623 lines
26 KiB
Plaintext
623 lines
26 KiB
Plaintext
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ZSNES
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by zsKnight, _Demo_, and pagefault
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with help from Pharos, Teuf, theoddone33 and stainless
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http://www.zsnes.com
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ZSNES is a Super Nintendo Entertainment System emulator written mostly
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in assembler.
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We would really like to thank the snes9x team for all their help and
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also for an excellent snes emulator. We also wish them the very best
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of luck!
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---------------------------------------------------------------------------
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Table of Contents
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---------------------------------------------------------------------------
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1.) What's New
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2.) Disclaimer
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3.) System Requirements
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4.) Things you should know about ZSNES (Updated v1.00)
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5.) Current Progress
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6.) Future Progress
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7.) ZSNES Default Keys
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8.) Extra Pop-Up Menu (F1 Menu)
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9.) Configuration File (ZSNES.CFG)
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10.) Cheat Codes
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11.) Extra Features (SNES Mouse/Super Scope/SuperFX/DSP1/MultiTap/IPS)
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12.) Bugs Section
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13.) Contact Information
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14.) The Debugger
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15.) Error Codes
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16.) Credits
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---------------------------------------------------------------------------
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1.) What's New
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---------------------------------------------------------------------------
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See WHATSNEW.TXT
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---------------------------------------------------------------------------
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2.) Disclaimer
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---------------------------------------------------------------------------
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zsKnight, _Demo_, and Pharos are not responsible for any damages caused
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by the use of this software. This software also must not be distributed
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with ROMs.
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---------------------------------------------------------------------------
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3.) System Requirements
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---------------------------------------------------------------------------
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Somewhat Recommended System :
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- 486/100 processor
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- Min 14.5MB of RAM (min 12.5MB free, only can run 2MB rom images)
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- VGA card
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- Sound Blaster or 100% compatible
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* You might need to disable Sound CPU emu for this system (go to Config
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-> Options)
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Strongly Recommended System :
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- Pentium processor (P133 or higher)
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- 32MB of RAM (min 17.0MB free)
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- SVGA card
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- Sound Blaster 16 or 100% compatible
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Recommended System for 65536 (16-bit) color mode :
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- Fast Pentium processor (P166 or higher)
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- 32MB of RAM (min 17.0MB free)
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- SVGA card which supports 320x240x65536 or 640x480x65536 colors
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- Sound Blaster 16 or 100% compatible
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Recommended System for SFX support :
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- Fast Pentium processor (P200 - P2-300 (depending on the game))
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- 32MB of RAM (min 17.0MB free)
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- VGA card
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- Sound Blaster 16 or 100% compatible
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Recommended System for SA-1 support : (Mario RPG)
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- Fast Pentium processor (P200 or higher)
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- 32MB of RAM (min 17.0MB free)
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- VGA card
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- Sound Blaster 16 or 100% compatible
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- You need 17.0MB of RAM to run 48mbit(6megabytes) roms.
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- An FPU is required for DSP1 emulation
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For SuperFX and SA-1 emulation, 17.0 megabytes of free memory is required
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to run.
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Overall Recommended System :
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- Pentium processor (P233MMX or higher)
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- 64MB of RAM (min 17.0MB free)
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- SVGA card w/full VESA 2.0 support
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- Sound Blaster 16 or 100% compatible
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- DOS capable gamepad or joystick
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---------------------------------------------------------------------------
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4.) Things you should know about ZSNES
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---------------------------------------------------------------------------
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- You can use both keyboard and joystick for player 1 or 2 with some
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configuration adjustments. Refer to ZSNESFAQ.TXT for details
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- If your sidewinder support doesn't work, a quick way of getting it to
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work is to fully disable the windows driver from the control panel
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- For modem mode, if you don't have a 16550A UART compatible modem
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(It will tell you when the modem initializes), chances are that both
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sides will go out of sync.
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- IPX support seems to randomly lose packets in certain network
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configurations which causes both sides to go out of sync
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- Several special chip emulation (SA-1) have unknown bugs to
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them
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- Transparency effects are only available in 16-bit color mode
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- Using 320x240 resolution modes are faster than 640x480 modes. Use
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640x480 modes only if you can't run 320x240 modes or if you want the
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added features of 640x480 modes
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- Using the ModeQ variants is much faster than using the ModeX variants,
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only use ModeX if your monitor has a problem with the ModeQ timings.
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- To view 512 resolutions properly, use 640x480 mode. Only a few games
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uses 512 resolution. One way to find out is to see if a game has
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that feature is to look for text that looks squished.
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- In 640x480 resolution, the image is scaled so it will look like 320x240
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resolution. Only use 640x480 resolution if you want to use scanlines,
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interpolation, or if 320x240 doesn't work.
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- SuperFX can be slow because it is an extra 10/20mhz cpu that has to be
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emulated as well as the snes emulation
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- Screen Snapshot and FPS counter are available through a menu by pressing
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F1 during emulation
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- Screen Snapshot currently saves as IMAGE.PCX (256 colors) and IMAGE.BMP
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or IMAGE.PNG (16-bit color). This may change in the future.
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- FPS counter currently only works when auto frame rate is on.
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- To use the cheat function, be sure to have the ROM which you want to
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patch loaded already.
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- If the cheat codes do not work, chances are that you are using a different
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version of the rom that was originally used to create them or the codes
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are converted incorrectly from other code formats.
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- Certain video cards/monitors cannot support ModeQ (default resolution)
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If your video card/monitor doesn't support it, run ZSNES with -v 4.
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If -v 4 doesn't work, try using -v 6 (vesa 1.2 required)
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- If you don't have a fairly newer chipset on your video card, then 16-bit
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mode in ZSNES may require Scitech Display Doctor (v5.3+) to provide
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high color, low resolution video modes. You can obtain this software at
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www.scitechsoft.com. If your video card already supports low resolution
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high color video modes, then don't worry about getting this software.
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- There are still many bugs left in ZSNES so don't expect it to run all
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your favorite games.
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- VSync won't run well unless you specify a frame skip (eg. -f 0) But
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this feature is highly recommended to be used on very fast machines
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(eg. Pentium IIs)
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- SNES Mouse support is still missing some features such as speed settings
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- Pressing the Fast Forward key is equivalent to running ZSNES using -f 9
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- If ZSNES doesn't work for you, then don't use it. Use SNES9X, NLKE,
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SNEESE, or SNEMUL instead! In fact, even if you use ZSNES,
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use those emulators too!
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---------------------------------------------------------------------------
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5.) Current Progress
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---------------------------------------------------------------------------
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The following are implemented :
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- complete 65816 instruction set
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- SRAM support
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- LoROM and HiROM support
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- SlowROM and FastROM support
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- Full DMA support
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- HIRQ/VIRQ/NMI Interrupts
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- Support for most snes file formats
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- Multi file format support (.1,.2,.3,A.,B.,C.)
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- Interleaved format support
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- PAL/NTSC timing support
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The following are implemented in the new graphics engine 8 bit :
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- Combination of line by line and tile based graphics engine
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- Graphic Modes 0,1,2,3,4,5,6,7
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- 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions)
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- 8x8 and 16x16 tiles
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- 32x32,64x32,32x64,64x64 tile modes
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- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
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- Mode 7 rotating and scaling effects
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- BG priorities
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- Sprite Priorities
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- Add/sub of back area
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- Mosaic Effects
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- Offset per tile mode (mode 2/vertical only, mode 4)
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- High res 512 resolution and 448/478 vertical resolution
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- Windowing effects
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- High res Mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines)
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The following are implemented in the old graphics engine :
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- Line by line based graphics engine
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- Graphic Modes 0,1,2,3,4,5,6,7
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- 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions)
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- Mosaic effects
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- 8x8 and 16x16 tiles
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- 32x32,64x32,32x64,64x64 tile modes
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- Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
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- Mode 7 rotating and scaling effects
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- Single and Dual Windowing Routines
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- BG priorities
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- Sprite Priorities
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- Add/sub of back area
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- 16-bit graphics support
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- offset per tile mode (mode 2/vertical only)
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- High res 512 horizontal resolution (missing in 16x16)
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Following are present in 16-bit graphics mode :
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- Palette changing in the middle of a screen
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- Screen Addition (full and half)
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- Screen Subtraction (full)
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- Fixed Color Addition/Subtraction
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- Window clipping for Fixed Color
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The following are implemented in the new graphics engine 16 bit :
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- All of old graphics engine 16bit
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- Combination of line by line and tile based graphics engine
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- High resolution mode 7
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- High resolution 16x16 tiles for mode 5
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- full 15bit color transparencies (instead of the previous 13bit speed
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hack) for improved picture quality (MMX compatible CPUs only)
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The following are present in sound :
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- 16bit digital stereo sound
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- SPC700 Sound CPU
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- DSP Sound Processor
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- Echo Effects
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- FIR Filter
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- ADSR volume effects
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- GAIN volume effects
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- Noise effects
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- Pitch Modulation
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The following are extra features emulated :
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- Super NES Mouse Support
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- Super NES Super Scope Support
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- SuperFX support (Still has a bug or 2 left)
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- MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players
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remote (ipx/modem))
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- DSP1 emulation
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- SA-1 emulation (not complete)
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- S-DD1 support (via decompression packs)
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- SPC7110 (via decompression packs)
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The following are the features present in ZSNES :
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- Game State Save (F2=Save, F3=Select, F4=Load).
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Warning : A state file takes 260 kbytes of HD space!
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- Auto frame rate to give you constant Super Nintendo speed up to 9
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frame skips
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- configuration file support (ZSNES.CFG)
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- 2 player support w/ Joystick and Gamepad support
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The following features are missing :
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- Pseudo 512 snes horizontal resolution
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(Haven't seen any game that uses them yet)
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- Some modes in Offset Per Tile Mode
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- Some Direct Color Modes (Haven't seen any game that uses them yet)
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- True SPC7110/S-DD1 decompression
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What will not run (or not play properly) :
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- Some Super FX games such as Dirt Trax FX or Winter Gold (causes instability)
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- Games that use unknown coprocessors.
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- Games with other special chips such Street Fighter Alpha 2, which lack
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decompression packs (S-DD1)
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- Games which doesn't have a valid header
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- Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines
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- Games that require special timing
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- Games that use unemulated features or varieties of the DSP chip,
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like Top Gear 3000 (DSP-4)
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---------------------------------------------------------------------------
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6.) Future Progress
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---------------------------------------------------------------------------
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This section is removed
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---------------------------------------------------------------------------
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7.) ZSNES Default Keys
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---------------------------------------------------------------------------
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Here are the default keys while running the emulator. They can be changed
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through the GUI except for F1 and ESC :
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Disable Backgrounds 1,2,3,4 = 1,2,3,4
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Disable Sprites = 5
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Panic Key (enable all) = 6
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Enable SNES Mouse/SuperScope = 7
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Enable New Graphics Engine = 8
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Disable Windowing = 9
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Disable OffsetMode = 0
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Fast Forward Key = ~
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PopUp Extra Menu = F1
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Save State = F2
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Switch State = F3
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Load State = F4
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Disable Sound Channel = F5 - F12
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Quit = ESC
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Here are the default keys for the game play (unless modified through the GUI):
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Player 1 :
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Up,Down,Left,Right : Cursor Keys on Numerical Pad (You can also use
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the non-numerical pad, but numerical pad is
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strongly recommended)
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A,B,X,Y : Home, End, Insert, Delete
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L,R : Page Up, Page Down
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Start, Select : Enter, RShift
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Player 2 : (You need to enable Player 2)
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Up,Down,Left,Right : K, M, N, <
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A,B,X,Y : D, X, S, Z
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L,R : F, C
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Start, Select : Ctrl, Alt
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To run the emulator, just type ZSNES <romname.smc/.sfc/.fig/.1>
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To run it with sound, type ZSNES -s <romname.smc/.sfc/.fig/.1>
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To run it in 16-bit mode (VESA2 w/ video card that supports 320x240x65536
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required), type ZSNES -v 3 <romname.smc/.sfc/.fig/.1>
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or with sound, type ZSNES -v 3 -s <romname.smc/.sfc/.fig/.1>
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---------------------------------------------------------------------------
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8.) Extra Pop-Up Menu (F1 Menu)
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---------------------------------------------------------------------------
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Save Snapshot - Saves a snapshot as either .PCX (8-bit color) or .BMP
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(16-bit color) or .PNG (if you select it instead of BMP).
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Show/Hide FPS - Shows or hides the frame per second display which appears
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on the bottom-left corner of the screen. This can only
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be enabled in auto-frame rate mode.
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Save SPC Data - Selecting this will search for the beginning of the next
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song and save the data into a .spc file which saves it
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similarly as a .srm file. To capture a song, it is best
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recommended to initiate this feature approx 2 seconds
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before the next song starts. This does have potential to
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fail though so don't expect it to work all the time.
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Also, this feature doesn't work in the new gfx engine.
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Sound Buffer Dump - This dumps the sound buffer in zsnes and also filters
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out any unoccupied space. The sound buffer contains
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decompressed samples which are written to when zsnes
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plays/decodes a sample from sound memory. Because of the
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way zsnes buffers the sound data, this can produce
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inaccurate results.
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Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu
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after a couple frames. Useful for making animations.
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Screenshot Format - Changes format to/from BMP and PNG for screenshots.
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Only works in 16-bit color of course. :)
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---------------------------------------------------------------------------
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9.) Configuration File (ZSNES.CFG)
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---------------------------------------------------------------------------
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Almost everything in zsnes.cfg should now be editable through the gui
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---------------------------------------------------------------------------
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10.) Cheat Codes
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---------------------------------------------------------------------------
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Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes
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Here are the steps to get the codes working :
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1.) Load the ROM which you want to patch
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2.) Exit to the GUI, enter the code of your choice in the cheat menu
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3.) After that, you may have to RESET the game to get the cheat code to
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work. Sometimes, it is not necessary. You also may have to click
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on the FIX button.
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NOTE : Some cheat codes are meant to be for different versions of the game.
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If a cheat code doesn't work and there is one for both Game Genie
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and Pro Action Replay, try them both.
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---------------------------------------------------------------------------
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11.) Extra Features (SNES Mouse/Super Scope/SuperFX/DSP1/MultiTap)
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---------------------------------------------------------------------------
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To Enable SNES Mouse, Press 7 once for 1st player and twice for 2nd player
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To Enable SNES Super Scope, Press 7 three times
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To disable either one, either press 6 or press 7 until you see a disable
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message onscreen.
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Here are the controls for the Super Scope :
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Fire = Left Mouse button
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Cursor Mode Button = Right Mouse button
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Pause = Backspace Key on keyboard
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Enable/Disable Autofire = =/+ key on keyboard, should be located to the
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left of the backspace key
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Zsnes auto-detects the SFX emulation from the header and enables it when
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found. Also, take note that the SFX is an additional 10Mhz(Ver1) or
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20Mhz(Ver2) chip which also has to be emulated with the snes and will
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most likely produce a very noticeable slow down in emulation if you
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don't have a fast computer.
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Sometimes, the Multitap isn't compatible with some games. If that happens,
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disable Multitap by setting Player3,4, and 5's input device to 'None' in
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the GUI
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IPS patcher :
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Rename your .IPS file to the rom filename with the .IPS extension
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(eg. If your rom is SD3.SMC and your rom is SD3V05.IPS, rename SD3V05.IPS
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to SD3.IPS)
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and ZSNES will patch the rom realtime without modifying the rom file's
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contents.
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---------------------------------------------------------------------------
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12.) Bugs Section
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---------------------------------------------------------------------------
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- 65816 lacks correct timing. Although ZSNES bases the timing on a
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variable cycle/instruction, it does not deduct correct values such
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as 16bit instructions should deduct 1 more cycle than 8bit instructions.
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100% cycles of zsnes isn't 100% cycles of a snes because of that.
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This means that a lot of games either won't run or will produce horrible
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displays. Sometimes adjusting the % of execution can fix those problems.
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This is due to inaccurate documentation used when the 65816 was written.
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There is no plans on re-writing the 65816 timing yet.
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- Games sometimes tend to not display things properly because of graphic
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features that aren't implemented yet
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- The Sound DSP chip still has its bugs (not many though)
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---------------------------------------------------------------------------
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13.) Contact Information
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---------------------------------------------------------------------------
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The ZSNES homepage is located at : http://www.zsnes.com
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If you have any questions about zsnes and you have read ZSNES.FAQ,
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README.TXT, and GUINOTES.TXT to make sure the answer isn't there.
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And your question is NOT a ROM Request or asking about a newer
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version, you can post your question at the zsnes www board located at :
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http://board.zsnes.com/
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Remember : This board should be mainly used for zsnes related questions.
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ROM requests (or asking for games, a link to a rom site, or where to
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find them) are forbidden!!! Be sure to also read the RULES!
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The rules are located at the top of the page.
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If you wish to contact the authors, you may contact them through :
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(Remember - No ROM requests please! and don't send any files without
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permission!)
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midnight@umich.edu (Tech Support guy)
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zsknight@zsnes.com (Main Coder)
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_demo_@zsnes.com (Main Coder)
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pagefault@users.sourceforge.net (Assistant Coder, Windows Port Developer)
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pharos@zsnes.com (Assistant Coder)
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Try not to send a copy of your e-mail to all of us since that will just
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waste our time. Also, don't expect to get a reply since we are often
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busy.
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---------------------------------------------------------------------------
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14.) The Debugger
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---------------------------------------------------------------------------
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Note : The debugger is disabled when you don't enter zsnes with a -d
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Here are the keys:
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1 : Enable/Disable spc700 display
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2 : Enable/Disable 65816 display
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T : Trace (in 65816 opcodes)
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B : 65816 break point
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S : SPC break point
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C : Clear Counter
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M : 65816 modify
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A : SPC modify
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D : Debug Dump (SPC/DSPRam Dump Only)
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W : Break at signal (Used only by the programmers)
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F1 : Exit debugger and return to Game
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F2 : Save State
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F4 : Load State
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ESC : Exit entire program
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---------------------------------------------------------------------------
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15.) Error Codes
|
|
---------------------------------------------------------------------------
|
|
|
|
Unable to Initialize VESA2 :
|
|
VBE not detected - ZSNES Failed to detect any VBE interrupts
|
|
(Your video card doesn't support VESA)
|
|
VESA not detected - ZSNES Failed to detect any VESA extensions
|
|
(Your video card doesn't support VESA)
|
|
VESA 2.0 or greater required - Your video card supports VESA, but
|
|
it has an old version of VESA. You may want
|
|
to use SDD (www.scitechsoft.com) to upgrade
|
|
your vesa driver unless you have an S3 video
|
|
card which you can get a vesa 2 driver from
|
|
www.s3.com.
|
|
VESA2 mode does not work on your video card/driver - Meaning that the
|
|
resolution you chose does not exist in the supported
|
|
resolutions of your video card. Chose a different
|
|
resolution or upgrade with SDD which can sometimes
|
|
help increase the number of resolutions supported
|
|
Unable to initialize video mode - A VESA 2.0 driver is found, but the video
|
|
mode failed to start. Possibly an error on the
|
|
video card setting or a defective hardware
|
|
Linear Frame Buffer not Detected - Meaning that your video card does not
|
|
support linear frame buffering which is required
|
|
for ZSNES' vesa 2 routines
|
|
|
|
Modem Mode :
|
|
Modem Response Timeout - If this appears, then either your modem isn't
|
|
configured properly (Even though your COM port is
|
|
set up properly, chances are your IRQ isn't), some
|
|
other application is using the modem (such as an
|
|
internet connection), you don't have a DOS
|
|
compatible modem, or your baud rate isn't set up
|
|
to the speed of your modem (this isn't required for
|
|
all modems though, but for some, it's required)
|
|
Cannot Init Driver - This means that you have the FOSSIL DRIVER option
|
|
checked, but no fossil drivers are loaded
|
|
Carrier Detected (When you're not connected) - This Probably means that
|
|
you have set your COM Port/IRQ incorrectly. This
|
|
also might mean that you don't have a dos
|
|
compatible modem or the modem is being used
|
|
somewhere else such as an internet account.
|
|
|
|
After Connection (Modem and IPX Mode) :
|
|
Incompatible Version - This means that both sides are using different
|
|
versions of zsnes. Both sides must use the same
|
|
version in order for remote play to proceed.
|
|
Invalid Sound Setting - This means that one side has sound disabled while
|
|
the other has it enabled. Both sides have to either
|
|
have sound disabled or sound enabled because the
|
|
game timings of both settings are different.
|
|
|
|
---------------------------------------------------------------------------
|
|
16.) Credits
|
|
---------------------------------------------------------------------------
|
|
|
|
ZSNES uses NASM, DJGPP, and optionally CWSDPMI (source codes & binary updates
|
|
located at http://www.dbit.com/pub/cwsdpmi) as the compilers and DOS
|
|
extenders. Thanks to those who produced these fine programs!
|
|
|
|
Special thanks to wnelson! Without him, ZSNES would have never existed!
|
|
Also to Y0SHi for his excellent snes docs, his help, and his excellent
|
|
support!
|
|
|
|
Also Thanks to :
|
|
The_Teach of snes9x for some great info and the nice chats!
|
|
Trepalium of snes9x for some great info and help!
|
|
Gary of Snes9x and Steve Snake of KGen for being the source of info for
|
|
sound decompression!
|
|
Gary of Snes9x for being the source of info for TCall/PCall and also
|
|
for lots of help!
|
|
MrGrim for his great support!
|
|
Crono for info on Sound Blaster Programming, Surround Sound, Sound
|
|
Interpolation, and other sound stuff!
|
|
Aquis for the zsnes logo!
|
|
Alucard for helping us with an issue in the 65816!
|
|
Vertigo for making a compatibility list!
|
|
EFX for being a great supporter and also giving a lot of help and stuff!
|
|
Zophar for being a great supporter and also maintaining the mirror site!
|
|
Chris Hickman for redesigning the ZSNES web page!
|
|
CSoft for hosting our web page! (www.csoft.net)
|
|
Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some
|
|
optimization info!
|
|
Sardu for some great info and help!
|
|
Lord Esnes for some great help!
|
|
Robert Grubbs for the sidewinder info!
|
|
Nerlaska for some useful info on optimizing and also for some help!
|
|
Diskdude for writing sneskart which we used for the info on cheat codes!
|
|
DarkForce a lot of great help!
|
|
Pharos for some keyboard coding help!
|
|
Ivar and Gary of the snes9x team for all the great help which includes
|
|
their superfx info and code, DSP1 info, info on interleave formats
|
|
(hirom & superfx), offset per tile mode, FIR filter, some spc700
|
|
and hdma bugs!
|
|
WolfWings ShadowFlight for help on several issues of nasm!
|
|
Wildfire for some help!
|
|
A CoolMan for the algorithm for EAGLE!
|
|
X-Sykodad and darklore for maintaining the ZSNES www board!
|
|
Neill Corlett for some info on the .IPS format and also helping out
|
|
a lot on improving the sound engine!
|
|
Kreed (derek-liauw@usa.net) for the 2xSaI and Super Eagle Source Codes!
|
|
2xSaI homepage: http://members.xoom.com/derek_liauw/index.html
|
|
Markus Oberhumer & Laszlo Molnar for the UPX compression utility
|
|
UPX homepage: http://cdata.tvnet.hu/~ml/upx.html
|
|
Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines!
|
|
Kode54 for the low pass filter routines!
|
|
DCX for helping out fixing up some bugs!
|
|
Andy Goth for some help on the design of the key combination engine!
|
|
Antiriad for some testing help and for the chats!
|
|
Yamaha of XYZZ (Scott Scriven) for his water effect code
|
|
Yamaha's homepage: http://www.VIS.colostate.edu/~scriven/)
|
|
All those people who helped us by either sending us docs,
|
|
helping us, supporting us, and reporting bugs!
|
|
Special Thanks to : Ashley, Barubary, CyberWarriorX, DCX, DooMStalK,
|
|
Fanwen, GreenImp, Hucard, Kaiden, PolestaR, Stalphos Knight, Star Creator,
|
|
TeleKawaru, Tuxedo Mask, the people in #zsnes efnet, and the regulars
|
|
of the ZSNES message board!
|
|
And also to all those whom we forgot!
|
|
|
|
Special Thanks to all our beta testers for being a great help!
|
|
Info on 256x256x256 scanlines mode is from the MAME source. Thanks to
|
|
those behind MAME!
|
|
|
|
Also, good luck to all those who are writing emulators, especially those
|
|
who are writing snes emulators, including Snes9x, Nlke, SNEeSe, and
|
|
SNEMul! And also good luck to the makers of TheSE!
|