c62d2810 |
1 | FCE Ultra |
2 | 0.81 |
3 | |
4 | http://fceultra.sourceforge.net/ |
5 | |
6 | |
7 | What is new: |
8 | |
9 | * Screen snapshots can now be taken while playing an NSF. |
10 | * Saving screen snapshots will no longer corrupt the frame buffer. |
11 | * Added many more games to the list of games that usually are found |
12 | with bad iNES headers. |
13 | * The NSF player will now disable the FDS sound channel on song |
14 | initialization(fixes a problem with the Zelda no Densetsu |
15 | rip). |
16 | * Reads from $4090 and $4092 while emulating the FDS will now return |
17 | the current envelope settings. Affects "Ai Senshi Nicole" |
18 | and "Bio Miracle Bokutte Upa", at least. |
19 | * Merged a lot of pirate MMC3 multicart emulation code with the main |
20 | MMC3 emulation code. |
21 | * Added support for the MMC5's split-screen mode. This fixes the |
22 | introduction in "Uchuu Keibitai SDF". |
23 | * Writes to $8000-$FFFF with D7 set during MMC1 emulation will |
24 | cause the MMC1 mode register to be OR'd with $C. This fixes |
25 | "Robocop 3". |
26 | * Replaced an MMC1 hack that I used to get "Bill and Ted's Excellent |
27 | Video Game Adventure" to work with something more accurate. |
28 | * Fixed the MMC5 read handler to return the data last on the data |
29 | bus instead of $FF when a read occured to an unmapped address. |
30 | This fixes the lockup problem in "Bandit Kings of Ancient China" |
31 | and possibly other games. |
32 | * Added support for the game "Ishin no Arashi" in the iNES format |
33 | (I added an entry with its CRC32 value and the number of 8KB |
34 | WRAM banks it needs into the MMC5 WRAM size table). |
35 | * Added support for MMC1 games in the iNES format with 16KB of RAM |
36 | via CRC32 comparisons(currently only Genghis Khan(USA), Romance |
37 | of the 3 Kingdoms(USA), and Nobunaga's Ambition(USA and Japan) are |
38 | recognized). |
39 | * iNES mapper 1 now supports pageable CHR RAM if CHR ROM is not |
40 | present. Fixes "Family School". |
41 | * Added support for iNES mappers 51 and 52. Thanks to Kevin Horton |
42 | for the information. |
43 | * Modified MMC3(iNES mapper 4/118/119) IRQ counter emulation. Fixes |
44 | problems in "MegaMan 3", "Gun Nac", and the Japanese version of |
45 | "Klax", but it *might* cause problems with other games. |
46 | * Fixed an iNES mapper 32 emulation bug. "Ai Sensei no Oshiete" |
47 | works now. |
48 | * Fixed iNES mapper 33/48 IRQ emulation. |
49 | * Fixed iNES mapper 16 IRQ emulation. |
50 | * Added support for "Famicom Jump 2" as iNES mapper 153. |
51 | If a good(as far as I can tell) dump is loaded, FCE Ultra will |
52 | automatically fix the mapper number. |
53 | * The VS Unisystem bit in iNES headers is no longer recognized. |
54 | Too many games have this bit set when it shouldn't be set. |
55 | Now VS Unisystem games are recognized by CRC32 value. |
56 | * Reads from $4015 no longer reset DMC IRQ. This fixes the |
57 | title screen of "Romancia". |
58 | * PPU NMI now occurs a few cycles later. Fixes the "BattleToads" |
59 | lockup problem. |
60 | * BRK emulation now sets the I flag. |
61 | * Changed a few zero-page address mode functions to read directly |
62 | from emulated RAM. |
63 | * Added a new video mode(256x224 at a refresh rate of 103 Hz). |
64 | * Increased the refresh rate of video mode 2 to 65 Hz. |
65 | * Increased the refresh rate of video mode 3 to 120 Hz. |
66 | * Added speed throttling used when sound is disabled, and a |
67 | command-line switch to control it. |
68 | |
69 | |
70 | Contents: |
71 | |
72 | 1. Basic information |
73 | 1.0 What FCE Ultra is. |
74 | 1.1 System requirements. |
75 | 2. How to use |
76 | 2.0 Starting FCE Ultra |
77 | 2.1 Using FCE Ultra |
78 | 3. Notes |
79 | 3.0 Platform Specific Notes |
80 | 3.2 VS Unisystem Notes |
81 | 3.3 Famicom Disk System Notes |
82 | 3.4 Light Gun Notes |
83 | 3.5 Palette Notes |
84 | 3.6 Compressed File Notes |
85 | 3.7 Game Genie Notes |
86 | 4. Extra |
87 | 4.0 Contacting the author |
88 | 4.1 Credits |
89 | |
90 | /******************************************************************************/ |
91 | /* 1.0) What FCE Ultra is: */ |
92 | /******************************************************************************/ |
93 | |
94 | FCE Ultra is an NTSC and PAL Famicom/NES emulator for various |
95 | platforms. It is based upon Bero's original FCE source code. Current |
96 | features include good PPU, CPU, pAPU, expansion chip, and joystick |
97 | emulation. Also a feature unique to this emulator(at the current |
98 | time) is authentic Game Genie emulation. Save states and snapshot |
99 | features also have been implemented. The VS Unisystem is emulated |
100 | as well. FCE Ultra supports iNES format ROM images, UNIF format ROM |
101 | images, headerless and FWNES style FDS disk images, and NSF files. |
102 | |
103 | FCE Ultra currently supports the following iNES mappers(many partially): |
104 | |
105 | Number: Description: Game Examples: |
106 | -------------------------------------------------------------------------------- |
107 | 0 No Mapper Donkey Kong, Mario Bros |
108 | 1 Nintendo MMC1 MegaMan 2, Final Fantasy |
109 | 2 Simple 16KB PRG Switch MegaMan 1, Archon, 1944 |
110 | 3 Simple 8KB CHR Switch Spy Hunter, Gradius |
111 | 4 Nintendo MMC3 Recca, TMNT 2, Final Fantasy 3 |
112 | 5 Nintendo MMC5 Castlevania 3, Just Breed, Uchuu Keibitai SDF |
113 | 6 FFE F4 Series(hacked) Saint Seiya, Ganbare Goemon |
114 | 7 AOROM Battle Toads, Lion King |
115 | 8 FFE F3 Series(hacked) Doraemon Kaitakuhen |
116 | 9 Nintendo MMC2 Punchout! |
117 | 10 Nintendo MMC4 Fire Emblem, Fire Emblem Gaiden |
118 | 11 Color Dreams Crystal Mines, Bible Adventures |
119 | 13 CPROM Videomation |
120 | 15 Multi-cart(pirate) 100-in-1: Contra Function 16 |
121 | 16 Bandai Dragon Ball Z, Gundam Knight |
122 | 17 FFE F8 Series(hacked) Parodius, Last Armageddon |
123 | 18 Jaleco SS806 Pizza Pop, Plazma Ball |
124 | 19 Namco 106 Splatter House, Mappy Kids |
125 | 21 Konami VRC4 2A WaiWai World 2, Ganbare Goemon Gaiden 2 |
126 | 22 Konami VRC4 1B Twinbee 3 |
127 | 23 Konami VRC2B WaiWai World, Getsufuu Maden |
128 | 24 Konami VRC6 Akumajo Densetsu(Dracula 3) |
129 | 25 Konami VRC4 Gradius 2, Bio Miracle: Boku tte Upa |
130 | 26 Konami VRC6 A0-A1 Inverse Esper Dream 2, Madara |
131 | 32 Irem G-101 Image Fight 2, Perman |
132 | 33 Taito TC0190/TC0350 Don Doko Don 1&2 |
133 | 34 NINA-001 and BNROM Impossible Mission 2, Deadly Towers, Bug Honey |
134 | 40 (pirate) Super Mario Bros. 2 |
135 | 41 Caltron 6-in-1 Caltron 6-in-1 |
136 | 42 (pirate) "Mario Baby" |
137 | 43 Multi-cart(pirate) Golden Game 150 in 1 |
138 | 44 Multi-cart(pirate) Super HiK 7 in 1 |
139 | 45 Multi-cart(pirate) Super 1000000 in 1 |
140 | 46 Game Station Rumble Station |
141 | 47 NES-QJ Nintendo World Cup/Super Spike V.B. |
142 | 48 Taito TC190V Flintstones |
143 | 49 Multi-cart(pirate) Super HiK 4 in 1 |
144 | 51 Multi-cart(pirate) 11 in 1 Ball Games |
145 | 52 Multi-cart(pirate) Mario Party 7 in 1 |
146 | 64 Tengen RAMBO-1 Shinobi, Klax |
147 | 65 Irem H-3001 Daiku no Gensan 2 |
148 | 66 GNROM SMB + Duck Hunt |
149 | 67 Sunsoft Mapper "3" Fantasy Zone 2 |
150 | 68 Sunsoft Mapper "4" After Burner 2, Nantetta Baseball |
151 | 69 Sunsoft FME-7 Batman: ROTJ, Gimmick! |
152 | 70 ?? Kamen Rider Club |
153 | 71 Camerica Fire Hawk, Linus Spacehead |
154 | 72 Jaleco ?? Pinball Quest |
155 | 73 Konami VRC3 Salamander |
156 | 75 Jaleco SS8805/Konami VRC1 Tetsuwan Atom, King Kong 2 |
157 | 76 Namco 109 Megami Tenshi 1 |
158 | 77 Irem ?? Napoleon Senki |
159 | 78 Irem 74HC161/32 Holy Diver |
160 | 79 NINA-06 F15 City War, Krazy Kreatures |
161 | 80 Taito X-005 Minelvation Saga |
162 | 82 Taito ?? Kyuukyoku Harikiri Stadium - Heisei Gannen Ban |
163 | 83 Multi-cart(pirate) Dragon Ball Party |
164 | 85 Konami VRC7 Lagrange Point |
165 | 86 Jaleco ?? More Pro Baseball |
166 | 87 ?? Argus |
167 | 89 Sunsoft ?? Mito Koumon |
168 | 90 Pirate Super Mario World, Mortal Kombat |
169 | 92 Jaleco ?? MOERO Pro Soccer, MOERO Pro Yakyuu '88 |
170 | 93 ?? Fantasy Zone |
171 | 94 ?? Senjou no Ookami |
172 | 95 Namco ?? Dragon Buster |
173 | 97 ?? Kaiketsu Yanchamaru |
174 | 99 VS System 8KB CHR Switch VS SMB, VS Excite Bike |
175 | 105 NES-EVENT Nintendo World Championships |
176 | 112 Asder Sango Fighter, Hwang Di |
177 | 113 MB-91 Deathbots |
178 | 118 MMC3-TLSROM/TKSROM Board Ys 3, Goal! 2, NES Play Action Football |
179 | 119 MMC3-TQROM Board High Speed, Pin*Bot |
180 | 140 Jaleco ?? Bio Senshi Dan |
181 | 151 Konami VS System Expansion VS The Goonies, VS Gradius |
182 | 152 ?? Arkanoid 2, Saint Seiya Ougon Densetsu |
183 | 153 Bandai ?? Famicom Jump 2 |
184 | 180 ?? Crazy Climber |
185 | 182 ?? Super Donkey Kong |
186 | 184 ?? Wing of Madoola, The |
187 | 189 Micro Genius TXC ?? Thunder Warrior |
188 | 225 Multi-cart(pirate) 58-in-1/110-in-1/52 Games |
189 | 226 Multi-cart(pirate) 76-in-1 |
190 | 227 Multi-cart(pirate) 1200-in-1 |
191 | 228 Action 52 Action 52, Cheetahmen 2 |
192 | 229 Multi-cart(pirate) 31-in-1 |
193 | 232 BIC-48 Quattro Arcade, Quattro Sports |
194 | 234 Multi-cart ?? Maxi-15 |
195 | 240 ?? Gen Ke Le Zhuan, Shen Huo Le Zhuan |
196 | 242 ?? Wai Xing Zhan Shi |
197 | 246 ?? Fong Shen Ban |
198 | 248 ?? Bao Qing Tian |
199 | 250 ?? Time Diver Avenger |
200 | |
201 | FCE Ultra currently supports the following UNIF boards(minus the |
202 | prefixes HVC-, NES-, BTL-, and BMC-, as they are currently ignored): |
203 | |
204 | Group: Name: Game Examples: |
205 | -------------------------------------------------------------------------------- |
206 | Bootleg: |
207 | MARIO1-MALEE2 Super Mario Bros. Malee 2 |
208 | NovelDiamond9999999in1 Novel Diamond 999999 in 1 |
209 | Super24in1SC03 Super 24 in 1 |
210 | Supervision16in1 Supervision 16-in-1 |
211 | |
212 | Unlicensed: |
213 | Sachen-8259A Super Cartridge Version 1 |
214 | Sachen-8259B Silver Eagle |
215 | Sachen-74LS374N Auto Upturn |
216 | SA-016-1M Master Chu and the Drunkard Hu |
217 | SA-72007 Sidewinder |
218 | SA-72008 Jovial Race |
219 | SA-0036 Mahjong 16 |
220 | SA-0037 Mahjong Trap |
221 | TC-U01-1.5M Challenge of the Dragon |
222 | |
223 | MMC1: |
224 | SAROM Dragon Warrior |
225 | SBROM Dance Aerobics |
226 | SCROM Orb 3D |
227 | SEROM Boulderdash |
228 | SGROM Defender of the Crown |
229 | SKROM Dungeon Magic |
230 | SLROM Castlevania 2 |
231 | SL1ROM Sky Shark |
232 | SNROM Shingen the Ruler |
233 | SOROM Nobunaga's Ambition |
234 | |
235 | MMC3: |
236 | TFROM Legacy of the Wizard |
237 | TGROM Megaman 4 |
238 | TKROM Kirby's Adventure |
239 | TKSROM Ys 3 |
240 | TLROM Super Spike V'Ball |
241 | TLSROM Goal! 2 |
242 | TR1ROM Gauntlet |
243 | TQROM Pinbot |
244 | TSROM Super Mario Bros. 3 |
245 | TVROM Rad Racer 2 |
246 | |
247 | MMC5: |
248 | EKROM Gemfire |
249 | ELROM Castlevania 3 |
250 | ETROM Nobunaga's Ambition 2 |
251 | EWROM Romance of the Three Kingdoms 2 |
252 | |
253 | MMC6: |
254 | HKROM Star Tropics |
255 | |
256 | Nintendo |
257 | discrete |
258 | logic: |
259 | CNROM Gotcha |
260 | CPROM Videomation |
261 | MHROM |
262 | NROM-128 Mario Bros. |
263 | NROM-256 Super Mario Bros. |
264 | RROM-128 |
265 | UNROM Megaman |
266 | |
267 | |
268 | /******************************************************************************/ |
269 | /* 1.1) System requirements: */ |
270 | /******************************************************************************/ |
271 | |
272 | Minimum system requirements: |
273 | |
274 | