readme.txt

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ZSNES v1.51 Documentation

================================
    N a v i g a t i o n
================================

    * Index    [Index.txt]

    * Readme    [Readme.txt]
        1. Disclaimer
        2. Current Progress
        3. Extra Features
        4. System Requirements
        5. Installation
        6. Basic Usage
        7. Default Keys
        8. Save States
        9. Movies
        10. IPS Patching
        11. Cheat Codes
        12. Files

    * GUI    [GUI.txt]

    * Netplay    [Netplay.txt]

    * Advanced Usage    [Advanced.txt]

    * Games    [Games.txt]

    * FAQ    [FAQ.txt]

    - - - - - - - - - - - - - - - - - -

    * Getting Support    [Support.txt]

    * History    [History.txt]

    * About    [About.txt]

    * License    [License.txt]

    - - - - - - - - - - - - - - - - - -

    * NSRT Guide:    [http://zsnes-docs.sf.net/nsrt]

    * ZSNES Home Page:  [ZSNES.com]


================================================================================
~                                 R e a d m e
================================================================================

ZSNES is an open-source Super Nintendo Entertainment System emulator written in
x86 assembly, C, and C++. Bleeding with cutting edge SNES emulation, ZSNES is
easily comparable to other leading SNES emulators, such as Snes9x
[http://www.snes9x.com], SNEeSe [http://sneese.sourceforge.net], Super Sleuth
[http://users.tpg.com.au/advlink/spx/], and bsnes [http://byuu.org].

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!


............................................................
  1.                     Disclaimer
............................................................

The ZSNES Development Team, including all developers and contributors, is in no
way responsible for any damage caused by the use of this software. Please read
the license [License.txt] for more details.

Due to legal issues, the ZSNES Development Team can provide you neither with
ROMs nor links to them. In addition, ZSNES may not be distributed with ROM
images. However, as with many cases like this, Google [http://www.google.com]
is your friend.

There are still many bugs left in ZSNES, so don't expect it to run all your
favorite games. If ZSNES doesn't work for you, then don't use it. Use Snes9x,
SNEeSe, Super Sleuth, or bsnes instead! In fact, even if you use ZSNES, use
those emulators too!


............................................................
  2.                  Current Progress
............................................................

 - - - - - - - - - - - - - - - - -
  The following are implemented:
 - - - - - - - - - - - - - - - - -
    - Complete 65816 instruction set
    - SRAM support
    - LoROM and HiROM support
    - SlowROM and FastROM support
    - Full DMA support
    - HIRQ/VIRQ/NMI Interrupts
    - Support for several SNES file formats (SMC, SFC, SWC, FIG, MGD, MGH, UFO,
      BIN, GD3, GD7, DX2, USA, EUR, JAP, AUS, ST, BS, 048, 058, 078,), including
      split files (1, 2, 3; A, B, C)
    - Interleaved format support (except SuperFX games)
    - PAL/NTSC timing support

 - - - - - - - - - - - - -
  Graphics engines (PPUs)
 - - - - - - - - - - - - -

  The following are implemented in both graphics engines, all color modes:
    - Graphic modes 0,1,2,3,4,5,6,7
    - 8x8, 16x16, 32x32, and 64x64 sprite support (flipped in all directions)
    - 8x8 and 16x16 tiles
    - 32x32,64x32,32x64,64x64 tile modes
    - Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
    - Mode 7 rotating and scaling effects
    - BG priorities
    - Sprite priorities
    - Add/sub of back area
    - Mosaic effects

  About the old graphics engine:
    - Line engine
    - Missing lots of windowing and DMA effects
    - More accurate at drawing some things
    - 13-bit color rendering. (This is a compromise between color accuracy and
      speed. Not all transparencies will work correctly with this engine.)

