caused by the use of this software. In addition, ZSNES <b>may not be distributed with ROM images</b>.
<a id="requirement"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
System Requirements
</td>
</tr>
<tr>
<td class='TBoxText'>
&nbsp;&nbsp;200MHz Processor (500MHz recommended)<br />
&nbsp;&nbsp;32MB of RAM (64MB recommended, more if SDL is compiled to use X)<br />
&nbsp;&nbsp;3D Graphics accelerator required (nVidia GeForce 2 or equivalent recommended)<br />
&nbsp;&nbsp;SDL v1.20 or higher required<br />
<a id="ttk"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Things To Know
</td>
</tr>
<tr>
<td class='TBoxText'>
<ul class="indent_list">
<li>- You can use both keyboard and joystick for player 1 or 2 with some configuration adjustments. Refer to the <a href="faq.htm">FAQ</a> for details.</li>
<li>- Several special chip emulation routines (SA-1) have unknown bugs to them.</li>
<li>- SuperFX can be slow because it is an extra 10/20mhz CPU that has to be emulated as well as the SNES emulation.</li>
<li>- Screen Snapshot, Snapshot Format, and FPS counter are available through a menu by pressing F1 during emulation.</li>
<li>- Screen Snapshot can save in bitmap format (65536 colors) or PNG format (32-bit ARGB color).</li>
<li>- FPS counter currently only works when auto frame rate is on.</li>
<li>- To use the cheat function, be sure to have the ROM which you want to patch loaded already.</li>
<li>- If the cheat codes do not work, chances are that you are either using a different version of the ROM that was originally used to create them or the codes are converted incorrectly from other code formats.</li>
<li>- There are still many bugs left in ZSNES, so don't expect it to run all your favorite games.</li>
<li>- SNES Mouse support is still missing some features, such as speed settings.</li>
<li>- Pressing the Fast Forward key is equivalent to running ZSNES using -f 9.</li>
<li>- If ZSNES doesn't work for you, then don't use it. Use Snes9x, SNEeSe, or Super Sleuth instead! In fact, even if you use ZSNES, use those emulators too!</li>
</ul>
<a id="progress"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Current Progress
</td>
</tr>
<tr>
<td class='TBoxText'>
The following are implemented:
<ul class="indent_list">
<li>- Complete 65816 instruction set</li>
<li>- SRAM support</li>
<li>- LoROM and HiROM support</li>
<li>- SlowROM and FastROM support</li>
<li>- Full DMA support</li>
<li>- HIRQ/VIRQ/NMI Interrupts</li>
<li>- Support for most SNES file formats</li>
<li>- Multi file format support (.1,.2,.3,A.,B.,C.)</li>
<li>- Interleaved format support</li>
<li>- PAL/NTSC timing support</li>
</ul>
<br />
The following are implemented in the new graphics engine 8 bit:
<ul class="indent_list">
<li>- Combination of line by line and tile based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- Mosaic effects</li>
<li>- Offset per tile mode (mode 2/vertical only, mode 4)</li>
<li>- High res 512 resolution and 448/478 vertical resolution</li>
<li>- Windowing effects</li>
<li>- High res mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)</li>
</ul>
<br />
The following are implemented in the old graphics engine:
<ul class="indent_list">
<li>- Line by line based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- Mosaic effects</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- Single and dual windowing routines</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- 16-bit graphics support</li>
<li>- Offset per tile mode (mode 2/vertical only)</li>
<li>- High res 512 horizontal resolution (missing in 16x16)</li>
</ul>
<br />
Following are present in 16-bit graphics mode:
<ul class="indent_list">
<li>- Palette changing in the middle of a screen</li>
<li>- Screen addition (full and half)</li>
<li>- Screen subtraction (full)</li>
<li>- Fixed color addition/subtraction</li>
<li>- Window clipping for fixed color</li>
</ul>
<br />
The following are implemented in the new graphics engine 16 bit:
<ul class="indent_list">
<li>- All of old graphics engine 16bit</li>
<li>- Combination of line by line and tile based graphics engine</li>
<li>- High resolution mode 7</li>
<li>- High resolution 16x16 tiles for mode 5</li>
<li>- Full 15bit color transparencies (instead of the previous 13bit speed hack) for improved picture quality (MMX compatible CPUs only)</li>
</ul>
<br />
The following are present in sound:
<ul class="indent_list">
<li>- 16bit digital stereo sound</li>
<li>- SPC700 Sound CPU</li>
<li>- DSP Sound Processor
<ul>
<li>- Echo effects</li>
<li>- FIR filter</li>
<li>- ADSR volume effects</li>
<li>- GAIN volume effects</li>
<li>- Noise effects</li>
<li>- Pitch modulation</li>
</ul>
</li>
</ul>
<br />
The following are extra features emulated:
<ul class="indent_list">
<li>- Super NES Mouse support</li>
<li>- Super NES Super Scope support</li>
<li>- Nintendo Super System support (except the menu system)</li>
<li>- SuperFX support (still has a bug or 2 left)</li>
<li>- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players remote (ipx/modem))</li>
<li>- DSP-1 emulation</li>
<li>- DSP-2 emulation</li>
<li>- SA-1 emulation (not complete)</li>
<li>- OBC1 emulation (still may have bugs)</li>
<li>- S-DD1 emulation</li>
<li>- BS Sattelaview emulation (not complete)</li>
<li>- ST010 emulation</li>
<li>- Sufami Turbo support (not complete)</li>
<li>- SD Gundam G-Next and Same Game expansion pack support</li>
<li>- SPC7110 emulation (via decompression packs)</li>
</ul>
<br />
The following are the features present in ZSNES:
<ul class="indent_list">
<li>- Game state save (F2=Save, F3=Select, F4=Load). Warning: A state file takes 260 kbytes of HD space!</li>
<li>- Movie recording</li>
<li>- Game Genie, Pro Action Replay, and GoldFinger cheat code support</li>
<li>- Auto frame rate to give you constant Super Nintendo speed up to 9 frame skips</li>
<li>- Configuration file support (~/.zsnes/zsnesl.cfg)</li>
<li>- 5 player support w/ joystick and gamepad support</li>
<li>- Netplay</li>
</ul>
<br />
The following features are missing:
<ul class="indent_list">
<li>- Pseudo 512 SNES horizontal resolution (haven't seen any game that uses them yet)</li>
<li>- Some modes in offset per tile mode</li>
<li>- Some direct color modes (haven't seen any game that uses them yet)</li>
<li>- True SPC7110 decompression</li>
</ul>
<br />
What will not run (or not play properly):
<ul class="indent_list">
<li>- Some SuperFX games</li>
<li>- Some BS Sattelaview games</li>
<li>- Games with unknown co-processors</li>
<li>- Games that don't have a valid header</li>
<li>- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines</li>
<li>- Games that require special timing</li>
</ul>
<a id="defaultkeys"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
ZSNES Default Keys
</td>
</tr>
<tr>
<td class='TBoxText'>
Here are the default keys while running the emulator. They can be changed through the GUI, except for F1 and ESC:<br />
<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Disable Backgrounds 1,2,3,4</td>
<td>&nbsp;= 1,2,3,4</td>
</tr>
<tr>
<td>Disable Sprites</td>
<td>&nbsp;= 5</td>
</tr>
<tr>
<td>Panic Key (enable all)</td>
<td>&nbsp;= 6</td>
</tr>
<tr>
<td>Enable SNES Mouse/SuperScope</td>
<td>&nbsp;= 7</td>
</tr>
<tr>
<td>Enable New Graphics Engine</td>
<td>&nbsp;= 8</td>
</tr>
<tr>
<td>Disable Windowing</td>
<td>&nbsp;= 9</td>
</tr>
<tr>
<td>Disable Offset Mode</td>
<td>&nbsp;= 0</td>
</tr>
<tr>
<td>Fast Forward Key</td>
<td>&nbsp;= ~</td>
</tr>
<tr>
<td>PopUp Extra Menu</td>
<td>&nbsp;= F1</td>
</tr>
<tr>
<td>Save State</td>
<td>&nbsp;= F2</td>
</tr>
<tr>
<td>Switch State</td>
<td>&nbsp;= F3</td>
</tr>
<tr>
<td>Load State</td>
<td>&nbsp;= F4</td>
</tr>
<tr>
<td>Disable Sound Channel</td>
<td>&nbsp;= F5 - F12</td>
</tr>
<tr>
<td>Quit</td>
<td>&nbsp;= ESC</td>
</tr>
</table>
<br />
Here are the default keys for the game play (unless modified through the GUI):<br />
<br />
Player 1:<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Up,Down,Left,Right</td>
<td>&nbsp;: Cursor Keys</td>
</tr>
<tr>
<td>A,B,X,Y</td>
<td>&nbsp;: X,Z,S,A</td>
</tr>
<tr>
<td>L,R</td>
<td>&nbsp;: D,C</td>
</tr>
<tr>
<td>Start, Select</td>
<td>&nbsp;: Enter, RShift</td>
</tr>
</table>
<a id="f1"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
F1 Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<ul class="indent_list">
<li>Save Snapshot - Saves a snapshot as either .BMP (16-bit) or .PNG (32-bit ARGB).</li>
<li>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.</li>
<li>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 approximately 2 seconds before the next song starts. This does have potential to fail though, so don't expect it to work all the time.</li>
<li>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.</li>
<li>Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu after a couple of frames. Useful for making animations.</li>
<li>Increment Frame Only - Does the same as above, except no snapshot is taken.</li>
<li>Move This Window - Moves the F1 menu to a different location.</li>
<li>Screen Shot Format - Chooses what format to use for screen shots. Choices are BMP (bitmap) and PNG (Portable Network Graphic).</li>
</ul>
<a id="config"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Configuration File
</td>
</tr>
<tr>
<td class='TBoxText'>
Almost everything in zsnesl.cfg should now be editable through the GUI. An exception is the save directory, which is required in order to access games from a read-only medium (such as a CD).<br />
<a id="cheater"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Codes
</td>
</tr>
<tr>
<td class='TBoxText'>
Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes.<br />
<br />
Here are the steps to get the codes working :<br />
<br />
1.) Load the ROM which you want to patch.<br />
2.) Exit to the GUI, enter the code of your choice in the cheat menu.<br />
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.<br />
<br />
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.<br />
<a id="extra"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Extra Features
</td>
</tr>
<tr>
<td class='TBoxText'>
To enable SNES Mouse, press 7 once for 1st player and twice for 2nd player.<br />
To enable SNES Super Scope, press 7 three times.<br />
To disable either one, either press 6 or press 7 until you see a disable message onscreen.<br />
<br />
Here are the controls for the Super Scope :<br />
<br />
Fire = Left mouse button<br />
Cursor Mode Button = Right mouse button<br />
Pause = Backspace key on keyboard<br />
Enable/Disable Autofire = =/+ key on keyboard<br />
<br />
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; it will most likely produce a very noticeable slow down in emulation if you don't have a fast computer.<br />
<br />
Sometimes, the MultiTap isn't compatible with some games. If that happens, disable MultiTap by going to Config-->Add-Ons and choosing None. You may also need to go to Config-->Options, and enable "Use Player 3/4 as Player 1/2". You could also add an <a href="http://nsrt.edgeemu.com">NSRT header</a> to your ROM.<br />
<br />
IPS patcher:<br />
Rename your .IPS file to the ROM filename with the .IPS extension (eg. If your ROM is SD3.SMC and your ips is SD3V05.IPS, rename SD3V05.IPS to SD3.IPS) and ZSNES will patch the ROM in realtime without modifying the ROM file's contents. Zipped ROMs are patched according to the unzipped name (eg. Seiken3.zip containing SD3.smc is patched by SD3.ips, not Seiken3.ips). You can also use .IPS files that are inside .ZIP files.<br />
<a id="bugs"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Bugs
</td>
</tr>
<tr>
<td class='TBoxText'>
- 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 all due to inaccurate documentation used when the ZSNES 65816 core was written. There are no plans on re-writing the 65816 timing yet.<br />
- Games sometimes tend to not display things properly because of graphic features that aren't implemented yet.<br />
- The Sound DSP chip still has its bugs (not many though). Most noticeably, no one knows the exact timing of the SPC700 chip.<br />
<a id="contact"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Contact Information
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES homepage is located at : <a href="http://www.zsnes.com">http://www.zsnes.com</a><br />
<br />
If you have any questions about ZSNES, and you have read through this whole help file to make sure the answer isn't here, then you can post your question at the <a href="http://board.zsnes.com">ZSNES Forums</a>.
<br /><br />
<b>Remember - This board should be mainly used for ZSNES related discussion.
ROM requests (or asking for games, a link to a ROM site, or where to find ROMs/games) are forbidden!!! Be sure to also read the RULES!</b><br />
<br />
If you wish to contact the authors, you may contact them through:<br /><br />
pagefault AT zsnes DOT com<br />
_demo_ AT zsnes DOT com<br />
n-a-c-h AT users.sf DOT net<br /><br />
<b>Remember - No ROM requests please! And don't send any files without permission!</b><br />
<br />
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.<br />
<a id="credits"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Credits
</td>
</tr>
<tr>
<td class='TBoxText'>
ZSNES Linux uses GCC, NASM .98.39, SDL v1.20+, GNU Make, and UPX to compile, link, compress, and execute. Thanks for the work put into these programs.<br />
<br />
Special thanks to wnelson! Without him, ZSNES would have never existed!<br />
Also to Y0SHi for his excellent SNES docs, his help, and his excellent support!<br />
<ul class="indent_list">
<li>Also Thanks to:</li>
<li>- The_Teach of Snes9x for some great info and the nice chats!</li>
<li>- Trepalium of Snes9x for some great info and help!</li>
<li>- Gary of Snes9x and Steve Snake of KGen for being the source of info for sound decompression!</li>
<li>- Gary of Snes9x for being the source of info for TCall/PCall and also for lots of help!</li>
<li>- MrGrim for his great support!</li>
<li>- Crono for info on Sound Blaster Programming, Surround Sound, Sound Interpolation, and other sound stuff!</li>
<li>- Aquis for the ZSNES logo!</li>
<li>- Alucard for helping us with an issue in the 65816!</li>
<li>- Vertigo for making a compatibility list!</li>
<li>- EFX for being a great supporter and also giving a lot of help and stuff!</li>
<li>- Zophar for being a great supporter and also maintaining the mirror site!</li>
<li>- Chris Hickman for redesigning the ZSNES web page!</li>
<li>- <a href="http://www.csoft.net/">CSoft</a> for hosting our web page!</li>
<li>- Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some optimisation info!</li>
<li>- Sardu for some great info and help!</li>
<li>- Lord ESNES for some great help!</li>
<li>- Robert Grubbs for the sidewinder info!</li>
<li>- Nerlaska for some useful info on optimizing and also for some help!</li>
<li>- Diskdude for writing SNESkart which we used for the info on cheat codes!</li>
<li>- DarkForce for some great help!</li>
<li>- Pharos for some keyboard coding help!</li>
<li>- 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 and superfx), offset per tile mode, FIR filter, some spc700 and hdma bugs!</li>
<li>- WolfWings ShadowFlight for help on several issues of nasm!</li>
<li>- Wildfire for some help!</li>
<li>- A CoolMan for the algorithm for EAGLE!</li>
<li>- Neill Corlett for some info on the .IPS format and also helping out a lot on improving the sound engine!</li>
<li>- Kreed (derek-liauw _at_ usa.net) for the 2xSaI and Super Eagle Source Codes!</li>
<li>- Markus Oberhumer and Laszlo Molnar for the <a href="http://upx.sourceforge.net/">UPX</a> compression utility.</li>
<li>- Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines!</li>
<li>- Kode54 for the low pass filter routines!</li>
<li>- Andy Goth for some help on the design of the key combination engine!</li>
<li>- Yamaha of XYZZ (Scott Scriven) for his water effect code.</li>
<li>- All those people who helped us by either sending us docs, helping us, supporting us, and reporting bugs!<br /><br /></li>
<li>Special Thanks to:</li>
<li>- Ashley, Barubary, CyberWarriorX, DCX, DooMStalK, Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator, TeleKawaru, the people in #ZSNES efnet, and the regulars of the ZSNES message board!</li>
<li>- And also to all those whom we forgot!<br /><br /></li>
<li>Special Thanks to all our beta testers for being a great help!</li>
<li>Info on 256x256x256 scanlines mode is from the MAME source. Thanks to those behind MAME!</li>
</ul>
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!<br />
</td>
</tr>
</table>
<br />
<div style="margin-left:auto;margin-right:auto;display:block;text-align:center;">
Best viewed in a real web browser such as Firefox.<br />
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body{
background-color:#ffffff;
font:normal 11px Verdana, Sans-Serif;
color:#000000;
margin:0px;
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color:#000000;
padding:3px;
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text-align:center;
}
a:link, a:active, a:visited{
background-color:transparent;
text-decoration:underline;
color:#203040;
}
a:hover{
background-color:#d0d0d0;
text-decoration:underline;
color:#506070;
}
.MMenu{
width:200px;
padding:10px;
padding-top:0px;
padding-right:0px;
vertical-align:top;
}
.MBody{
padding:10px;
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border:solid 1px #404040;
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.TBoxHead{
background-color:#A4A9B0;
color:#000000;
font:bold 14px Arial, Sans-Serif;
padding:0px;
padding-left:4px;
background-image: url( '../images/corner.png' );
background-position:top right;
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background-color:#A4A9B0;
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font:bold 11px Verdana, Sans-Serif;
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abbr {
cursor: help;
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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.

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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.

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="style.css" />
<title>ZSNES Documentation - Windows v1.4 - About</title>
</head>
<body>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Windows v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/windowslogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
</table>
<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='MMenu'>
<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Navigation
</td>
</tr>
<tr>
<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
</td>
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</table>
<br />
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<td class='MBody'>
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
About
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES Documentation Project was started by RichardC in an attempt to format all of the ZSNES documentation into an easy to read, easy to access collection.<br />
<br />
Special thanks to Nach and the ZSNES community for all the help and support they gave to the project and me.<br />
</td>
</tr>
</table>
<br />
<div style="margin-left:auto;margin-right:auto;display:block;text-align:center;">
Best viewed in a real web browser such as Firefox.<br />
<a href="http://www.spreadfirefox.com/?q=affiliates&amp;id=51657&amp;t=64" style="background-color:#ffffff;"><img style="border:0;margin-right:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/safer.png" /><img style="border:0;margin-left:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/get.png" /></a>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="style.css" />
<title>ZSNES Documentation - Windows v1.4 - Bug Reports</title>
</head>
<body>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Windows v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/windowslogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
</table>
<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='MMenu'>
<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Navigation
</td>
</tr>
<tr>
<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
</td>
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</table>
<br />
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</td>
<td class='MBody'>
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Bug Reports
<a id="filing"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Filing a Useful Bug Report
</td>
</tr>
<tr>
<td class='TBoxText'>
There are a few simple things you can do to help us deal with your bug report more effectively.<br />
<br />
Before reporting, check the <a href="readme.htm">Readme</a> to find out about unsupported chips. You should also check for any recent bug reports on the <a href="http://board.zsnes.com">ZSNES boards</a>, as well as on the bug tracker at the <a href="http://sourceforge.net/projects/zsnes">ZSNES Development Page</a>.<br />
<br />
First, make sure you are using the latest version of ZSNES. It isn't helpful for us to test a game that's "broken" if you are using 1.17b, and don't tell us that fact, because we may have fixed it in 1.20 or later.<br />
<br />
Second, a detailed name of the game is helpful. It is common for a game to act differently in different regions. By explaining that you're using a U.S., European, or Japanese version, you make testing significantly easier, because we can test the exact game, rather than pick which "Puzzle Bobble" you mean.<br />
<br />
Rather than just doing the above, though, we would appreciate it even more if you posted your ROM info log from <a href="http://nsrt.edgeemu.com">NSRT</a> to verify if your ROM is actually a good dump. If your ROM is found to be a bad dump, first get a good copy and see if the problem persists. Some bad or hacked dumps can be fixed by NSRT (Metal Combat is a good example). We will not take bug reports for bad dumps seriously.<br />
<br />
Third, describe the problem in detail. Is it an emulation bug? If not, can you reproduce it? If it is an emulation bug, investigate. Does the game lock up? Or does the sound fail? Are the graphics wrong? Provide details. Toggle the backgrounds or sound channels, and see if you can find anything, such as corruption in background 3 or errors in offset-per-tile. Does the old gfx engine act the same? Is a particular sound channel sticking on?<br />
<br />
When the game starts, does ZSNES say "OK" in the checksum field?<br />
<br />
Finally, do other emulators run the game correctly?<br />
<br />
If you have any additional information, such as a previous version of ZSNES that ran the game properly, or if you know of another game that acts similarly, please let us know.<br />
<br />
Thanks.<br />
<br />
System specs are also nice, but less essential.<br />
</td>
</tr>
</table>
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<b>ZSNES Windows v1.4</b>
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[<a href='about.htm'>About</a>]
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[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
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&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
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&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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Credits
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Developers
</td>
</tr>
<tr>
<td class='TBoxText'>
zsKnight<br />
_Demo_<br />
pharos<br />
pagefault<br />
Nach<br />
</td>
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<tr>
<td class='TBoxSubHead'>
Contributers
</td>
</tr>
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<td class='TBoxText'>
StatMat<br />
ipher<br />
theoddone33<br />
Siloh<br />
</td>
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<td class='TBoxSubHead'>
Documentation Writers/Contributers
</td>
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RichardC<br />
Nach<br />
LDAWG<br />
kevman<br />
IceFox<br />
Noxious Ninja<br />
Clements<br />
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Special Thanks
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Radio<br />
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Donations
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ziola, Pugz, Micropolis, Alex Chavez, GenIV (former sysop of POT-D), 52, ShadowNall, DapoBelg, Zhocef, H-Clone, CC_Devil, Brian Day, Evan Yost, Sarany Oum, Gabriel Golcher, Tyson Anderson, Dans Wharehouse, Shaun MacPherson, Alain Bougeniere, Oliver Welsh, Daryl Johnson, Ivan Kanis, Taras Tyulyakov, Meng Wu, Shengjie Wu, Dustin Sides, Eric VanHeest, Anthony Borel, Erik Tande, Denis Evans, Feilos, cpickett, and stainless.<br />
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<b>ZSNES Windows v1.4</b>
</td>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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Credits
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<td class='TBoxSubHead'>
Developers
</td>
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zsKnight<br />
_Demo_<br />
pagefault<br />
Nach<br />
</td>
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Contributers
</td>
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<td class='TBoxText'>
StatMat<br />
ipher<br />
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<td class='TBoxSubHead'>
Documentation Writers/Contributers
</td>
</tr>
<tr>
<td class='TBoxText'>
RichardC<br />
Nach<br />
LDAWG<br />
kevman<br />
IceFox<br />
Noxious Ninja<br />
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Special Thanks
</td>
</tr>
<tr>
<td class='TBoxText'>
Radio<br />
</td>
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<tr>
<td class='TBoxSubHead'>
Donations
</td>
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<tr>
<td class='TBoxText'>
ziola, Pugz, Micropolis, Alex Chavez, GenIV (former sysop of POT-D), 52, ShadowNall, DapoBelg, Zhocef, H-Clone, CC_Devil, Brian Day, Evan Yost, Sarany Oum, Gabriel Golcher, Tyson Anderson, Dans Wharehouse, Shaun MacPherson, Alain Bougeniere, Oliver Welsh, Daryl Johnson, Ivan Kanis, Taras Tyulyakov, Meng Wu, Shengjie Wu, Dustin Sides, Eric VanHeest, Anthony Borel, Erik Tande, Denis Evans, Feilos, cpickett, and stainless.<br />
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</td>
</tr>
<tr>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
</td>
</tr>
</table>
<p></p>
<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
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<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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FAQ
<a id="general"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
General Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#dinput">Why does ZSNESw crash and give me an error with dinput.dll?</a><br />
<b>Q:</b> <a href="#black_screen">Why do I get a black (or corrupted) box when I start up ZSNESw?</a><br />
<b>Q:</b> <a href="#missing_options">Why in the GUI under Config/Options are some of the choices gone?</a><br />
<b>Q:</b> <a href="#cdrom">How do I use CD-ROMs with ZSNESw?</a><br />
<b>Q:</b> <a href="#choppy">Why is netplay choppy/slow?</a><br />
<b>Q:</b> <a href="#settings">Why aren't my settings saved after I close ZSNES?</a><br />
<a id="sound"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Sound Compatability Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#soundcard">Will ZSNES Windows be able to use my sound card now? It wouldn't work for me in the DOS version.</a><br />
<b>Q:</b> <a href="#nosound">How come I don't get any sound?</a><br />
<b>Q:</b> <a href="#static">ZSNES Windows tends to have some static when playing games. Is there any way to remove it?</a><br />
<b>Q:</b> <a href="#reversed">How come stereo is reversed?</a><br />
<a id="video"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Video Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#dark_scanlines">Why do I get a dark line every quarter inch roughly on my screen when I use 25/50% scanlines in a full screen stretched video mode?</a><br />
<b>Q:</b> <a href="#letters">In the Video section where I set my resolution, what do those letters stand for to the right of the resolution?</a><br />
<b>Q:</b> <a href="#threedfx">Will ZSNES Windows support a 3DFX graphics mode?</a><br />
<b>Q:</b> <a href="#transparencies">Are there transparencies in ZSNES?</a><br />
<b>Q:</b> <a href="#screwed">How come the graphics are really screwed up?</a><br />
<b>Q:</b> <a href="#fps60_choppy">How come the video is choppy with an FPS of 60 and Vsync on?</a><br />
<b>Q:</b> <a href="#kitchensync">What is the KitchenSync, and how do I enable it?</a><br />
<a id="game"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Game Compatibility
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#game_not_work">Why doesn't *name of game* work on ZSNES?</a><br />
<b>Q:</b> <a href="#will_game_work">Can you get *name of game* working by the next release?</a><br />
<b>Q:</b> <a href="#game_not_work_now">Why is *name of game* not working in v.*version #* of ZSNES? It was working before.</a><br />
<b>Q:</b> <a href="#multitap_compat">This game tells me that it is not compatible with the MultiTap (or an external device attached). What should I do?</a><br />
<b>Q:</b> <a href="#compatibility">How do I improve the compatibility of ZSNES?</a><br />
<b>Q:</b> <a href="#ct">Why am I experiencing problems with Chrono Trigger?</a><br />
<b>Q:</b> <a href="#dsp">What games use which DSP chip? How many of the DSP chips are emulated?</a><br />
<a id="speed"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Speed Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#slow">Why is ZSNES slow?</a><br />
<b>Q:</b> <a href="#faster">Can you please make ZSNES faster?</a><br />
<b>Q:</b> <a href="#dynrec">Can you implement dynamic recompilation into ZSNES?</a><br />
<b>Q:</b> <a href="#slow_game_high_fps">Why does the game slow down even though I'm using auto frame rate and the FPS is pretty high?</a><br />
<a id="kbd_joy"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Keyboard/Joystick Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#will_joy_gamepad">Will ZSNES Windows now be able to use my Windows joystick/gamepad?</a><br />
<b>Q:</b> <a href="#more_2_keys">Why can't I press more than 2 keys at a time?</a><br />
<b>Q:</b> <a href="#direction_holding">How come my joystick keeps holding in one direction?</a><br />
<b>Q:</b> <a href="#both_kbd_joy">How do I use both my keyboard and joystick for the 1st player?</a><br />
<a id="cheat"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#gg_not_work">How come the game genie codes don't work?</a><br />
<b>Q:</b> <a href="#use_cht">How do I use .CHT files?</a><br />
<b>Q:</b> <a href="#multi-line">Why doesn't ZSNES support multi-line codes?</a><br />
<a id="freezing"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Freezing/Crashing Issues
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#crashes">When I load a ROM, how come ZSNES crashes?</a><br />
<a id="misc"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Miscellaneous
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Q:</b> <a href="#auto_patching">How does the auto .IPS patching feature work?</a><br />
<b>Q:</b> <a href="#i_want_romz0rs">Where do I get the games?</a><br />
<b>Q:</b> <a href="#converting_movies">How do I convert .ZMV movies to AVI/DIVX/WMV/MPEG?</a><br />
<b>Q:</b> <a href="#port_zsnes">Can you make a Mac/PocketPC/PS2/whatever port?</a><br />
</td>
</tr>
</table>
<br />
<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
Answers
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
General Issues
<a id="dinput"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why does ZSNESw crash and give me an error with dinput.dll?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>If you get this error, download and install the latest version of <a href="http://www.microsoft.com/directx">DirectX</a>. If you already have already had the newest version of DirectX installed for a while, try re-installing it (and make sure that you're installing DirectX v8.0a or higher).<a id="black_screen"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why do I get a black (or corrupted) box when I start up ZSNESw?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>First of all, make sure that you have the latest version of DirectX installed (see above question). If that didn't help, check your desktop color settings and make sure that the number of colors is set to either 16bit or 32bit (since ZSNESw will only work with those modes).<a id="missing_options"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why in the GUI under Config/Options are some of the choices gone?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Basically, they have become obsolete due to the abilities of Windows.<a id="cdrom"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I use CD-ROMs with ZSNESw?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>You need to define a save directory that points to your hard drive. In order to do this, use a text editing program such as WordPad or Notepad and open up zsnesw.cfg, which should be located in the directory where you installed ZSNESw (this will only appear after you run ZSNESw at least once). Then look for the line SaveDirectory= and enter the directory where you want all the writeable files to be stored.<a id="choppy"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why is netplay choppy/slow?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Please read the <a href="netplay.htm">Netplay</a> section that is included in this documentation.<a id="settings"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why don't my settings get saved after I close ZSNES?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Make sure zsnesw.cfg, which is created in the same directory as ZSNES, is not marked read-only.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Sound Issues
<a id="soundcard"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Will ZSNES Windows be able to use my sound card now? It wouldn't work for me in the DOS version.</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>It is very likely that your sound card will in fact work given that your card is supported by Windows and DirectSound from Microsoft's DirectX.<a id="nosound"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come I don't get any sound?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>There could be several situations:<br />Either you accidentally disabled sound (You can enable it through the GUI), you don't have a sound card, or the sound drivers aren't properly installed in your system.<a id="static"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>ZSNES Windows tends to have some static when playing games. Is there any way to remove it?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>First of all, make sure that you have the latest sound drivers installed. Also, the problem could be in relation to many different variables. The emulator uses DirectSound for audio so it is likely not an issue with Windows but most likely a setting in the emulator. The problem could be in relation to using a lower khz value than the SNES uses, which is 32000khz. Another more likely reason is that you have one of the special sound filters engaged. For higher end cards (better than SB16), it appears that the Low Pass Filter can cause static.<a id="reversed"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come stereo is reversed?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Turn on 'Reverse Stereo' in the Sound configuration in the GUI.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Video Issues
<a id="dark_scanlines"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why do I get a dark line every quarter inch roughly on my screen when I use 25/50% scanlines in a full screen stretched video mode?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>This is a video card based issue in which your card does not scale the video image properly.<a id="letters"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>In the Video section where I set my resolution, what do those letters stand for to the right of the resolution?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>There are four different sets of letters which are R, S, DR, and DS. R stands for ratio as these modes will retain the screen size ratio to the output of a real SNES. S stands for stretched, which means that any of these modes will stretch the image to the exact size of the resolution you have chosen. The D in DR/DS means high resolution, which allows for the use of interpolation, 25/50% scanlines, and the other graphic filters. <a id="threedfx"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Will ZSNES Windows support a 3DFX graphics mode?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Probably not; the author has little interest in adding support for it.<a id="transparencies"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Are there transparencies in ZSNES?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Yes, transparencies are in ZSNES. If something is not showing that should, try pressing '6', which is the default to turn on all layers.<a id="screwed"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come the graphics are really screwed up?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>It's probably a problem with the emulation. You can try running the game at 80% or 120% execution, which can be set in the zsnesw.cfg through the DOS prompt or another editor. It might fix your problem, but then again maybe it won't be the solution.<a id="fps60_choppy"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come the video is choppy with an FPS of 60 and Vsync on?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Your monitor needs to be set for a refresh rate that is a multiple of the framerate of the game. For an NTSC game, it's 60. You need to either set the refresh rate in Windows to a multiple of 60 (KitchenSync, see below), or start ZSNES with the -6 switch. There is no -5 switch for PAL.<a id="kitchensync"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>What is the KitchenSync, and how do I enable it?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>This makes NTSC games (60 hz) run at 120 hz, and PAL games (50 hz) run at 100 hz. To enable it, first create a shortcut to ZSNESw in Windows. Next, right-click on the shortcut and choose Properties. Then, put the cursor right after the quotation marks in the Target box, press the space bar, and type -K. Finally, click OK. If ZSNESw crashes or refuses to start after enabling this, your monitor does not support the 100/120 hz refresh rate.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Compatibility Issues
<a id="game_not_work"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why doesn't *name of game* work on ZSNES?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Getting the compatibility higher is a very hard task to do. We're always trying to get more games working.<a id="will_game_work"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Can you get *name of game* working by the next release?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>We're always trying, but we can never guarantee a specific game will be working because of the difficulties involved in bug fixing.<a id="game_not_work_now"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why is *name of game* not working in v.*version #* of ZSNES? It was working before.</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="multitap_compat"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>This game tells me that it is not compatible with the MultiTap. What should I do?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>In the Config menu, go to Add-Ons and choose None. You may also need to go to Config-->Options, and enable "Use Player 3/4 as Player 1/2". Additionally, you could add an NSRT header to your ROM if you desire.<a id="compatibility"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I improve the compatibility of ZSNES?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Turning on sound helps a lot here. Also, in the ZSNES configuration file, 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%. 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.<a id="ct"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why am I experiencing problems with Chrono Trigger?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>If you cannot press the L,R, and A buttons at the same time on your keyboard, then you will need to assign both the L and R key to the same key, such as L and R to PageUp and A to Home. Pressing PageUp+Home will be then be the same as pressing L,R, and A together. This is a hardware limitation of the keyboard, not a bug in ZSNES. If this bothers you, you might want to use a gamepad if possible.<a id="dsp"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>What games use which DSP chip? How many of the DSP chips are emulated?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>There are two hardware DSP chips: Nintendo's DSP and Seta's DSP. Nintendo's DSP has 4 different major firmwares of which two, the DSP-1 and DSP-2, are supported. Games that are known to use the Nintendo DSP chips include:<br />
<br />
DSP-1: Pilotwings, Mario Kart, Suzuka 8 Hours, Lock On, Michael Andretti's Indy Car Challenge, Super Bases Loaded 2, Ballz<br />
DSP-2: Dungeon Master<br />
DSP-3: SD Gundam GX<br />
DSP-4: Top Gear 3000<br />
<br />
Seta's DSP has 2 major firmwares. ZSNES supports the first one, known as the Seta 10 (ST010). Games that are known to use the Seta DSP chips include:<br />
<br />
Seta 10: F1 ROC 2<br />
Seta 11: Hayazashi Nidan Morita Shougi<br />
<br />
There is also a Seta RISC proccessor, the Seta 18 (ST018), which is not yet emulated by ZSNES. It is used by Hayazashi Nidan Morita Shougi 2.
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Speed Issues
<a id="slow"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why is ZSNES slow?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>For the Windows version, you might want to change your video mode to different settings until you find the mode that's optimal in performance.<br /><br />Emulating a SNES is slow because it is a complex system. Also, ZSNES by default uses a tile/line engine which is newly completed in v1.0. This engine is faster than the old, so if the speed isn't up to par you may try a solution below. Or your computer just may be too slow.<br /><br />Vsync, by nature of syncing to the monitor, is also slower. So if speed is paramount to you, Vsync should be disabled. You should also use auto frame rate and frame skip.<a id="faster"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Can you please make ZSNES faster?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>We're always trying and there is still a lot of room left for optimization, but a lack of time keeps us from implementing it.<a id="dynrec"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Can you implement dynamic recompilation into ZSNES?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>There are no plans to implement it since it doesn't seem necessary. The SNES only uses a 3mhz CPU compared to, say, the 93mhz CPU inside the Nintendo 64. Implementing a dynamic recompilation engine would be hard work and would not improve performance by much.<a id="slow_game_high_fps"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why does the game slow down even though I'm using auto frame rate and the FPS is pretty high?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>A game slows down like that when it executes its code beyond the speed of CPU emulation that ZSNES currently handles. To reduce slowdowns, increase the percentage of execution by using editing zsnesw.cfg.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Keyboard/Joystick Issues
<a id="will_joy_gamepad"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Will ZSNES Windows now be able to use my Windows joystick/gamepad?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Yes, the controls are now handed via DirectInput so all Windows based control devices should work within ZSNES Windows.<a id="more_2_keys"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why can't I press more than 2 keys at a time?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>It's mainly a 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.<a id="direction_holding"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come my joystick keeps holding in one direction?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>This happens when you hold a direction when ZSNES Windows starts up. To fix this, 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.<a id="both_kbd_joy"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I use both my keyboard and joystick for the 1st player?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Issues
<a id="gg_not_work"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How come the Game Genie codes don't work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>You probably didn't insert the '-'. Otherwise, try clicking on the FIX button once while the highlight is over the code.<a id="use_cht"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I use .CHT files?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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.<a id="multi-line"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Why doesn't ZSNES support multi-line codes?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>It does. Just enter each line as a code.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Freezing/Crashing Issues
<a id="crashes"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>When I load a ROM, how come ZSNES crashes?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>For ZSNESw, you first might want to see if you have any other major program running in the background (eg. Winamp). If it still crashes after you close those programs, you might want to download and install the newest version of <a href="http://www.microsoft.com/directx">DirectX</a>.<br /><br />Odds are, if the emulator crashes as you load a ROM, then it is probably not compatible with ZSNES Windows due to it being incomplete, having a bad header, or having something else in it that makes it broken.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Miscellaneous Issues
<a id="auto_patching"></a>
</td>
</tr>
<tr>
<td class='TBoxText'>
<table border="0" cellspacing="2" cellpadding="0">
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How does the auto .IPS patching feature work?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>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, into the save directory. Next, rename the .IPS file so that it matches the ROM filename (eg. If your ROM filename is THISGAME.SMC, then your .IPS filename needs to be THISGAME.IPS.). ZSNES uses the ROM file name, even with zipped files. So, for example, TG.ZIP containing THISGAME.SMC is still patched by THISGAME.IPS. Additionally, if you have IPS patches inside a zipped file, ZSNES will automatically patch with the first IPS file it finds.<br /><br />If, after doing the above, you still have problems with this feature, you may need to add or remove a header in your ROM. Use a utility such as <a href="http://nsrt.edgeemu.com">NSRT</a> to do this.<a id="i_want_romz0rs"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Where do I get the games?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>The ZSNES Team will *NOT* provide any games or any links to games.<a id="converting_movies"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>How do I convert .ZMV movies to AVI/DIVX/WMV/MPEG?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>You can't, really. ZMVs are only a save state and the recorded sequence of button presses. The only way you can do it is to use another program to capture the video from ZSNES, such as SnagIt.<a id="port_zsnes"></a></td>
</tr>
<tr>
<td>&nbsp;</td>
<td></td>
</tr>
<tr>
<td valign="top"><b>Q:</b></td>
<td><b>Can you make a Mac/PocketPC/PS2/whatever port?</b></td>
</tr>
<tr>
<td valign="top">A:</td>
<td>Since ZSNES is written in assembly, ports to any systems that are not 100% x86 compatible are impossible. For x86 compatible machines, such as the XBox, it is still difficult. Try Snes9x for other systems.</td>
</tr>
</table>
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<b>ZSNES Windows v1.4</b>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
<tr>
<td class='TBoxHead'>
GUI
</td>
</tr>
<tr>
<td class='TBoxText'>
Note : If any window exists in the GUI field, pressing ESC always closes the top-most window.<br />
Note : Pressing ESC when no window is active is equivalent to RUN. It will not function if no game is loaded.<br />
<br />
Notes on the filename box where you can manually type in the filename:<br />
- Typing text into the box will automatically seek to the closest matching filename in the box where the file selection cursor is located.<br />
- 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 will then change its directory if one is found. Otherwise, it will load the current file or directory highlighted by the selection cursor.<br />
- You can type in the full filename or directory including path (eg. d:\games\mario.smc) or the drive name (eg. d:).<br />
<a id="game"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Game Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/game.png" alt="Game Menu" /><br />
<ul class="indent_list">
<li>Load:
<ul>
<li>Perform: Load File and Run</li>
<li>Usage:
<ul>
<li>Loading a File:
<ul>
<li>You can move through the list using either the mouse or the keyboard. The keys for the keyboard are:
<ul>
<li>Up/Down - Move Up/Down through the list</li>
<li>Left/Right - Switch between the File and Directory Window</li>
<li>PageUp/PageDown/Home/End - Move through the list in larger increments</li>
<li>A .. Z, \, : - Enters filename/directory into the load box</li>
<li>Enter - Load file or change directory (depending on which window you are in)</li>
</ul>
</li>
</ul>
</li>
<li>Show all Extensions:
<ul>
<li>This will force the GUI to show all of the file extensions instead of the default (.SMC,.SFC,...).</li>
</ul>
</li>
<li>Force:
<ul>
<li>Make ZSNES treat a ROM as NTSC or PAL region format, as well as LoROM and HiROM.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Run:
<ul>
<li>Perform: Runs the game</li>
</ul>
<br />
</li>
<li>Reset:
<ul>
<li>Perform: Resets the game, but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Save State:
<ul>
<li>Perform: Saves the state (equivalent to default F2), but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Load State:
<ul>
<li>Perform: Loads the state (equivalent to default F4), but asks user for confirmation first.</li>
</ul>
<br />
</li>
<li>Pick State:
<ul>
<li>Perform: Allows user to select the state position to use (equivalent to default F3).</li>
</ul>
<br />
</li>
<li>Quit:
<ul>
<li>Perform: Quits ZSNES</li>
</ul>
</li>
</ul>
<a id="quick"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Quick Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/quick.png" alt="Quick Menu" /><br />
<ul class="indent_list">
<li>Perform:
<ul>
<li>Allows the user to quickly select the last 10 games loaded off the GUI. Also allows the user to freeze/clear the list.</li>
</ul>
<br />
</li>
<li>Tip:
<ul>
<li>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 last turning freeze on.</li>
</ul>
</li>
</ul>
<a id="config"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Config Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/config.png" alt="Config Menu" /><br />
<ul class="indent_list">
<li>Input #1-#5:
<ul>
<li>Perform: Allows user to select the input device and control keys for each player.</li>
<li>Usage:
<ul>
<li>Selecting an Input Device:
<ul>
<li>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).</li>
</ul>
</li>
<li>Changing default keys:
<ul>
<li>Click on the key which you want to change by 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.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Options:
<ul>
<li>Perform: Allows the user to select some in-game options.</li>
<li>Usage:
<ul>
<li>Auto Frame Rate - enables auto frame rate.</li>
<li>Max Frame Skip - Shown only when auto frame rate is enabled, this sets the maximum allowable frame skip in auto frame rate mode.</li>
<li>Frame Rate - Sets the constant frame skip value used when a game plays. This is only shown when auto frame rate is disabled.</li>
<li>New Gfx Engine - Enables/Disables the new graphics engine in 256 color modes or 320x240x65536 mode.</li>
<li>Auto Increment Save Slot - When enabled, the save slot will automatically move to the next slot after you save a state.</li>
<li>MMX Support - Enables MMX Copying routines for a slight speed increase (MMX processors only).</li>
<li>Use Pl3/4 as Pl1/2 - 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.</li>
<li>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.</li>
<li>FPS at Program Start - Checking this will make the FPS appear whenever you start ZSNES.</li>
<li>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</li>
<li>Enable Game Clock - Enabling this will show the system clock on-screen.</li>
<li>Toggled Fast Fwd/Slowdown - 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.</li>
<li>SRAM Check+Save - This will enable automatic save RAM write detection and save the SRAM (.srm) to disk approximately 10 seconds after.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>Don't Save Current Path - This will prevent ZSNES from changing the current start-up game path in the configuration.</li>
<li>Use Small Message Text - On-screen messages that pop up when you save a state, disable a background, ect. will be smaller.</li>
<li>Disable Screensaver - Disables the screensaver while ZSNES is running, so that your gameplay will not be interrupted if you're using a gamepad.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Add-ons:
<ul>
<li>Perform: Changes the current special input selected for the game.</li>
<li>Usage:
<ul>
<li>None - Uses the regular SNES controllers.</li>
<li>SNES Mouse at Port #1 - Emulates the SNES Mouse at controller port #1.</li>
<li>SNES Mouse at Port #2 - Emulates the SNES Mouse at controller port #2.</li>
<li>Super Scope - Emulates the SNES Super Scope.</li>
<li>Lethal Enforcer Gun - Simulates the SNES Mouse movements for Lethal Enforcers 1.</li>
<li>Super System - Toggle DIP switches here to configure the Nintendo Super System.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Video:
<ul>
<li>Perform: Changes the current video mode and sets some options.</li>
<li>Usage:
<ul>
<li>Changing the video mode - Use the mouse to select the video mode and click 'SET'. If the resulting video changes don't look right, wait for 10 seconds without pressing any key or button and the display will return to the previous one.</li>
<li>Full Scanlines - This mode adds a blank line in between every line to produce a scanline effect similar, if not exact, to a TV.</li>
<li>50% Scanlines - This will enable scanline mode, except that each line is 50% darker than the line above it.</li>
<li>25% Scanlines - This will enable scanline mode, except that each line is 25% darker than the line above it.</li>
<li>2xSaI Engine - Setting this will enable Kreed's 2x Scale Advanced Interpolation engine.</li>
<li>Super Eagle - Setting this will enable Kreed's Super Eagle engine.</li>
<li>Super 2xSaI Engine - Setting this will enable Kreed's Super 2x Scale Advanced Interpolation engine.</li>
<li>HQ2X, HQ3X, and HQ4X - Depending on what D mode resolution you are using, you will be able to choose one of these three graphic filters created by MaxSt.</li>
<li>Interpolation - Setting this enables interpolation, which basically blends all the inbetween colors to produce a blurry effect. However, this slows down emulation.</li>
<li>Hi-resolution Mode 7 - Enabling this will 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.</li>
<li>Grayscale Mode - Makes the game display in monochrome color. This option is just there for fun and is not something that you probably want to keep on using.</li>
<li>Triple Buffering - Uses an extra buffer for drawing. Thus, a buffer can be drawn on while one is pending Vsync, and another is being drawn. The primary use is to reduce the impact of Vsync on slower systems.</li>
<li>Vsync - Synchronizes drawing to the monitor's refresh rate. This may reduce frame rate on your computer, but will reduce tearing.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Sound:
<ul>
<li>Perform: Allows user to change the sound configurations of ZSNES.</li>
<li>Usage:
<ul>
<li>Enable Sound - Setting this turns on the sound.</li>
<li>Stereo Sound - Enables stereo sound (noticeably slower though unless you have a fast CPU).</li>
<li>Sampling Rate - To change the sound sampling rate, just click on the box containing the value to rotate through all the possible values. The default sampling rate (and the one that is most accurate to a real SNES) is 32000hz.</li>
<li>Volume Level - To change, just slide the bar.</li>
<li>Reverse Stereo - This function swaps the L and R volume levels in stereo mode.</li>
<li>Surround Sound - Enables simulated 2 speaker surround sound.</li><li>Sound Buffering - Enable to provide a larger sound buffer for sound cards that have problems with the sound.</li><li>Disable SPC Emulation - Disables the emulation of the SPC700 chip. Doing this will speed up emulation, but the downside is that it tends to bring more sound errors.</li>
<li>Sound Interpolation - This feature smoothes out the wave forms of lower frequency sounds. Choose either gaussian (default and the most accurate to a real SNES), cubic spline, or 8-point interpolation.</li>
<li>Low Pass Filter - This produces better bass in certain sound effects. However, the side effect is that the sound will overall be more muffled. Choose either simple, dynamic, or hi quality.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Paths:
<ul>
<li>Perform: Allows user to change the default directories used by ZSNES.</li>
<li>Usage:
<ul>
<li>Snapshots - Configure which directory bitmap (.bmp; 16bit color) and PNG (.png; 32bit ARGB color) format snapshots will save in.</li>
<li>SPCs - Configure which directory SPC700 sound dumps (.spc; SNES music files) will save in.</li>
<li>BIOS/Base Carts - Enter the location of BIOS/Base carts here, to support emulation of the BS Satellaview, Sufami Turbo, and the Same Game and SD Gundam G-Next expansion packs.</li>
<li>SPC7110 Graphic Packs - Enter the directories that contain SPC7110 graphic packs in the appropriate fields here. The SPC7110 games are Far East of Eden Zero (FEOEZ), Far East of Eden Zero - Shounen Jump no Shou (FEOEZ-SJNS), Momotarou Dentetsu Happy (MDH), and Super Power League 4 (SPL4).</li>
<li>Note: Paths can be absolute (C:\Path\To\File\) or relative (..\Path\Relative\To\ZSNES\).</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="cheat"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/cheat.png" alt="Cheat Menu" /><br />
<ul class="indent_list">
<li>Add Code:
<ul>
<li>Perform: Enters the cheat code window and sets the keyboard cursor on the cheat code entry box.</li>
<li>Usage: Type in the code in either Game Genie, Pro Action Replay, or GoldFinger format, then press enter. Then enter the description. Note : Be sure to include the '-' when entering Game Genie codes.</li>
<li>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.</li>
</ul>
<br />
</li>
<li>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).<br /><br /></li>
<li>Browse:
<ul>
<li>Perform: Enters the cheat code window and sets the keyboard cursor at the browse box.</li>
<li>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.
<ul>
<li>Actions:
<ul>
<li>Toggle - Turns a cheat code on or off.</li>
<li>Remove - Deletes the cheat code off the list.</li>
<li>Save - Saves the current list into a .cht file, which will be located in the save directory.</li>
<li>Load - Loads a previously saved list.</li>
<li>Fix - Clicking this fixes some cheat codes that don't work, but it will not always work.</li>
<li>You can also toggle a cheat code on or off by double clicking on them.</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Search:
<ul>
<li>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.</li>
<li>Usage:
<ul>
<li>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) so you have to guess the size.</li>
<li>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.</li>
<li>Search Type:
<ul>
<li>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.</li>
<li>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.</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="netplay"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Netplay Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/netplay.png" alt="Netplay Menu" /><br />
<ul class="indent_list">
<li>Internet:
<ul>
<li>Port -
<ul>
<li>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.</li>
</ul>
</li>
<li>Nickname -
<ul>
<li>What you will be called.</li>
</ul>
</li>
<li>Start As Server -
<ul>
<li>This will start the ZSNES Server. Your opponent can then join via the Connect to Server option.</li>
</ul>
</li>
<li>IP -
<ul>
<li>This is the IP of the server you wish to connect to. You will need to receive this information from the person to whom you are connecting.</li>
</ul>
</li>
<li>Connect to Server -
<ul>
<li>This will connect you to another ZSNES user if the port and server are correct. This is only used on the client side.</li>
</ul>
</li>
<li>Your IP -
<ul>
<li>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.</li>
</ul>
</li>
<li>Allow UDP Connections -
<ul>
<li>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.</li>
</ul>
</li>
</ul>
</li>
</ul>
<a id="misc"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Misc Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<img src="images/misc.png" alt="Misc Menu" /><br />
<ul class="indent_list">
<li>Game Keys:
<ul>
<li>Perform: Allows user to change and make game keys and quick keys to his own preference.</li>
<li>Usage:
<ul>
<li>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.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>GUI Options:
<ul>
<li>Perform: Allows the user to customize some of the GUI.</li>
<li>Usage:
<ul>
<li>Mouse Wrap - Allows the mouse pointer to wrap at the borders of the screen.</li>
<li>Mouse Shadow - Disables/Enables the Mouse Shadow.</li>
<li>Keep Menu Positions - When enabled, re-entering the GUI from the game does not automatically enter the Load Menu, but instead the previous menu which you were on when you last exited the GUI.</li>
<li>Save Window Positions - When enabled, the GUI doesn't reset the locations of the windows when you exit/enter the GUI.</li>
<li>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 Win32 port, the right click button won't return back to the game.</li>
<li>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:
<ul>
<li>SNES ControlPad = Move</li>
<li>SNES A = Enter</li>
<li>SNES B = ESC</li>
<li>SNES L = PageUp</li>
<li>SNES R = PageDown</li>
</ul>
</li>
<li>Transparent Messages - Makes in-game messages appear transparent.</li>
<li>Wheel Mouse - Enables or disables the mouse wheel.</li>
<li>Filtered GUI - Use your favorite ZSNES display filters in the GUI. ZSNES, HQ3X style!</li>
<li>Trap Mouse Cursor - Prevents the mouse cursor from exiting the ZSNES GUI. You will have to move the mouse with extra speed to make the cursor exit the GUI with this feature enabled.</li>
<li>Snow Effect - Enables the snow effect in the GUI background.</li>
<li>Water Effect - Enables one of the two available water effects in the GUI background.</li>
<li>Burning Effect - Enables the burning effect in the GUI background.</li>
<li>Color - Allows you to customize your ZSNES GUI colors. Background, title bar, and window colors are supported.</li>
<li>Always on Top - Puts the ZSNES window on top of almost all other Windows applications at all times.</li>
<li>Save Main Window Position - Saves the window position when you exit and restores it when you load ZSNES again.</li>
<li>Allow Multiple Instances - Allows you to load more than one ZSNES window at a time.</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Key Comb. (Key Combination Editor):
<ul>
<li>Perform: Allows you to specify certain keyboard combination routines with a single keystroke/joystick button press.</li>
<li>Usage:
<ul>
<li>Description - Allows you type in the description of the combination key.</li>
<li>Key - Clicking on this box will allow you to select which key/button to use.</li>
<li>Combination Keys - This window will display the sequence of events selected by the user.</li>
<li>P# - Selects which player # will use those keys.</li>
<li>&gt; = Last &lt;/&gt; - Enabling this would mean that the event symbol &gt; will mean the last left or right direction the user presses in the game and the symbol &lt; is the opposite of that direction. When disabled, &gt; means right and &lt; means left.</li>
<li>Game Specific (Game Specific) - Enabling this will tell ZSNES to use separate key combination files for each individual game.</li>
<li>Clear - Clears the current key combination field.</li>
<li>Add - Adds the key combination fields below as a new entry.</li>
<li>Replace - Copies the contents of the key combination fields below to the current highlighted key combination above.</li>
<li>Delete - Deletes the highlighted key combination above.</li>
<li>Events:
<ul>
<li>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.</li>
<li>Press Only - The key will be pressed and held.</li>
<li>Rel Only - The key will be released if it is pressed by a press only event.</li>
<li>Frame Delay - Delays for the specified number of frames.</li>
<li>Second Delay - Delays for the specified number of seconds.</li>
<li>Del - Deletes the event at the end of the combination keys list if one exists.</li>
</ul>
</li>
</ul>
</li>
<li>Note: A 1 frame delay exists after the combination key list has finished processing.<br /><br /></li>
<li>Example Key Combination: (Down / Down+Right / Right / L):
<ul>
<li>Method 1:
<ul>
<li>Press+Rel Down / 2 Frame Delay / Press+Rel Down / Press+Rel Right / 2 Frame Delay / Press+Rel Right / 2 Frame Delay / Press+Rel L</li>
</ul>
</li>
<li>Method 2:
<ul>
<li>Press Only Down / 2 Frame Delay / Press Only Right / 2 Frame Delay / Rel Only Down / 2 Frame Delay / Rel Only Right / Press Only L</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Movie Options:
<ul>
<li>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. ;)</li>
<li>Usage:
<ul>
<li>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, SRAM 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.<br /><br /></li>
<li>You can record:
<ul>
<li>- Standard 1/2 player games</li>
<li>- 3-4 player Multitap games</li>
<li>- SNES Mouse games</li>
<li>- Network/Modem games</li>
</ul>
</li>
<li>You cannot record:
<ul>
<li>- Super Scope Games</li>
</ul>
</li>
</ul>
</li>
<li>GUI Usage:
<ul>
<li>Record - Begins recording the movie file. You can even record while your already playing a movie (append).</li>
<li>Play - Begins playing the movie file.</li>
<li>Stop - Stops the movie process.</li>
<li>The numbers at the right side select which movie file to play/record.</li>
</ul>
</li>
<li>NOTE: Movies recorded without sound cannot be played when sound is enabled and vice versa.</li>
<li>NOTE: Loading another game, loading a state, or resetting the game will halt the play/record process.</li>
<li>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 SRAM when you load up a movie file.</li>
</ul>
<br />
</li>
<li>Save Cfg:
<ul>
<li>Perform: Saves the configuration files.</li>
</ul>
<br />
</li>
<li>About:
<ul>
<li>Perform: Just displays the version # and the authors of ZSNES.</li>
</ul>
</li>
</ul>
</td>
</tr>
</table>
<br />
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<head>
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<link rel="stylesheet" type="text/css" href="style.css" />
<title>ZSNES Documentation - Windows v1.4 - Netplay</title>
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<table width='100%' cellspacing='0' cellpadding='0' border='0'>
<tr>
<td class='PHeader'>
<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Windows v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/windowslogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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<td class='MMenu'>
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Navigation
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<tr>
<td class='TBoxText'>
<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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<table width='100%' class='TBox' cellspacing='1' cellpadding='2' border='0'>
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<td class='TBoxHead'>
Netplay
<a id="filing"></a>
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<tr id="recommendations">
<td class='TBoxSubHead'>
System Recommendations
</td>
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<td class='TBoxText'>
*** FOR SMOOTH NETPLAY, IT IS REQUIRED THAT BOTH SIDES HAVE FAST COMPUTERS (LOOK BELOW FOR REQUIREMENTS). IF ONE SIDE HAS A SLOW COMPUTER (EG. 200MHZ) WHILE THE OTHER HAS A FAST ONE (EG. 800MHZ), THE SLOW COMPUTER'S LOW FRAMERATE WILL BOG DOWN THE FAST COMPUTER, CAUSING POOR FRAME RATES ON THE FAST COMPUTER. IT IS ALSO STRONGLY RECOMMENDED THAT YOU KEEP LATENCY AT 3 (OR REDUCE IT TO 2 FOR FAST PACED PLATFORM GAMES), ALLOW UDP CONNECTIONS, AND KEEP BACK BUFFER ENABLED.<br />
<br />
If you have Windows 95 and you are getting a init failed error, you should download and install the <a href="http://www.microsoft.com/Windows95/downloads/contents/WUAdminTools/S_WUNetworkingTools/W95Sockets2/Default.asp">Winsock 2.0 update for Windows 95</a>.
<br /><br />
*** Note: Do not update the above if you do not have Windows 95.<br />
<br />
Also, the higher than ping time, the worse the netplay experience, since ping times measure the time it takes for data to get to the other side and back. You can expect a not so great performance if you have a ping time of 400 or greater.<br />
<br />
Note: You cannot use cheat codes, key combinations, or turbo keys in netplay.<br />
<br />
Note: Firewall users - You may need to disable your firewall (or just disable it for UDP port 7845) in order to get the UDP protocol that ZSNESw's netplay uses to work.<br /><br />
Note: Internet Connection Sharing users (Win9x systems) - You may need to download an ICS Configuration software to get your connection to work and map UDP port 7845. You can find one <a href="http://www.practicallynetworked.com/sharing/ics/icsconfiguration.htm">here</a>.<br />
<br />
<br />
System Recommendations for Smooth Netplay:<br />
------------------------------------------<br />
<ul>
<li>- Back Buffer must be enabled and the latency value must be 3 or 2.</li>
<li>- The games have to run at least 50 FPS on BOTH computers without netplay. This can completely depend on factors such as CPU, video card, video mode, and the game you are running.</li>
<li>- Your system should be able to handle the UDP protocol. Without it, lost packets can cause lots of in-game pauses in your netplay experience.</li>
<li>- You can also try changing your resolution to different video modes and find the video mode that provides the optimal performance if the current performance isn't satisfactory.</li>
<li>- You will also need an Internet connection with ping times of less than 400ms between both connections.</li>
</ul>
</td>
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<tr id="instructions">
<td class='TBoxSubHead'>
Simple Instructions on How to Get it Working
</td>
</tr>
<tr>
<td class='TBoxText'>
<ol>
<li>1.) Go to Netplay -> Internet.</li>
<li>2.) Decide who will be the server and who will be the client (Neither has the gameplay advantage since ZSNESw treats both the same after a connection is established).</li>
<li>3.) If you're the server, send the IP that is shown to your friend (eg. through any chat program (ICQ, AIM, IRC, etc.)). Then click on 'Start Server'.</li>
<li>4.) If you're the client, type in the IP address that your friend has given you and then click on 'Connect to Server'.</li>
<li>5.) Chat with your friend on what game to play.</li>
<li>6.) Once decided, make sure that the filename on both sides are the same and that the load window points to the directory where the filename is.</li>
<li>7.) Load the game.</li>
<li>8.) Have fun! (If it worked).</li>
<li>9.) If it said 'Checksum Mismatch', try uncompressing the file if it is compressed. If not, then both sides have a different version of that ROM (eg. One side has the Japanese version while the other has the English, or both versions are English, but are different version releases of the same game).</li>
<li>10.) If you want to chat in-game, press 'T' and type in your line. You can change this key in the Misc -> Game Keys options from the GUI.</li>
</ol>
</td>
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<tr id="ip">
<td class='TBoxSubHead'>
Getting the IP Address
</td>
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<td class='TBoxText'>
<br />
The IP address should be displayed on the connection window. The person being the client has to somehow tell the person who is the server his own IP address in order to connect. However, if your system has multiple IP addresses, the one on the connection window probably isn't the correct one. In this case, Windows9x users can refer to winipcfg (go to the Windows Start Button -> Run, then type in winipcfg and press enter) while Windows XP users can refer to ipconfig (use the commandline). Or, if you're using mIRC, just type /dns &lt;nick&gt;.<br />
<br />
</td>
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<tr id="connecting">
<td class='TBoxSubHead'>
Connecting
</td>
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<td class='TBoxText'>
<br />
When you're ready, select Internet from the Netplay menu.<br />
<br />
If you are the server, just click on 'Start Server' and wait for the client to connect.<br />
If you are the client, and after obtaining the IP of your friend (your friend has to send you his IP if you cannot figure out his IP on your own), type in the IP into the space provided and then click on 'Connect to Server'. Once you click on it, your system may look as if it's frozen, but it actually isn't. You just have to wait for a bit until it either connects or fails to connect.<br />
If it failed to connect, then check to make sure that the IP you entered is correct and that you are properly connected to the net.<br />
If the client says 'Found Client' and nothing else happens, chances are that your net connection does not support UDP. If this is the case, both sides will need to deselect 'Allow UDP Connection'. However, it is strongly recommended that you use this option if it is possible since it is much faster than without UDP.<br />
<br />
</td>
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<tr id="loading">
<td class='TBoxSubHead'>
Loading a Game
</td>
</tr>
<tr>
<td class='TBoxText'>
<br />
Once successfully connected, the chat window should open up. From there, you can load a game like how you normally load a game. But in order to load a game, both sides have to have their load window pointing to the directory where the game is located and also have to have the filename the same on both sides. Only one side has to load the game. After that, the other side will automatically load the game without the user's interaction. If an error pops up saying 'ROM data mismatch', then it means that either side has a different version of the ROM. This error sometimes happens with zip files even when both files are the same, so it is recommended that you unzip the games and try again if this error occurs.<br />
<br />
</td>
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<tr id="configuring">
<td class='TBoxSubHead'>
Configuring the Options in the Chat Window
</td>
</tr>
<tr>
<td class='TBoxText'>
<br />
The default settings are recommended.<br />
<br />
However, if your computer is slower than 266 MHz, then it is recommended that both sides play with back buffer disabled. However, disabling this would degrade controller response.<br />
<br />
You can increase the latency value if the average ping time between both connections is high (you can tell if the gameplay runs too jerky).<br />
<br />
Reducing the latency value when back buffer is enabled will improve controller response time. But, however, this will cause the remote player to jump around more in order to keep both sides in sync.<br />
<br />
For controller options (PL1,PL2,PL3,..), the first checkmarked player would be using Input #1 of the local side. The second checkmarked player would be using Input #2 and so on. Players marked with an 'X' are checkmarked on the remote side.<br />
</td>
</tr>
</table>
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Best viewed in a real web browser such as Firefox.<br />
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<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Windows v1.4</b>
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&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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<table class='TBox' width='200' cellspacing='1' cellpadding='2' border='0'>
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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Readme
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<td class='TBoxText'>
ZSNES is a Super Nintendo Entertainment System emulator written entirely in assembly and C. Using cutting edge SNES emulation, ZSNES is easily comparable to other leading SNES emulators, such as <a href="http://www.snes9x.com">Snes9x</a>, <a href="http://www.emuunlim.com/sneese/" >SNEeSe</a>, and <a href="http://users.tpg.com.au/trauma/spx/">Super Sleuth</a>.<br />
<br />
Special thanks to the Snes9x team for all of their help and also for the excellent SNES emulator they have developed. We wish them the very best of luck!<br />
<a id="new"></a>
</td>
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<td class='TBoxSubHead'>
What's New
</td>
</tr>
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<td class='TBoxText'>
<b>Windows Only:</b>
<ul class="indent_list">
<li>- Updated icon with Windows XP compliancy. [cdbsi]</li>
<li>- Added new disable screensaver code. [pagefault]</li>
<li>- Added a CPU utilization fix. [kode54, pagefault]</li>
<li>- Added 48khz sound support, updated sound code, and fixed sound bugs. [pagefault, Nach, ipher, StatMat]</li>
<li>- Fixed a couple of input bugs, such as one concerning the 5th joystick and another that made the mouse get stuck in an endless loop. [pagefault]</li>
<li>- Removed alternate timer. [pagefault]</li>
<li>- Fixed Netplay freezing bug. [pagefault]</li>
<li>- Many new video features, including (but not limited to): HQ2X, HQ3X and HQ4X graphic filters, support for hi-res and D modes in 32bpp windowed mode (now default), new aspect ratio code for scaling, and the KitchenSync (usable only via the commandline). [MaxSt, pagefault, Darkfalz]</li>
<li>- Fixes for video code errors, such as those that occured when alt-tabbing in fullscreen, MMX interpolation fixes, and blitter fixes. [pagefault, zsKnight]</li>
<li>- Snapshots are now numbered and use the full ROM file name. [Nach]</li>
<li>- Renamed Windows version to Win32. [pagefault]</li>
<li>- Win32 port can now also be compiled with MinGW (but we won't support it till the next release). [Nach]</li>
</ul>
<br />
<b>All Ports:</b>
<ul class="indent_list">
<li>- Added multiple timing tweaks, fixed various emulation bugs, and many other technical updates, including (but not limited to): SPC core updates (with improved sound decoding), safer memory allocation in certain areas, HIRQ and VIRQ fixes, color add/sub and color bleeding fixes, HDMA improvements, sprite priority and flickering fixes. Many more games work :D. [pagefault, _Demo_, Nach, TRAC, Overload, theoddone33]</li>
<li>- Overhauled a lot of code, such as checksum calculation and mirroring code. Overhauled and added much better EHi/Hi/Lo ROM code, improved reset vector, changed much hard coding to variables. Fixed more SRAM bugs than can be counted. Made optimizations to complex loading functions, syntax, memory init (Thanks kode54), execution, and initialization code. Also greatly improved PAL/NTSC detection. Also now has much better chip detection and gives more informative chip names. More games which never loaded before now load properly, such as Dai Kaiju Monogatari 2 now loads and plays great without the Dejap patch. [Nach]</li>
<li>- Cleaned up, overhauled, removed, and ported a lot of code (asm to C). [pagefault, MKendora, Nach]</li>
<li>- Overhauled IO latch behavior, added proper latching behavior and other latch fixes (such as proper latching of bit 7 on $4201), and added proper behavior of RDIO regs. [pagefault]</li>
<li>- Removed many, many hacks. [Nach, pagefault]</li>
<li>- There have been some modifications and reorganizations of the GUI, including new path setup and chip configuration windows and a reorganization of the Game Key window. [pagefault, Nach]</li>
<li>- Updates to the video code, with enhancements of triple buffering, better input support in the video dialog, and other general video code updates and bug fixes, such as a fix for the 60hz mode. [pagefault, MaxSt]</li>
<li>- New extra options are now available in various locations, like the "GUI burning effect", new commandline options, a new quick key to control players 1/2 with 3/4, and smaller message text. Some obsolete ones have been removed. [pagefault]</li>
<li>- Some changes in the Input configuaration: Hitting "Set Keys" is now prevented if controller is set to "None". Also, if no controller is selected, the settings of the individual keys are now locked. [Nach]</li>
<li>- Updated default configuration, in general. For example, stereo sound is now enabled by default at 32khz, with gaussian interpolation. [pagefault]</li>
<li>- Signed saturation fix for gaussian interpolation (Thanks kode54). [pagefault]</li>
<li>- Fixed several Netplay issues. [_Demo_, pagefault, Nach]</li>
<li>- Fixed some of our .zmv movie recording problems. [Nach]</li>
<li>- Fixed a small bug in SPC saving. [pagefault]</li>
<li>- Fixed issues with config file saving. [pagefault, Nach]</li>
<li>- Fixed PNG snapshot filenames and PNG height. [StatMat, Nach]</li>
<li>- Fixed DIP switch 2 on Super System. [pagefault]</li>
<li>- Fixed an auto frameskip issue (Thanks MKendora). [pagefault]</li>
<li>- Fixed rewind when using commandline filename. [StatMat]</li>
<li>- Fixed some issues when loading ROMs via command line. [Nach]</li>
<li>- Removed ROM info that appears when loading via command line. [Nach]</li>
<li>- Added a command-line savestate fix. [StatMat]</li>
<li>- Fixed an annoying savestate bug. [pagefault]</li>
<li>- Super Bases Loaded 2 works better, due to a fix in DSP-1 mapping. [_Demo_]</li>
<li>- Horai Gakuen works better, due to a special fix. [_Demo_]</li>
<li>- Lufia 2 problems are now fixed. [pagefault]</li>
<li>- Emerald Dragon now works - again. [pagefault]</li>
<li>- Many updates on the SPC7110, such as normal timing, special ratio removal, and better pack loading code. [_Demo_, pagefault, Nach]</li>
<li>- Removed SPC7110 logger and S-DD1 test. [grinvader]</li>
<li>- Removed support for interleaved SuperFX ROMs. [Nach]</li>
<li>- Added several improvements and memory map adjustments for more accurate BS emulation. [Nach, pagefault]</li>
<li>- Added call init code for DSP-2,3, and 4. [pagefault]</li>
<li>- Added better support for split ROMs with headers and detecting interleaved ROMs. [Nach]</li>
<li>- Added support for many more ROM extensions. [Nach]</li>
<li>- ROM info now dumped to rominfo.txt on game load. [Nach]</li>
<li>- Added more information lines on ROM load, such as CRC32, video, and bank information. [pagefault, Nach]</li>
<li>- Added support for some NSRT features, such as NSRT header support and support for ROMs using NSRT's JMA compression format. [Nach]</li>
<li>- Zipped ROMs no longer need a temporary directory. [Nach]</li>
<li>- Added better handling of bad files. [_Demo_, Nach]</li>
<li>- Implemented soft IPS patching functionality, with in-zip file support, buffering, and RLE support. [Nach]</li>
<li>- Added a compatibility update to PPU. Passes one more electronics test (Thanks MKendora!). [pagefault]</li>
<li>- Fixed variable types in many locations, ZSNES can now play games without hacking the binary to make code segments writable. [Nach]</li>
<li>- Added motion blur (Thanks ipher for fixing the entry in the GUI). [pagefault]</li>
<li>- Made ZSNES more HTPC friendly. [pagefault]</li>
<li>- Fixed many compiler warnings, added compiler optimizations, and more compiler fixes and code cleanups. [Nach, MKendora, theoddone33, pagefault, ipher, SamB]</li>
<li>- Unicode support partially supported. Will complete later. [pagefault]</li>
<li>- ZSNES now displays the day it was compiled in the about box. [Nach]</li>
<li>- Updated authors.txt, support.txt, thanks.txt, and todo.txt. [pagefault]</li>
</ul>
<br />
We have also greatly improved support for special hardware in ZSNES v1.40.<br />
These require special mention: :)<br />
<br />
- SuperFX core updates:<br />
pagefault<br />
<br />
- SA-1 core updates:<br />
pagefault<br />
<br />
- C4 core updates:<br />
Research: anomie<br />
Main Code: Nach<br />
Special thanks to The Dumper and TRAC!<br />
<br />
- DSP-1 core updates:<br />
Data Retrieval: pagefault, Overload, The Dumper<br />
Main Code: pagefault, Overload, The Dumper, neviksti, Andreas Naive, _Demo_<br />
Integration: MKendora, Nach<br />
Processing Code: pagefault, Nach<br />
<br />
- DSP-2 Emulation:<br />
Data Retrieval: Overload<br />
Research: Overload, neviksti, MKendora, The Dumper, CaitSith2<br />
Main Code: kentaro-k.21<br />
Processing Code: pagefault, kentaro-k.21<br />
Special thanks to Lord Nightmare!<br />
<br />
- S-DD1 Emulation:<br />
Data Retrieval: The Dumper, Dark Force, zsKnight, Gary Henderson<br />
Research: Andreas Naive<br />
Main Code: anomie<br />
Processing Code: _Demo_, Nach<br />
Special thanks to all the other developers and users who worked on this hard project!<br />
<br />
- ST010 Emulation:<br />
Data Retrieval: The Dumper, MKendora<br />
Main Code: The Dumper, Overload, Feather, Nach<br />
Processing Code: The Dumper<br />
Code Fixes: pagefault<br />
<br />
- Sufami Turbo Support (preliminary):<br />
Nach<br />
<br />
- SD Gundam G-Next and Same Game expansion pack Support:<br />
Nach<br />
<br />
<b>v1.36</b><br />
<ul class="indent_list">
<li>- Fixed Gunforce, added invalid HDMA modes. (Thanks Overload!) [_Demo_]</li>
<li>- New BRR decoding method, this should resolve all the sound issues introduced in 1.35 and fix new ones. (Noise simulation isn't used anymore) [_Demo_]</li>
<li>- Fixed another bug with command-line netplay. (Windows only) [pagefault]</li>
<li>- Fixed hang in NBA Live 95 and 96. (Thanks Overload!) [_Demo_]</li>
<li>- Fixed sound not working on first run. (Windows only) [pagefault]</li>
<li>- Fixed some more mode 4 issues in the new gfx engine. [pagefault]</li>
<li>- Added offset mode disable toggle to 8-bit new gfx engine. [pagefault]</li>
<li>- Fixed SPC hang in 90 Minutes European Prime Goal by clearing spcram. [_Demo_]</li>
<li>- Updated fix for Clayfighter to fix some bugs in battle. [_Demo_]</li>
<li>- Fixed crash with certain games. (SDL/*nix only) [theoddone33]</li>
<li>- Added better OBC1 detection. [_Demo_]</li>
<li>- Special hack for Samurai Showdown IRQ problem. [_Demo_]</li>
<li>- Special hack for Kamen Rider menu, requires special latch reading. [_Demo_]</li>
<li>- Special hack for Super Famista 1 and 2 SPC bugs. [_Demo_]</li>
<li>- Fixed some more bugs in video code. (Thanks Perryman for the video table) (Windows only) [pagefault]</li>
<li>- Fixed Digital Devil Story hang by modifying the spc code. You must start a new game for the fix to work. [_Demo_]</li>
<li>- Modified work ram init value to 0x55. (Thanks TRAC)</li>
</ul>
<a id="disclaimer"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Disclaimer
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES development team, including all developers and contributers, are in no way responsible for any damage caused by the use of this software. In addition, ZSNES <b>may not be distributed with ROM images</b>.
<a id="requirement"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
System Requirements
</td>
</tr>
<tr>
<td class='TBoxText'>
<b>Windows 95/98/ME:</b><br />
&nbsp;&nbsp;150MHz Processor (500MHz recommended)<br />
&nbsp;&nbsp;16MB of RAM (64MB recommended)<br />
&nbsp;&nbsp;3D Graphics accelerator required (nVidia GeForce 2 or equivalent recommended)<br />
&nbsp;&nbsp;DirectX v8.1 or higher required<br />
<br />
<b>Windows NT/2000/XP:</b><br />
&nbsp;&nbsp;200MHz Processor (500MHz recommended)<br />
&nbsp;&nbsp;32MB of RAM (64MB recommended)<br />
&nbsp;&nbsp;3D Graphics accelerator required (nVidia GeForce 2 or equivalent recommended)<br />
&nbsp;&nbsp;DirectX v8.1 or higher required<br />
<a id="ttk"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Things To Know
</td>
</tr>
<tr>
<td class='TBoxText'>
<ul class="indent_list">
<li>- You can use both keyboard and joystick for player 1 or 2 with some configuration adjustments. Refer to the <a href="faq.htm">FAQ</a> for details.</li>
<li>- Several special chip emulation routines (SA-1) have unknown bugs to them.</li>
<li>- SuperFX can be slow because it is an extra 10/20mhz CPU that has to be emulated as well as the SNES emulation.</li>
<li>- Screen Snapshot, Snapshot Format, and FPS counter are available through a menu by pressing F1 during emulation.</li>
<li>- Screen Snapshot can save in bitmap format (65536 colors) or PNG format (32-bit ARGB color).</li>
<li>- FPS counter currently only works when auto frame rate is on.</li>
<li>- To use the cheat function, be sure to have the ROM which you want to patch loaded already.</li>
<li>- If the cheat codes do not work, chances are that you are either using a different version of the ROM that was originally used to create them or the codes are converted incorrectly from other code formats.</li>
<li>- There are still many bugs left in ZSNES, so don't expect it to run all your favorite games.</li>
<li>- SNES Mouse support is still missing some features, such as speed settings.</li>
<li>- Pressing the Fast Forward key is equivalent to running ZSNES using -f 9.</li>
<li>- If ZSNES doesn't work for you, then don't use it. Use Snes9x, SNEeSe, or Super Sleuth instead! In fact, even if you use ZSNES, use those emulators too!</li>
</ul>
<a id="progress"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Current Progress
</td>
</tr>
<tr>
<td class='TBoxText'>
The following are implemented:
<ul class="indent_list">
<li>- Complete 65816 instruction set</li>
<li>- SRAM support</li>
<li>- LoROM and HiROM support</li>
<li>- SlowROM and FastROM support</li>
<li>- Full DMA support</li>
<li>- HIRQ/VIRQ/NMI Interrupts</li>
<li>- Support for most SNES file formats</li>
<li>- Multi file format support (.1,.2,.3,A.,B.,C.)</li>
<li>- Interleaved format support</li>
<li>- PAL/NTSC timing support</li>
</ul>
<br />
The following are implemented in the new graphics engine 8 bit:
<ul class="indent_list">
<li>- Combination of line by line and tile based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- Mosaic effects</li>
<li>- Offset per tile mode (mode 2/vertical only, mode 4)</li>
<li>- High res 512 resolution and 448/478 vertical resolution</li>
<li>- Windowing effects</li>
<li>- High res mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)</li>
</ul>
<br />
The following are implemented in the old graphics engine:
<ul class="indent_list">
<li>- Line by line based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- Mosaic effects</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- Single and dual windowing routines</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- 16-bit graphics support</li>
<li>- Offset per tile mode (mode 2/vertical only)</li>
<li>- High res 512 horizontal resolution (missing in 16x16)</li>
</ul>
<br />
Following are present in 16-bit graphics mode:
<ul class="indent_list">
<li>- Palette changing in the middle of a screen</li>
<li>- Screen addition (full and half)</li>
<li>- Screen subtraction (full)</li>
<li>- Fixed color addition/subtraction</li>
<li>- Window clipping for fixed color</li>
</ul>
<br />
The following are implemented in the new graphics engine 16 bit:
<ul class="indent_list">
<li>- All of old graphics engine 16bit</li>
<li>- Combination of line by line and tile based graphics engine</li>
<li>- High resolution mode 7</li>
<li>- High resolution 16x16 tiles for mode 5</li>
<li>- Full 15bit color transparencies (instead of the previous 13bit speed hack) for improved picture quality (MMX compatible CPUs only)</li>
</ul>
<br />
The following are present in sound:
<ul class="indent_list">
<li>- 16bit digital stereo sound</li>
<li>- SPC700 Sound CPU</li>
<li>- DSP Sound Processor
<ul>
<li>- Echo effects</li>
<li>- FIR filter</li>
<li>- ADSR volume effects</li>
<li>- GAIN volume effects</li>
<li>- Noise effects</li>
<li>- Pitch modulation</li>
</ul>
</li>
</ul>
<br />
The following are extra features emulated:
<ul class="indent_list">
<li>- Super NES Mouse support</li>
<li>- Super NES Super Scope support</li>
<li>- Nintendo Super System support (except the menu system)</li>
<li>- SuperFX support (still has a bug or 2 left)</li>
<li>- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players remote (ipx/modem))</li>
<li>- DSP-1 emulation</li>
<li>- DSP-2 emulation</li>
<li>- SA-1 emulation (not complete)</li>
<li>- OBC1 emulation (still may have bugs)</li>
<li>- S-DD1 emulation</li>
<li>- BS Sattelaview emulation (not complete)</li>
<li>- ST010 emulation</li>
<li>- Sufami Turbo support (not complete)</li>
<li>- SD Gundam G-Next and Same Game expansion pack support</li>
<li>- SPC7110 emulation (via decompression packs)</li>
</ul>
<br />
The following are the features present in ZSNES:
<ul class="indent_list">
<li>- Game state save (F2=Save, F3=Select, F4=Load). Warning: A state file takes 260 kbytes of HD space!</li>
<li>- Movie recording</li>
<li>- Game Genie, Pro Action Replay, and GoldFinger cheat code support</li>
<li>- Auto frame rate to give you constant Super Nintendo speed up to 9 frame skips</li>
<li>- Configuration file support (zsnesw.cfg)</li>
<li>- 5 player support w/ joystick and gamepad support</li>
<li>- Netplay</li>
</ul>
<br />
The following features are missing:
<ul class="indent_list">
<li>- Pseudo 512 SNES horizontal resolution (haven't seen any game that uses them yet)</li>
<li>- Some modes in offset per tile mode</li>
<li>- Some direct color modes (haven't seen any game that uses them yet)</li>
<li>- True SPC7110 decompression</li>
</ul>
<br />
What will not run (or not play properly):
<ul class="indent_list">
<li>- Some SuperFX games</li>
<li>- Some BS Sattelaview games</li>
<li>- Games with unknown co-processors</li>
<li>- Games that don't have a valid header</li>
<li>- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines</li>
<li>- Games that require special timing</li>
</ul>
<a id="defaultkeys"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
ZSNES Default Keys
</td>
</tr>
<tr>
<td class='TBoxText'>
Here are the default keys while running the emulator. They can be changed through the GUI, except for F1 and ESC:<br />
<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Disable Backgrounds 1,2,3,4</td>
<td>&nbsp;= 1,2,3,4</td>
</tr>
<tr>
<td>Disable Sprites</td>
<td>&nbsp;= 5</td>
</tr>
<tr>
<td>Panic Key (enable all)</td>
<td>&nbsp;= 6</td>
</tr>
<tr>
<td>Enable SNES Mouse/SuperScope</td>
<td>&nbsp;= 7</td>
</tr>
<tr>
<td>Enable New Graphics Engine</td>
<td>&nbsp;= 8</td>
</tr>
<tr>
<td>Disable Windowing</td>
<td>&nbsp;= 9</td>
</tr>
<tr>
<td>Disable Offset Mode</td>
<td>&nbsp;= 0</td>
</tr>
<tr>
<td>Fast Forward Key</td>
<td>&nbsp;= ~</td>
</tr>
<tr>
<td>PopUp Extra Menu</td>
<td>&nbsp;= F1</td>
</tr>
<tr>
<td>Save State</td>
<td>&nbsp;= F2</td>
</tr>
<tr>
<td>Switch State</td>
<td>&nbsp;= F3</td>
</tr>
<tr>
<td>Load State</td>
<td>&nbsp;= F4</td>
</tr>
<tr>
<td>Disable Sound Channel</td>
<td>&nbsp;= F5 - F12</td>
</tr>
<tr>
<td>Quit</td>
<td>&nbsp;= ESC</td>
</tr>
</table>
<br />
Here are the default keys for the game play (unless modified through the GUI):<br />
<br />
Player 1:<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Up,Down,Left,Right</td>
<td>&nbsp;: Cursor Keys</td>
</tr>
<tr>
<td>A,B,X,Y</td>
<td>&nbsp;: X,Z,S,A</td>
</tr>
<tr>
<td>L,R</td>
<td>&nbsp;: D,C</td>
</tr>
<tr>
<td>Start, Select</td>
<td>&nbsp;: Enter, RShift</td>
</tr>
</table>
<a id="f1"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
F1 Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<ul class="indent_list">
<li>Save Snapshot - Saves a snapshot as either .BMP (16-bit) or .PNG (32-bit ARGB).</li>
<li>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.</li>
<li>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 approximately 2 seconds before the next song starts. This does have potential to fail though, so don't expect it to work all the time.</li>
<li>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.</li>
<li>Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu after a couple of frames. Useful for making animations.</li>
<li>Increment Frame Only - Does the same as above, except no snapshot is taken.</li>
<li>Move This Window - Moves the F1 menu to a different location.</li>
<li>Screen Shot Format - Chooses what format to use for screen shots. Choices are BMP (bitmap) and PNG (Portable Network Graphic).</li>
</ul>
<a id="config"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Configuration File
</td>
</tr>
<tr>
<td class='TBoxText'>
Almost everything in zsnesw.cfg should now be editable through the GUI. An exception is the save folder, which is required in order to access games from a read-only medium (such as a CD).<br />
<a id="cheater"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Codes
</td>
</tr>
<tr>
<td class='TBoxText'>
Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes.<br />
<br />
Here are the steps to get the codes working :<br />
<br />
1.) Load the ROM which you want to patch.<br />
2.) Exit to the GUI, enter the code of your choice in the cheat menu.<br />
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.<br />
<br />
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.<br />
<a id="extra"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Extra Features
</td>
</tr>
<tr>
<td class='TBoxText'>
To enable SNES Mouse, press 7 once for 1st player and twice for 2nd player.<br />
To enable SNES Super Scope, press 7 three times.<br />
To disable either one, either press 6 or press 7 until you see a disable message onscreen.<br />
<br />
Here are the controls for the Super Scope :<br />
<br />
Fire = Left mouse button<br />
Cursor Mode Button = Right mouse button<br />
Pause = Backspace key on keyboard<br />
Enable/Disable Autofire = =/+ key on keyboard<br />
<br />
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; it will most likely produce a very noticeable slow down in emulation if you don't have a fast computer.<br />
<br />
Sometimes, the MultiTap isn't compatible with some games. If that happens, disable MultiTap by going to Config-->Add-Ons and choosing None. You may also need to go to Config-->Options, and enable "Use Player 3/4 as Player 1/2". You could also add an <a href="http://nsrt.edgeemu.com">NSRT header</a> to your ROM.<br />
<br />
IPS patcher:<br />
Rename your .IPS file to the ROM filename with the .IPS extension (eg. If your ROM is SD3.SMC and your ips is SD3V05.IPS, rename SD3V05.IPS to SD3.IPS) and ZSNES will patch the ROM in realtime without modifying the ROM file's contents. Zipped ROMs are patched according to the unzipped name (eg. Seiken3.zip containing SD3.smc is patched by SD3.ips, not Seiken3.ips). You can also use .IPS files that are inside .ZIP files.<br />
<a id="bugs"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Bugs
</td>
</tr>
<tr>
<td class='TBoxText'>
- 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 all due to inaccurate documentation used when the ZSNES 65816 core was written. There are no plans on re-writing the 65816 timing yet.<br />
- Games sometimes tend to not display things properly because of graphic features that aren't implemented yet.<br />
- The Sound DSP chip still has its bugs (not many though). Most noticeably, no one knows the exact timing of the SPC700 chip.<br />
<a id="contact"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Contact Information
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES homepage is located at : <a href="http://www.zsnes.com">http://www.zsnes.com</a><br />
<br />
If you have any questions about ZSNES, and you have read through this whole help file to make sure the answer isn't here, then you can post your question at the <a href="http://board.zsnes.com">ZSNES Forums</a>.
<br /><br />
<b>Remember - This board should be mainly used for ZSNES related discussion.
ROM requests (or asking for games, a link to a ROM site, or where to find ROMs/games) are forbidden!!! Be sure to also read the RULES!</b><br />
<br />
If you wish to contact the authors, you may contact them through:<br /><br />
pagefault AT zsnes DOT com<br />
_demo_ AT zsnes DOT com<br />
n-a-c-h AT users.sf DOT net<br /><br />
<b>Remember - No ROM requests please! And don't send any files without permission!</b><br />
<br />
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.<br />
<a id="credits"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Credits
</td>
</tr>
<tr>
<td class='TBoxText'>
ZSNES Windows uses Visual C++ 6 or MinGW (GCC), NASM .98.39, DirectX 8, GNU Make, and UPX to compile, link, compress, and execute. Thanks for the work put into these programs.<br />
<br />
Special thanks to wnelson! Without him, ZSNES would have never existed!<br />
Also to Y0SHi for his excellent SNES docs, his help, and his excellent support!<br />
<ul class="indent_list">
<li>Also Thanks to:</li>
<li>- The_Teach of Snes9x for some great info and the nice chats!</li>
<li>- Trepalium of Snes9x for some great info and help!</li>
<li>- Gary of Snes9x and Steve Snake of KGen for being the source of info for sound decompression!</li>
<li>- Gary of Snes9x for being the source of info for TCall/PCall and also for lots of help!</li>
<li>- MrGrim for his great support!</li>
<li>- Crono for info on Sound Blaster Programming, Surround Sound, Sound Interpolation, and other sound stuff!</li>
<li>- Aquis for the ZSNES logo!</li>
<li>- Alucard for helping us with an issue in the 65816!</li>
<li>- Vertigo for making a compatibility list!</li>
<li>- EFX for being a great supporter and also giving a lot of help and stuff!</li>
<li>- Zophar for being a great supporter and also maintaining the mirror site!</li>
<li>- Chris Hickman for redesigning the ZSNES web page!</li>
<li>- <a href="http://www.csoft.net/">CSoft</a> for hosting our web page!</li>
<li>- Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some optimisation info!</li>
<li>- Sardu for some great info and help!</li>
<li>- Lord ESNES for some great help!</li>
<li>- Robert Grubbs for the sidewinder info!</li>
<li>- Nerlaska for some useful info on optimizing and also for some help!</li>
<li>- Diskdude for writing SNESkart which we used for the info on cheat codes!</li>
<li>- DarkForce for some great help!</li>
<li>- Pharos for some keyboard coding help!</li>
<li>- 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 and superfx), offset per tile mode, FIR filter, some spc700 and hdma bugs!</li>
<li>- WolfWings ShadowFlight for help on several issues of nasm!</li>
<li>- Wildfire for some help!</li>
<li>- A CoolMan for the algorithm for EAGLE!</li>
<li>- Neill Corlett for some info on the .IPS format and also helping out a lot on improving the sound engine!</li>
<li>- Kreed (derek-liauw _at_ usa.net) for the 2xSaI and Super Eagle Source Codes!</li>
<li>- Markus Oberhumer and Laszlo Molnar for the <a href="http://upx.sourceforge.net/">UPX</a> compression utility.</li>
<li>- Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines!</li>
<li>- Kode54 for the low pass filter routines!</li>
<li>- Andy Goth for some help on the design of the key combination engine!</li>
<li>- Yamaha of XYZZ (Scott Scriven) for his water effect code.</li>
<li>- All those people who helped us by either sending us docs, helping us, supporting us, and reporting bugs!<br /><br /></li>
<li>Special Thanks to:</li>
<li>- Ashley, Barubary, CyberWarriorX, DCX, DooMStalK, Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator, TeleKawaru, the people in #ZSNES efnet, and the regulars of the ZSNES message board!</li>
<li>- And also to all those whom we forgot!<br /><br /></li>
<li>Special Thanks to all our beta testers for being a great help!</li>
<li>Info on 256x256x256 scanlines mode is from the MAME source. Thanks to those behind MAME!</li>
</ul>
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!<br />
</td>
</tr>
</table>
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<img src="images/zsneslogo.png" alt="ZSNES" /><br />
<b>ZSNES Windows v1.4</b>
</td>
<td class='PHeader' style="text-align:right;padding:14px;background-image:url(images/windowslogo.png);">
</td>
</tr>
<tr>
<td colspan='2' class='PSubHeader'>
&nbsp;&nbsp;&nbsp;
[<a href='about.htm'>About</a>]
[<a href='credits.htm'>Credits</a>]
[<a href='http://www.zsnes.com'>ZSNES.com</a>]
[<a href='http://www.zsnes.com/index.php?page=donate'>Donate</a>]
[<a href='license.txt'>GPL</a>]
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Navigation
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<a href="readme.htm"><b>Readme</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#new">What's New</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#disclaimer">Disclaimer</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#requirement">System Requirements</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#ttk">Things to Know</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#progress">Current Progress</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#defaultkeys">ZSNES Default Keys</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#f1">F1 Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#config">Configuration File</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#cheater">Cheat Codes</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#extra">Extra Features</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#bugs">Bugs</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#contact">Contact Information</a><br />
&nbsp;&nbsp;&nbsp;<a href="readme.htm#credits">Credits</a><br />
<a href="gui.htm"><b>GUI</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#game">Game Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#quick">Quick Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#config">Config Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#cheat">Cheat Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#netplay">Netplay Menu</a><br />
&nbsp;&nbsp;&nbsp;<a href="gui.htm#misc">Misc Menu</a><br />
<a href="netplay.htm"><b>Netplay</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#recommendations">Recommendations</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#instructions">Simple Instructions</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#ip">Getting the IP</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#connecting">Connecting</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#loading">Loading A Game</a><br />
&nbsp;&nbsp;&nbsp;<a href="netplay.htm#configuring">Configuring</a><br />
<a href="bugreports.htm"><b>Bug Reports</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="bugreports.htm#filing">Filing A Bug Report</a><br />
<a href="faq.htm"><b>FAQ</b></a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#general">General</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#sound">Sound Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#video">Video Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#game">Game Compatibility</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#speed">Speed Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#kbd_joy">Keyboard/Joystick Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#cheat">Cheat Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#freezing">Freezing/Crashing Issues</a><br />
&nbsp;&nbsp;&nbsp;<a href="faq.htm#misc">Miscellaneous</a><br />
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Readme
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ZSNES is a Super Nintendo Entertainment System emulator written entirely in assembly and C. Using cutting edge SNES emulation, ZSNES is easily comparable to other leading SNES emulators, such as <a href="http://www.snes9x.com">Snes9x</a>, <a href="http://www.emuunlim.com/sneese/" >SNEeSe</a>, and <a href="http://users.tpg.com.au/trauma/spx/">Super Sleuth</a>.<br />
<br />
Special thanks to the Snes9x team for all of their help and also for the excellent SNES emulator they have developed. We wish them the very best of luck!<br />
<a id="new"></a>
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What's New
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<b>Windows Only:</b>
<ul class="indent_list">
<li>- Updated icon with Windows XP compliancy. [cdbsi]</li>
<li>- Added new disable screensaver code. [pagefault]</li>
<li>- Added a CPU utilization fix. [kode54, pagefault]</li>
<li>- Added 48khz sound support, updated sound code, and fixed sound bugs. [pagefault, Nach, ipher, StatMat]</li>
<li>- Fixed a couple of input bugs, such as one concerning the 5th joystick and another that made the mouse get stuck in an endless loop. [pagefault]</li>
<li>- Removed alternate timer. [pagefault]</li>
<li>- Fixed Netplay freezing bug. [pagefault]</li>
<li>- Many new video features, including (but not limited to): HQ2X, HQ3X and HQ4X graphic filters, support for hi-res and D modes in 32bpp windowed mode (now default), new aspect ratio code for scaling, and the KitchenSync (usable only via the commandline). [MaxSt, pagefault, Darkfalz]</li>
<li>- Fixes for video code errors, such as those that occured when alt-tabbing in fullscreen, MMX interpolation fixes, and blitter fixes. [pagefault, zsKnight]</li>
<li>- Snapshots are now numbered and use the full ROM file name. [Nach]</li>
<li>- Renamed Windows version to Win32. [pagefault]</li>
<li>- Win32 port can now also be compiled with MinGW (but we won't support it till the next release). [Nach]</li>
</ul>
<br />
<b>All Ports:</b>
<ul class="indent_list">
<li>- Added multiple timing tweaks, fixed various emulation bugs, and many other technical updates, including (but not limited to): SPC core updates (with improved sound decoding), safer memory allocation in certain areas, HIRQ and VIRQ fixes, color add/sub and color bleeding fixes, HDMA improvements, sprite priority and flickering fixes. Many more games work :D. [pagefault, _Demo_, Nach, TRAC, Overload, theoddone33]</li>
<li>- Overhauled a lot of code, such as checksum calculation and mirroring code. Overhauled and added much better EHi/Hi/Lo ROM code, improved reset vector, changed much hard coding to variables. Fixed more SRAM bugs than can be counted. Made optimizations to complex loading functions, syntax, memory init (Thanks kode54), execution, and initialization code. Also greatly improved PAL/NTSC detection. Also now has much better chip detection and gives more informative chip names. More games which never loaded before now load properly, such as Dai Kaiju Monogatari 2 now loads and plays great without the Dejap patch. [Nach]</li>
<li>- Cleaned up, overhauled, removed, and ported a lot of code (asm to C). [pagefault, MKendora, Nach]</li>
<li>- Overhauled IO latch behavior, added proper latching behavior and other latch fixes (such as proper latching of bit 7 on $4201), and added proper behavior of RDIO regs. [pagefault]</li>
<li>- Removed many, many hacks. [Nach, pagefault]</li>
<li>- There have been some modifications and reorganizations of the GUI, including new path setup and chip configuration windows and a reorganization of the Game Key window. [pagefault, Nach]</li>
<li>- Updates to the video code, with enhancements of triple buffering, better input support in the video dialog, and other general video code updates and bug fixes, such as a fix for the 60hz mode. [pagefault, MaxSt]</li>
<li>- New extra options are now available in various locations, like the "GUI burning effect", new commandline options, a new quick key to control players 1/2 with 3/4, and smaller message text. Some obsolete ones have been removed. [pagefault]</li>
<li>- Some changes in the Input configuaration: Hitting "Set Keys" is now prevented if controller is set to "None". Also, if no controller is selected, the settings of the individual keys are now locked. [Nach]</li>
<li>- Updated default configuration, in general. For example, stereo sound is now enabled by default at 32khz, with gaussian interpolation. [pagefault]</li>
<li>- Signed saturation fix for gaussian interpolation (Thanks kode54). [pagefault]</li>
<li>- Fixed several Netplay issues. [_Demo_, pagefault, Nach]</li>
<li>- Fixed some of our .zmv movie recording problems. [Nach]</li>
<li>- Fixed a small bug in SPC saving. [pagefault]</li>
<li>- Fixed issues with config file saving. [pagefault, Nach]</li>
<li>- Fixed PNG snapshot filenames and PNG height. [StatMat, Nach]</li>
<li>- Fixed DIP switch 2 on Super System. [pagefault]</li>
<li>- Fixed an auto frameskip issue (Thanks MKendora). [pagefault]</li>
<li>- Fixed rewind when using commandline filename. [StatMat]</li>
<li>- Fixed some issues when loading ROMs via command line. [Nach]</li>
<li>- Removed ROM info that appears when loading via command line. [Nach]</li>
<li>- Added a command-line savestate fix. [StatMat]</li>
<li>- Fixed an annoying savestate bug. [pagefault]</li>
<li>- Super Bases Loaded 2 works better, due to a fix in DSP-1 mapping. [_Demo_]</li>
<li>- Horai Gakuen works better, due to a special fix. [_Demo_]</li>
<li>- Lufia 2 problems are now fixed. [pagefault]</li>
<li>- Emerald Dragon now works - again. [pagefault]</li>
<li>- Many updates on the SPC7110, such as normal timing, special ratio removal, and better pack loading code. [_Demo_, pagefault, Nach]</li>
<li>- Removed SPC7110 logger and S-DD1 test. [grinvader]</li>
<li>- Removed support for interleaved SuperFX ROMs. [Nach]</li>
<li>- Added several improvements and memory map adjustments for more accurate BS emulation. [Nach, pagefault]</li>
<li>- Added call init code for DSP-2,3, and 4. [pagefault]</li>
<li>- Added better support for split ROMs with headers and detecting interleaved ROMs. [Nach]</li>
<li>- Added support for many more ROM extensions. [Nach]</li>
<li>- ROM info now dumped to rominfo.txt on game load. [Nach]</li>
<li>- Added more information lines on ROM load, such as CRC32, video, and bank information. [pagefault, Nach]</li>
<li>- Added support for some NSRT features, such as NSRT header support and support for ROMs using NSRT's JMA compression format. [Nach]</li>
<li>- Zipped ROMs no longer need a temporary directory. [Nach]</li>
<li>- Added better handling of bad files. [_Demo_, Nach]</li>
<li>- Implemented soft IPS patching functionality, with in-zip file support, buffering, and RLE support. [Nach]</li>
<li>- Added a compatibility update to PPU. Passes one more electronics test (Thanks MKendora!). [pagefault]</li>
<li>- Fixed variable types in many locations, ZSNES can now play games without hacking the binary to make code segments writable. [Nach]</li>
<li>- Added motion blur (Thanks ipher for fixing the entry in the GUI). [pagefault]</li>
<li>- Made ZSNES more HTPC friendly. [pagefault]</li>
<li>- Fixed many compiler warnings, added compiler optimizations, and more compiler fixes and code cleanups. [Nach, MKendora, theoddone33, pagefault, ipher, SamB]</li>
<li>- Unicode support partially supported. Will complete later. [pagefault]</li>
<li>- ZSNES now displays the day it was compiled in the about box. [Nach]</li>
<li>- Updated authors.txt, support.txt, thanks.txt, and todo.txt. [pagefault]</li>
</ul>
<br />
We have also greatly improved support for special hardware in ZSNES v1.40.<br />
These require special mention: :)<br />
<br />
- SuperFX core updates:<br />
pagefault<br />
<br />
- SA-1 core updates:<br />
pagefault<br />
<br />
- C4 core updates:<br />
Research: anomie<br />
Main Code: Nach<br />
Special thanks to The Dumper and TRAC!<br />
<br />
- DSP-1 core updates:<br />
Data Retrieval: pagefault, Overload, The Dumper<br />
Main Code: pagefault, Overload, The Dumper, neviksti, Andreas Naive, _Demo_<br />
Integration: MKendora, Nach<br />
Processing Code: pagefault, Nach<br />
<br />
- DSP-2 Emulation:<br />
Data Retrieval: Overload<br />
Research: Overload, neviksti, MKendora, The Dumper, CaitSith2<br />
Main Code: kentaro-k.21<br />
Processing Code: pagefault, kentaro-k.21<br />
Special thanks to Lord Nightmare!<br />
<br />
- S-DD1 Emulation:<br />
Data Retrieval: The Dumper, Dark Force, zsKnight, Gary Henderson<br />
Research: Andreas Naive<br />
Main Code: anomie<br />
Processing Code: _Demo_, Nach<br />
Special thanks to all the other developers and users who worked on this hard project!<br />
<br />
- ST010 Emulation:<br />
Data Retrieval: The Dumper, MKendora<br />
Main Code: The Dumper, Overload, Feather, Nach<br />
Processing Code: The Dumper<br />
Code Fixes: pagefault<br />
<br />
- Sufami Turbo Support (preliminary):<br />
Nach<br />
<br />
- SD Gundam G-Next and Same Game expansion pack Support:<br />
Nach<br />
<br />
<b>v1.36</b><br />
<ul class="indent_list">
<li>- Fixed Gunforce, added invalid HDMA modes. (Thanks Overload!) [_Demo_]</li>
<li>- New BRR decoding method, this should resolve all the sound issues introduced in 1.35 and fix new ones. (Noise simulation isn't used anymore) [_Demo_]</li>
<li>- Fixed another bug with command-line netplay. (Windows only) [pagefault]</li>
<li>- Fixed hang in NBA Live 95 and 96. (Thanks Overload!) [_Demo_]</li>
<li>- Fixed sound not working on first run. (Windows only) [pagefault]</li>
<li>- Fixed some more mode 4 issues in the new gfx engine. [pagefault]</li>
<li>- Added offset mode disable toggle to 8-bit new gfx engine. [pagefault]</li>
<li>- Fixed SPC hang in 90 Minutes European Prime Goal by clearing spcram. [_Demo_]</li>
<li>- Updated fix for Clayfighter to fix some bugs in battle. [_Demo_]</li>
<li>- Fixed crash with certain games. (SDL/*nix only) [theoddone33]</li>
<li>- Added better OBC1 detection. [_Demo_]</li>
<li>- Special hack for Samurai Showdown IRQ problem. [_Demo_]</li>
<li>- Special hack for Kamen Rider menu, requires special latch reading. [_Demo_]</li>
<li>- Special hack for Super Famista 1 and 2 SPC bugs. [_Demo_]</li>
<li>- Fixed some more bugs in video code. (Thanks Perryman for the video table) (Windows only) [pagefault]</li>
<li>- Fixed Digital Devil Story hang by modifying the spc code. You must start a new game for the fix to work. [_Demo_]</li>
<li>- Modified work ram init value to 0x55. (Thanks TRAC)</li>
</ul>
<a id="disclaimer"></a>
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Disclaimer
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The ZSNES development team, including all developers and contributers, are in no way responsible for any damage caused by the use of this software. In addition, ZSNES <b>may not be distributed with ROM images</b>.
<a id="requirement"></a>
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System Requirements
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<b>Windows 95/98/ME:</b><br />
&nbsp;&nbsp;150MHz Processor (500MHz recommended)<br />
&nbsp;&nbsp;16MB of RAM (64MB recommended)<br />
&nbsp;&nbsp;3D Graphics accelerator required (nVidia GeForce 2 or equivalent recommended)<br />
&nbsp;&nbsp;DirectX v8.1 or higher required<br />
<br />
<b>Windows NT/2000/XP:</b><br />
&nbsp;&nbsp;200MHz Processor (500MHz recommended)<br />
&nbsp;&nbsp;32MB of RAM (64MB recommended)<br />
&nbsp;&nbsp;3D Graphics accelerator required (nVidia GeForce 2 or equivalent recommended)<br />
&nbsp;&nbsp;DirectX v8.1 or higher required<br />
<a id="ttk"></a>
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Things To Know
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<ul class="indent_list">
<li>- You can use both keyboard and joystick for player 1 or 2 with some configuration adjustments. Refer to the <a href="faq.htm">FAQ</a> for details.</li>
<li>- Several special chip emulation routines (SA-1) have unknown bugs to them.</li>
<li>- SuperFX can be slow because it is an extra 10/20mhz CPU that has to be emulated as well as the SNES emulation.</li>
<li>- Screen Snapshot, Snapshot Format, and FPS counter are available through a menu by pressing F1 during emulation.</li>
<li>- Screen Snapshot can save in bitmap format (65536 colors) or PNG format (32-bit ARGB color).</li>
<li>- FPS counter currently only works when auto frame rate is on.</li>
<li>- To use the cheat function, be sure to have the ROM which you want to patch loaded already.</li>
<li>- If the cheat codes do not work, chances are that you are either using a different version of the ROM that was originally used to create them or the codes are converted incorrectly from other code formats.</li>
<li>- There are still many bugs left in ZSNES, so don't expect it to run all your favorite games.</li>
<li>- SNES Mouse support is still missing some features, such as speed settings.</li>
<li>- Pressing the Fast Forward key is equivalent to running ZSNES using -f 9.</li>
<li>- If ZSNES doesn't work for you, then don't use it. Use Snes9x, SNEeSe, or Super Sleuth instead! In fact, even if you use ZSNES, use those emulators too!</li>
</ul>
<a id="progress"></a>
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Current Progress
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The following are implemented:
<ul class="indent_list">
<li>- Complete 65816 instruction set</li>
<li>- SRAM support</li>
<li>- LoROM and HiROM support</li>
<li>- SlowROM and FastROM support</li>
<li>- Full DMA support</li>
<li>- HIRQ/VIRQ/NMI Interrupts</li>
<li>- Support for most SNES file formats</li>
<li>- Multi file format support (.1,.2,.3,A.,B.,C.)</li>
<li>- Interleaved format support</li>
<li>- PAL/NTSC timing support</li>
</ul>
<br />
The following are implemented in the new graphics engine 8 bit:
<ul class="indent_list">
<li>- Combination of line by line and tile based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- Mosaic effects</li>
<li>- Offset per tile mode (mode 2/vertical only, mode 4)</li>
<li>- High res 512 resolution and 448/478 vertical resolution</li>
<li>- Windowing effects</li>
<li>- High res mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)</li>
</ul>
<br />
The following are implemented in the old graphics engine:
<ul class="indent_list">
<li>- Line by line based graphics engine</li>
<li>- Graphic modes 0,1,2,3,4,5,6,7</li>
<li>- 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)</li>
<li>- Mosaic effects</li>
<li>- 8x8 and 16x16 tiles</li>
<li>- 32x32,64x32,32x64,64x64 tile modes</li>
<li>- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.</li>
<li>- Mode 7 rotating and scaling effects</li>
<li>- Single and dual windowing routines</li>
<li>- BG priorities</li>
<li>- Sprite priorities</li>
<li>- Add/sub of back area</li>
<li>- 16-bit graphics support</li>
<li>- Offset per tile mode (mode 2/vertical only)</li>
<li>- High res 512 horizontal resolution (missing in 16x16)</li>
</ul>
<br />
Following are present in 16-bit graphics mode:
<ul class="indent_list">
<li>- Palette changing in the middle of a screen</li>
<li>- Screen addition (full and half)</li>
<li>- Screen subtraction (full)</li>
<li>- Fixed color addition/subtraction</li>
<li>- Window clipping for fixed color</li>
</ul>
<br />
The following are implemented in the new graphics engine 16 bit:
<ul class="indent_list">
<li>- All of old graphics engine 16bit</li>
<li>- Combination of line by line and tile based graphics engine</li>
<li>- High resolution mode 7</li>
<li>- High resolution 16x16 tiles for mode 5</li>
<li>- Full 15bit color transparencies (instead of the previous 13bit speed hack) for improved picture quality (MMX compatible CPUs only)</li>
</ul>
<br />
The following are present in sound:
<ul class="indent_list">
<li>- 16bit digital stereo sound</li>
<li>- SPC700 Sound CPU</li>
<li>- DSP Sound Processor
<ul>
<li>- Echo effects</li>
<li>- FIR filter</li>
<li>- ADSR volume effects</li>
<li>- GAIN volume effects</li>
<li>- Noise effects</li>
<li>- Pitch modulation</li>
</ul>
</li>
</ul>
<br />
The following are extra features emulated:
<ul class="indent_list">
<li>- Super NES Mouse support</li>
<li>- Super NES Super Scope support</li>
<li>- Nintendo Super System support (except the menu system)</li>
<li>- SuperFX support (still has a bug or 2 left)</li>
<li>- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players remote (ipx/modem))</li>
<li>- DSP-1 emulation</li>
<li>- DSP-2 emulation</li>
<li>- SA-1 emulation (not complete)</li>
<li>- OBC1 emulation (still may have bugs)</li>
<li>- S-DD1 emulation</li>
<li>- BS Sattelaview emulation (not complete)</li>
<li>- ST010 emulation</li>
<li>- Sufami Turbo support (not complete)</li>
<li>- SD Gundam G-Next and Same Game expansion pack support</li>
<li>- SPC7110 emulation (via decompression packs)</li>
</ul>
<br />
The following are the features present in ZSNES:
<ul class="indent_list">
<li>- Game state save (F2=Save, F3=Select, F4=Load). Warning: A state file takes 260 kbytes of HD space!</li>
<li>- Movie recording</li>
<li>- Game Genie, Pro Action Replay, and GoldFinger cheat code support</li>
<li>- Auto frame rate to give you constant Super Nintendo speed up to 9 frame skips</li>
<li>- Configuration file support (zsnesw.cfg)</li>
<li>- 5 player support w/ joystick and gamepad support</li>
<li>- Netplay</li>
</ul>
<br />
The following features are missing:
<ul class="indent_list">
<li>- Pseudo 512 SNES horizontal resolution (haven't seen any game that uses them yet)</li>
<li>- Some modes in offset per tile mode</li>
<li>- Some direct color modes (haven't seen any game that uses them yet)</li>
<li>- True SPC7110 decompression</li>
</ul>
<br />
What will not run (or not play properly):
<ul class="indent_list">
<li>- Some SuperFX games</li>
<li>- Some BS Sattelaview games</li>
<li>- Games with unknown co-processors</li>
<li>- Games that don't have a valid header</li>
<li>- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines</li>
<li>- Games that require special timing</li>
</ul>
<a id="defaultkeys"></a>
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ZSNES Default Keys
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Here are the default keys while running the emulator. They can be changed through the GUI, except for F1 and ESC:<br />
<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Disable Backgrounds 1,2,3,4</td>
<td>&nbsp;= 1,2,3,4</td>
</tr>
<tr>
<td>Disable Sprites</td>
<td>&nbsp;= 5</td>
</tr>
<tr>
<td>Panic Key (enable all)</td>
<td>&nbsp;= 6</td>
</tr>
<tr>
<td>Enable SNES Mouse/SuperScope</td>
<td>&nbsp;= 7</td>
</tr>
<tr>
<td>Enable New Graphics Engine</td>
<td>&nbsp;= 8</td>
</tr>
<tr>
<td>Disable Windowing</td>
<td>&nbsp;= 9</td>
</tr>
<tr>
<td>Disable Offset Mode</td>
<td>&nbsp;= 0</td>
</tr>
<tr>
<td>Fast Forward Key</td>
<td>&nbsp;= ~</td>
</tr>
<tr>
<td>PopUp Extra Menu</td>
<td>&nbsp;= F1</td>
</tr>
<tr>
<td>Save State</td>
<td>&nbsp;= F2</td>
</tr>
<tr>
<td>Switch State</td>
<td>&nbsp;= F3</td>
</tr>
<tr>
<td>Load State</td>
<td>&nbsp;= F4</td>
</tr>
<tr>
<td>Disable Sound Channel</td>
<td>&nbsp;= F5 - F12</td>
</tr>
<tr>
<td>Quit</td>
<td>&nbsp;= ESC</td>
</tr>
</table>
<br />
Here are the default keys for the game play (unless modified through the GUI):<br />
<br />
Player 1:<br />
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td>Up,Down,Left,Right</td>
<td>&nbsp;: Cursor Keys</td>
</tr>
<tr>
<td>A,B,X,Y</td>
<td>&nbsp;: X,Z,S,A</td>
</tr>
<tr>
<td>L,R</td>
<td>&nbsp;: D,C</td>
</tr>
<tr>
<td>Start, Select</td>
<td>&nbsp;: Enter, RShift</td>
</tr>
</table>
<a id="f1"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
F1 Menu
</td>
</tr>
<tr>
<td class='TBoxText'>
<ul class="indent_list">
<li>Save Snapshot - Saves a snapshot as either .BMP (16-bit) or .PNG (32-bit ARGB).</li>
<li>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.</li>
<li>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 approximately 2 seconds before the next song starts. This does have potential to fail though, so don't expect it to work all the time.</li>
<li>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.</li>
<li>Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu after a couple of frames. Useful for making animations.</li>
<li>Increment Frame Only - Does the same as above, except no snapshot is taken.</li>
<li>Move This Window - Moves the F1 menu to a different location.</li>
<li>Screen Shot Format - Chooses what format to use for screen shots. Choices are BMP (bitmap) and PNG (Portable Network Graphic).</li>
</ul>
<a id="config"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Configuration File
</td>
</tr>
<tr>
<td class='TBoxText'>
Almost everything in zsnesw.cfg should now be editable through the GUI. An exception is the save folder, which is required in order to access games from a read-only medium (such as a CD).<br />
<a id="cheater"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Cheat Codes
</td>
</tr>
<tr>
<td class='TBoxText'>
Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes.<br />
<br />
Here are the steps to get the codes working :<br />
<br />
1.) Load the ROM which you want to patch.<br />
2.) Exit to the GUI, enter the code of your choice in the cheat menu.<br />
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.<br />
<br />
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.<br />
<a id="extra"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Extra Features
</td>
</tr>
<tr>
<td class='TBoxText'>
To enable SNES Mouse, press 7 once for 1st player and twice for 2nd player.<br />
To enable SNES Super Scope, press 7 three times.<br />
To disable either one, either press 6 or press 7 until you see a disable message onscreen.<br />
<br />
Here are the controls for the Super Scope :<br />
<br />
Fire = Left mouse button<br />
Cursor Mode Button = Right mouse button<br />
Pause = Backspace key on keyboard<br />
Enable/Disable Autofire = =/+ key on keyboard<br />
<br />
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; it will most likely produce a very noticeable slow down in emulation if you don't have a fast computer.<br />
<br />
Sometimes, the MultiTap isn't compatible with some games. If that happens, disable MultiTap by going to Config-->Add-Ons and choosing None. You may also need to go to Config-->Options, and enable "Use Player 3/4 as Player 1/2". You could also add an <a href="http://nsrt.edgeemu.com">NSRT header</a> to your ROM.<br />
<br />
IPS patcher:<br />
Rename your .IPS file to the ROM filename with the .IPS extension (eg. If your ROM is SD3.SMC and your ips is SD3V05.IPS, rename SD3V05.IPS to SD3.IPS) and ZSNES will patch the ROM in realtime without modifying the ROM file's contents. Zipped ROMs are patched according to the unzipped name (eg. Seiken3.zip containing SD3.smc is patched by SD3.ips, not Seiken3.ips). You can also use .IPS files that are inside .ZIP files.<br />
<a id="bugs"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Bugs
</td>
</tr>
<tr>
<td class='TBoxText'>
- 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 all due to inaccurate documentation used when the ZSNES 65816 core was written. There are no plans on re-writing the 65816 timing yet.<br />
- Games sometimes tend to not display things properly because of graphic features that aren't implemented yet.<br />
- The Sound DSP chip still has its bugs (not many though). Most noticeably, no one knows the exact timing of the SPC700 chip.<br />
<a id="contact"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Contact Information
</td>
</tr>
<tr>
<td class='TBoxText'>
The ZSNES homepage is located at : <a href="http://www.zsnes.com">http://www.zsnes.com</a><br />
<br />
If you have any questions about ZSNES, and you have read through this whole help file to make sure the answer isn't here, then you can post your question at the <a href="http://board.zsnes.com">ZSNES Forums</a>.
<br /><br />
<b>Remember - This board should be mainly used for ZSNES related discussion.
ROM requests (or asking for games, a link to a ROM site, or where to find ROMs/games) are forbidden!!! Be sure to also read the RULES!</b><br />
<br />
If you wish to contact the authors, you may contact them through:<br /><br />
pagefault AT zsnes DOT com<br />
_demo_ AT zsnes DOT com<br />
n-a-c-h AT users.sf DOT net<br /><br />
<b>Remember - No ROM requests please! And don't send any files without permission!</b><br />
<br />
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.<br />
<a id="credits"></a>
</td>
</tr>
<tr>
<td class='TBoxSubHead'>
Credits
</td>
</tr>
<tr>
<td class='TBoxText'>
ZSNES Windows uses Visual C++ 6, NASM .98, DirectX 8, GNU Make, and UPX to compile, link, compress, and execute. Thanks for the work put into these programs.<br />
<br />
Special thanks to wnelson! Without him, ZSNES would have never existed!<br />
Also to Y0SHi for his excellent SNES docs, his help, and his excellent support!<br />
<ul class="indent_list">
<li>Also Thanks to:</li>
<li>- The_Teach of Snes9x for some great info and the nice chats!</li>
<li>- Trepalium of Snes9x for some great info and help!</li>
<li>- Gary of Snes9x and Steve Snake of KGen for being the source of info for sound decompression!</li>
<li>- Gary of Snes9x for being the source of info for TCall/PCall and also for lots of help!</li>
<li>- MrGrim for his great support!</li>
<li>- Crono for info on Sound Blaster Programming, Surround Sound, Sound Interpolation, and other sound stuff!</li>
<li>- Aquis for the ZSNES logo!</li>
<li>- Alucard for helping us with an issue in the 65816!</li>
<li>- Vertigo for making a compatibility list!</li>
<li>- EFX for being a great supporter and also giving a lot of help and stuff!</li>
<li>- Zophar for being a great supporter and also maintaining the mirror site!</li>
<li>- Chris Hickman for redesigning the ZSNES web page!</li>
<li>- <a href="http://www.csoft.net/">CSoft</a> for hosting our web page!</li>
<li>- Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some optimisation info!</li>
<li>- Sardu for some great info and help!</li>
<li>- Lord ESNES for some great help!</li>
<li>- Robert Grubbs for the sidewinder info!</li>
<li>- Nerlaska for some useful info on optimizing and also for some help!</li>
<li>- Diskdude for writing SNESkart which we used for the info on cheat codes!</li>
<li>- DarkForce for some great help!</li>
<li>- Pharos for some keyboard coding help!</li>
<li>- 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 and superfx), offset per tile mode, FIR filter, some spc700 and hdma bugs!</li>
<li>- WolfWings ShadowFlight for help on several issues of nasm!</li>
<li>- Wildfire for some help!</li>
<li>- A CoolMan for the algorithm for EAGLE!</li>
<li>- Neill Corlett for some info on the .IPS format and also helping out a lot on improving the sound engine!</li>
<li>- Kreed (derek-liauw _at_ usa.net) for the 2xSaI and Super Eagle Source Codes!</li>
<li>- Markus Oberhumer and Laszlo Molnar for the <a href="http://upx.sourceforge.net/">UPX</a> compression utility.</li>
<li>- Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines!</li>
<li>- Kode54 for the low pass filter routines!</li>
<li>- Andy Goth for some help on the design of the key combination engine!</li>
<li>- Yamaha of XYZZ (Scott Scriven) for his water effect code.</li>
<li>- All those people who helped us by either sending us docs, helping us, supporting us, and reporting bugs!<br /><br /></li>
<li>Special Thanks to:</li>
<li>- Ashley, Barubary, CyberWarriorX, DCX, DooMStalK, Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator, TeleKawaru, the people in #ZSNES efnet, and the regulars of the ZSNES message board!</li>
<li>- And also to all those whom we forgot!<br /><br /></li>
<li>Special Thanks to all our beta testers for being a great help!</li>
<li>Info on 256x256x256 scanlines mode is from the MAME source. Thanks to those behind MAME!</li>
</ul>
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!<br />
</td>
</tr>
</table>
<br />
<div style="margin-left:auto;margin-right:auto;display:block;text-align:center;">
Best viewed in a real web browser such as Firefox.<br />
<a href="http://www.spreadfirefox.com/?q=affiliates&amp;id=51657&amp;t=64" style="background-color:#ffffff;"><img style="border:0;margin-right:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/safer.png" /><img style="border:0;margin-left:3px;" alt="Get Firefox!" title="Get Firefox!" src="images/get.png" /></a>
</div>
</td>
</tr>
</table>
</body>
</html>

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zsnes/docs/authors.txt Normal file
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--------------
The ZSNES Team
--------------
zsKnight <zsknight@zsnes.com>
_Demo_ <z_demo_z@users.sourceforge.net>
pagefault
------------------
Assistant Coders
------------------
pharos
stainless
Nach
------------------
Additional Authors
------------------
teuf
relnev
prometheus
theoddone33
EvilTypeGuy
StatMat
MKendora
hpsolo
aaronl
Diablo-D3
grinvader
ipher
-------------
Miscellaneous
-------------
Wilbern Cobb - initial OpenBSD work
Thorsten "mirabile" Glaser - more OpenBSD integration
Mitchell "The Khan Artist/Noxious Ninja" Mebane - manpage

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Compiling the Source Code:
--------------------------
Well, for the moment, zsnes source may be a little hard to compile. Here
is a quick guide (based on my own experience and on a doc written by zsKnight)
explaining how to compile zsnes. With these tools, I can build both dos and
win version, I hope it will also work for you
(slightly updated by stainless)
First, you need the following software:
DOS port :
- NASM v0.98.39 or higher
- DJGPP v2 or higher, (GCC also installed) : http://www.delorie.com/djgpp/
using the zip picker, the default choices are ok if you
check C and C++ in the programming languages. You also need
to get zlib which is available with the full distribution
of djgpp. You can get it at :
ftp://ftp.simtel.net/pub/simtelnet/gnu/djgpp/v2tk/zlib112b.zip
- zlib : http://www.info-zip.org/pub/infozip/zlib/
- libpng : http://www.libpng.org/
Build the static versions of both of these libraries using
DJGPP and do a 'make install' to put them where DJGPP
can find them. Afterwards you can go ahead and delete
the source for them from your hard drive.
Then to build the executable, go to the src directory and type:
make -f makefile.dos
You may also want to compress zsnes.exe with upx (http://upx.sourceforge.net),
it will divide its size by 10.
Windows port :
- GNU Make : it comes with djgpp
- NASM v0.98.39 : http://nasm.sf.net/
- MSVC++ 6.0 or higher : not freely available, you'll have to buy it
You need to run VCVARS32.BAT. If you get an
out of environment space error, type 'command /e:32768'
(to create a new command.com entity with more
environment space)
I have been able to successfully build ZSNES using the
Intel C++ drop-in replacement for Microsoft's C++ compiler
that comes with MSVC++ 5 and above. Since ZSNES contains
relatively small amounts of C, I don't see how Intel's
compiler could provide any useful optimizations (maybe
for winlink.cpp?).
- DX8.0 SDK or higher : you can get it at microsoft.com. It is quite big.
Also, edit makefile.win to set the correct path to your
SDK. I also had some problems with vc++ using its own
(old) directx headers instead of the sdk headers. I replaced
these old headers (in the include directory of vc++ dir)
with the newer ones.
- zlib : http://www.info-zip.org/pub/infozip/zlib/
you need the Win9x/WinNT static library (the dll version
doesn't seem to work with zsnes). Rename the static version
to zlib.lib and put it somewhere where vc++ will find it
(for example, the lib directory in vc++ dir).
- libpng : http://www.libpng.org/
I'm not sure if the dynamically linked version of libpng
will work with ZSNES. To be safe I would recommend to just
go ahead and build the static version. Rename it to libpng.lib
and put it somewhere where MSVC++ will find it (usually the
lib subdirectory of your main MSVC++ directory).
Don't forget to set the correct path to the directx sdk in makefile.win!
Then to build the executable, go to the src directory and type:
make -f makefile.win
You may also want to compress zsnesw.exe with upx (http://upx.sourceforge.net),
it will divide its size by 10.
Linux/SDL/POSIX port:
I assume the standard development tools are installed (gcc, make, ...)
You'll also need :
- SDL (Simple DirectMedia Layer) : check www.libsdl.org to grab SDL 1.2.0 or
later. If you are using rpm packages, don't
forget the -devel package.
- NASM v0.98.39 : http://nasm.sf.net/
- zlib : http://www.info-zip.org/pub/infozip/zlib/
it is probably already installed on your
system, maybe you are just missing the
development headers. Check in the
packages available with your distribution
or go to the page above
- libpng : http://www.libpng.org/
You might also need libpng, ZSNES will compile without
PNG support but I have found doing so to make ZSNES
unstable for some weird reason. If you don't have
libpng, either get it and install it or pass the
--without-png option to the 'configure' script.
Then to build the executable, go to the src directory and type:
sh ./autogen.sh && gmake && gmake install
Note: you require root to install zsnes to the the default (/usr/local/*)
directory
Also Note: libpng (optional) needs to be recent, or zsnes will not use it
You may also want to compress the zsnes executable with upx
(http://upx.sourceforge.net), it will divide its size by 10.

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
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59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
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FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
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YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
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POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

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This document is no longer up-to-date, but is a good start to
understanding how the OpenGL code works for non-filtered modes.
-------------------------------------------------------------------------
OpenGL is currently only available on Linux and via CVS. For the most
part, it works and fairly stable. Please send all comments, suggestions,
and bug fixes to hpsolo@my-deja.com. DO NOT EMAIL THE OTHER DEVELOPERS
SINCE THEY ARE not INVOLVED WITH THIS CODE. And please make sure you've
read through the list of known issues before sending your bug report.
HOW OPENGL RENDERS THE SNES VIDEO BUFFER
The SNES video buffer has dimensions 288x224 (sometimes 288x239 for
certain games; however I have not come across any). The first 16 and last
16 column of pixels are not displayed (perhaps used as a scrolling
buffer?), so the only important part of the video buffer is the middle
256x224 pixels. The SNES video buffer pointer is vidbuffer. With OpenGL,
only the visible 256x224 pixels are needed and they are cropped into
glvidbuffer. glvidbuffer is then turned into a texture that gets bound to
a QUAD whose size depends on whether ZSNES uses aspect ratio to display
each frame.
HI-RES FILTERS WITH OPENGL
The video mode selection is taken care of by SDL, including full
screen mode. The current code does not allow for many hi-res filter
options. While it is not difficult to implement the hi-res features using
the current filtering code (in copyvwin.asm), it appears that the code for
copy640x480x16bwin() causes memory corruption and sometimes segfaults when
you exit ZSNES. For this reason, the filters have been left out. You can,
however, add it in yourself by:
1. allocating enough memory space for glvidbuffer (use realloc)
2. assign glvidbuffer to the destination pointer SurfBufD (instead of
surface->pixels)
3. setting Temp1 to surface->pitch, i.e. Temp1 = 2*SurfaceX
4. calling copy640x480x16bwin()
5. correctly binding the glvidbuffer as a texture to a QUAD
There is a old patch that enables these filters and it is located at:
http://www.students.uiuc.edu/~handuong/opengl.patch2
3DFX USERS (VOODOO2 AND OLDER HARDWARE)
Lord_Nightmare managed to get OpenGL to work on a Voodoo2. Some
things you'll need to do in order to get ZSNES OpenGL to work on your
Voodoo:
1. Make sure to have the latest Mesa drivers and compile it with
the following option:
make -f Makefile.X11 linux-386-glide
Voodoo2 users might want to use:
make -f Makefile.X11 linux-386-opt-glide
since that is optimized for Voodoo2 cards. According the the
XFree86 website, Voodoo3 users (and later) should have DRI
support via the tdfx driver so this might not be needed.
2. When you run ZSNES, make sure to set the environment variable
MESA_GLX_FX to either w or f (window/full screen). E.g. use
export MESA_GLX_FX=f
if you use a bash shell. Theoretically using the w option
should work, but it not only is slow (5fps) but seems
broken. Voodoo Rush users might be able to get by.
Note that only the 640x480 full screen mode works on the Voodoo2 cards
so please do not email me about the other video modes. Files which
might be useful to have before compiling anything:
Device3Dfx, Glide_SDK, Glide_V2 (or Glide_XXXX depending on your card)
I believe Glide 2 is what you want, as Glide 3 doesn't work for older
hardware. Also Device3Dfx may not be implemented the same way for 2.4.x
kernels.
KNOWN ISSUES (AND SOME WORK-AROUNDS)
- after many video mode switches (all windowed), switching to full screen
then back to window mode cases an SDL parachute exit; try not to use too
many video mode changes, and restart ZSNES every once in a while if you
are just testing out video modes
- segfault after having compiled the source -- this might be due to an old
zguicfg.dat file; delete this and see if the problem gets fixed
TODO
- use something like SDL_GL_UpdateRects with hi-res filters
-- hpsolo --

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If you need help to compile ZSNES, read install.txt, or if you want a directory
to the sources, read srcinfo.txt. The offical website is at http://www.zsnes.com
and the sourceforge mirror is at http://zsnes.sourceforge.net/. The development chat is on
#zsnes on irc.freenode.net.

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(this part was written by zsKnight)
File List/Information
---------------------
; Porting Routine Files
-DOS-
ZLOADER.C ; Start-up C routines for DOS (Commandline parser, etc.)
DOSINTRF.ASM ; DOS Interface routines (File,video,timers,etc.)
-WINDOWS-
ZLOADERW.C ; Start-up C routines for Windows (Commandline parser, etc.)
Winintrf.asm ; Windows Interface routines (File,video,timers,etc.)
winlink.cpp ; Win32 routines (DirectX, Win32 functions)
ztcp.c ; TCP/IP & UDP driver
copyvwin.asm ; Video Blitter for D modes
-LINUX-
copyvwin.asm ; Video Blitter for D modes
gl_draw.c ; OpenGL routines for drawing the video buffer
gl_draw.h ;
protect.c ;
sdllink.c ; SDL routines (video, input, sound init)
sdlintrf.asm ; Interface routines
sw_draw.c ; Software (via SDL) drawing routines
sw_draw.h ;
zfilew.c ;
zipxw.c ;
zloaderw.c ;
zsnes.1 ; man page for zsnes
ztcp.c ; TCP/IP (Netplay)
; ----------------------------------------------------------------
; The following are generally compiled for both ports, but they
; are not necessarily used by both
; ----------------------------------------------------------------
; General Stuff
MACROS.MAC ; Global Macro file (NEWSYM/EXTSYM global var control macros)
UI.ASM ; Start-up/initialization routines (env variables, cfg
; loader, memory allocation, etc.)
INIT.ASM ; Emulation initialization routines (eg. memory map, emu
; variables, etc.)
CFGLOAD.ASM ; ZSNES.CFG/ZSNESW.CFG file loading/parsing routines
PROCVID.ASM ; In-game video initialization/text displays/mouse routines/
; 8-bit palette/F3 menu routines
TABLE.ASM ; Generates the SNES CPU tables (but in an inefficient way)
TABLEB.ASM
TABLEC.ASM
STABLE.ASM
VCACHE.ASM ; Performs tile caching and also vframe initialization stuff
MENU.ASM ; F1 Menu routines
ENDMEM.ASM ; Where those large arrays go
ZFILE.C ; File Access Routines
GBLHDR.H ; Global Header Stuff
; ZSNES GUI Stuff
GUI.ASM ; Main GUI file
GUITOOLS.INC ; Simple tools for the GUI
GUIWINDP.INC ; GUI Window Display Routines
GUINETPL INC ; GUI Netplay Routines
GUILOAD INC ; GUI File Load Routines
GUIKEYS INC ; GUI Keyboard Input Routines
GUIMOUSE INC ; GUI Mouse Input Routines
GUICHEAT INC ; GUI Cheat Code Routines (search + regular codes)
GUICOMBO INC ; GUI Key Combo Routines
GUIMISC INC ; Misc GUI Stuff (Movie, Joystick setting (display) routines,
; SNES Reset Function
; DOS Specific stuff
VESA2.ASM ; VESA2 DOS Routines
VESA12.ASM ; VESA1.2 DOS Routines
ZSIPX.ASM ; IPX routines (DOS)
JOY.ASM ; DOS Joystick Drivers
COPYVID.INC ; Graphics blitter routines for DOS (copys screen to display)
INITVID.ASM ; Video Initialization routines (DOS)
DEBUG.ASM ; SNES Debugger routines
SW.ASM ; Sidewinder routines
SW32.ASM ; More Sidewinder routines (not sure which file is the real
; one)
GPPRO.ASM ; Gamepad Pro routines (non-USB)
MODEMRTN.ASM ; DOS Modem routines
; Graphics Enhancers
2XSAIMMX.INC ; Kreed's 2xSaI routines
2xSaI.cpp ; Kreed's Super 2xSaI routines
2xsaiw.asm ; 2xSaI for windows (without selector usage)
water.c ; Water Effect
; SNES CPU Emulation routines
execute.asm ; Main emulation execution loop routines (includes save
; states and in-game netplay routines)
SPC700.ASM ; SNES SPC700 Sound CPU emulation routine files
SPCADDR.INC
SPCDEF.INC
DSPPROC.ASM ; SNES Digital Sound Processor main emulation routines
DSP.ASM ; SNES Digital Sound Processor register routines
DMA.ASM ; SNES PPU DMA/HDMA routines
IRQ.ASM ; SNES 65816 IRQ routines (VIRQ/NMI)
MEMORY.ASM ; SNES Memory access routines + C4 routines (Sorry that I
; didn't have these in a separate file since a small memory
; hack of the C4 originated on this file and just grew and
; grew)
E65816.INC ; 65816 emulation routines (w/o SPC700)
65816D.INC
E65816B.INC ; 65816 emulation routines (Debugger I think)
65816DB.INC
E65816C.INC ; 65816 emulation routines (w/ SPC700) - Sorry about these
; 3 files. They used to be just 1 until I removed the
; self-modifying code routines
65816DC.INC
SE65816.INC ; 65816 emulation routines (SA-1)
S65816D.INC
ADDRNI.ASM ; 65816 Non-incrementing addressing modes
ADDRNI.INC
SADDRNI.INC
ADDRESS.INC ; 65816 Incrementing addressing modes
ADDRESS2.INC
SADDRESS.INC
REGS.INC ; SNES I/O register emulation
REGS.MAC
REGSW.INC
REGSW.MAC
; SNES PPU Emulation Routines
MAKEVID.ASM ; 8-bit old graphics engine
MAKEV16B.ASM ; 16-bit old graphics engine
MAKEV16T.ASM ; 16-bit old graphics engine (transparencies)
MV16TMS.ASM ; 16-bit old graphics engine (transp w/ Main+Sub enabled)
MODE7.ASM ; 8-bit mode 7 routines
MODE7.MAC
MODE7EXT.ASM ; 8-bit mode 7 EXTBG routines
MODE716B.ASM ; 16-bit mode 7 routines
MODE716T.ASM ; 16-bit mode 7 routines (transparencies)
MODE716E.ASM ; 16-bit mode 7 EXTBG routines
M716TEXT.ASM ; 16-bit mode 7 EXTBG routines (transparencies)
MODE716D.ASM ; 16-bit mode 7 Direct routines
mode716.asm ; Mode 7 16-bit new graphics engine routines
mode716.mac
NEWGFX.ASM ; 8-bit new graphics engine files
NEWGFX.MAC
NEWGFX2.ASM
NEWGFX2.MAC
NEWGFXB.MAC
NEWGFXWN.MAC
newgfx16.asm ; 16-bit new graphics engine files
newgfx16.mac
NEWG162.ASM
newg162.mac
NEWG163.MAC
NEWG16WN.MAC
VIDMACRO.MAC ; Generic Video Macros File
VIDMACRB.MAC
; Special Chip Emulation Routines
FXEMU2.ASM ; Super FX emulation files
FXEMU2.MAC
FXEMU2B.ASM
FXEMU2B.MAC
FXEMU2C.ASM
FXEMU2C.MAC
FXTABLE.ASM
SFXPROC.ASM
DSP1PROC.ASM ; DSP1 communication routines
DSP1EMU.C ; DSP1 C routines (also includes some C4 C routines)
SA1PROC.ASM ; SA-1 processing routines
SA1REGS.ASM ; SA-1 registers, also includes S-DD1 and SPC7110 routines

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** NOTE ** If you are looking to submit a bug report to the ZSNES
development team, this is the wrong document to be reading.
Please read the 'BUGINFO.TXT' that came with your distribution.
=========================
Getting help with ZSNES
=========================
To get help with ZSNES you can visit the ZSNES message boards.
Please, read the rules thoroughly before posting anything.
http://board.zsnes.com/phpBB2/
There are also several mailing lists devoted to ZSNES which are
kindly hosted by SourceForge. They are usually low-traffic.
http://sourceforge.net/mail/?group_id=19677
And last, but not least, there are several IRC channels which
have been created for the sole purpose of worshiping ZSNES. :)
=================
#ZSNES on irc.freenode.net
=================
This is where all of the old developers of ZSNES used to hangout
(and probably where they met). Some of the developers such as
_Demo_, pagefault, and stainless, and tons of ZSNES fans hangout
here. Be warned that this channel is usually plagued with adult
humor, links and requests for warez and ROMs, and always off-topic.

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Someone needs to edit this file.

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Some Issues :
Windows Port:
- OpenGL, or Direct3D support would be nice
- Use another (free) compiler for the windows version (cygwin?)
- Auto-detect high/low latency connections and adjust settings accordingly
Compatibility
- Game not working - Guikuden 1 (and some more)
- Graphics Glitches - Uniracers (2p mode), Killer Instinct (couple stages,
black background), FF3 (some sprite clipping probs), Metal Combat,
Tactic Ogre (Menus?)
- Special Chips - DSP1 (95% done), DSP2 (0% done), SA-1 (95% done),
SDD-1 (decompression left), and others