  What's available in the old graphics engine when using an 8-bit color video
  mode:
    - Offset per tile mode (mode 2/vertical only)
    - High-res 512 horizontal resolution (missing in 16x16)
    - Single and dual windowing routines

  What's available in the old graphics engine when using a 16-bit color video
  mode:
    - Palette changing in the middle of a screen
    - Screen addition (full and half)
    - Screen subtraction (full)
    - Fixed color addition/subtraction
    - Window clipping for fixed color

  About the new graphics engine:
    - Tile engine
    - Nearly complete engine with a few bugs
    - Can draw mostly everything on the SNES
    - 15-bit coloring

  What's available in the new graphics engine when using an 8-bit color video
  mode:
    - Offset per tile mode (mode 2/vertical only, mode 4)
    - High res 512 resolution and 448/478 vertical resolution
    - Windowing effects
    - High resolution mode 7 (only in 640x480x256 video mode; active when all
      other video filters are disabled)

  What's available in the new graphics engine when using a 16-bit color video
  mode:
    - All of old graphics engine 16-bit
    - High resolution mode 7
    - High resolution 16x16 tiles for mode 5
    - Full 15-bit color transparencies for improved picture quality (MMX
      compatible CPUs only)

 - - - - - - - - - - - - - - - - - - -
  The following are present in sound:
 - - - - - - - - - - - - - - - - - - -
    - 16-bit digital stereo sound
    - SPC700 Sound CPU
    - DSP Sound Processor
          - Echo effects
          - FIR filter
          - ADSR volume effects
          - GAIN volume effects
          - Noise effects
          - Pitch modulation

 - - - - - - - - - - - - - - - - - - - - - - - - - -
  The following special input devices are emulated:
 - - - - - - - - - - - - - - - - - - - - - - - - - -
    - MultiTap (5-player support)
    - Super NES Mouse (missing some features, such as speed settings)
    - Super NES Super Scope
    - Konami Lethal Enforcer Gun
    - Automatic configuration via NSRT headers
      (See APIs and Utilities section [Readme.txt])

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  The following special cartridge processors are emulated, in whole or in part:
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   | Special Chip  | Progress |
   ----------------|-----------
    C4             | 100%
    Nintendo DSP-1 | 100%
    Nintendo DSP-2 | 100%
    Nintendo DSP-3 |  80%
    Nintendo DSP-4 |  95%
    OBC-1          | 100%
    SA-1           |  90%
    S-DD1          | 100%
    Seta DSP 10    |  99%
    Seta DSP 11    |  80%
    SPC7110        | 100% except decompression
    S-RTC          |  95%
    SuperFX        |  90%

 - - - - - - - - - - - - - - - - - - - - - - -
  The following add-on devices are emulated:
 - - - - - - - - - - - - - - - - - - - - - - -
   | Special Cartridge / Add-On  | Progress |
   ------------------------------|-----------
    Broadcast Satellaview (BS-X) |  50%
    Nintendo Super System        | 100% except the menus
    Same Game, SD Gundam G-Next  | 100%
    Sufami Turbo                 |  95%

 - - - - - - - - - - - - - - - - - - -
  The following features are missing:
 - - - - - - - - - - - - - - - - - - -
    - Pseudo 512 SNES horizontal resolution (no games are known to use this)
    - Some modes in offset per tile mode
    - Some direct color modes (no games are known to use this)
    - Seta RISC chip
    - True SPC7110 decompression
    - Super GameBoy emulation

 - - - - - - - - - - - - - - - - - - - - - -
  What will not run (or not play properly):
 - - - - - - - - - - - - - - - - - - - - - -
    Please read our statement on game compatibility [Games.txt].

    - Some SuperFX games (regardless of interleave status)
    - Interleaved SuperFX games (deinterleave them with NSRT
      [http://nsrt.edgeemu.com])
    - Some Broadcast Satellaview (BS-X) games
    - Games with unknown co-processors
    - Games that don't have a valid header
    - Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines
    - Games that require special timing


............................................................
  3.                   Extra Features
............................................................

    - Support for save states, including rewinding
    - Extensive movie recording and dumping features
    - Many emulation speed options, including automatic frame skipping to
      compensate for slower machines
    - Full cheat code support (including Game Genie, Pro Action Replay, and
      GoldFinger)
    - Automatic IPS soft-patching (including up to 11 sequential patches)

    - Custom-built GUI with many time-saving features
    - Support for loading Zip, gZip, and JMA-compressed ROMs
    - Randomized ROM loading
    - Support for input from keyboards, joysticks, and gamepads,
      as well as a key combination editor
    - Many video output options, including graphics-enhancing filters
    - Highly configurable sound output options

    - Netplay (currently disabled)

    - User-editable configuration files
    - Debugger
    - Accepts command-line arguments


............................................................
  4.                System Requirements
............................................................

 - - - - - - - - - - - - - - -
  Supported operating systems
 - - - - - - - - - - - - - - -

  Officia...
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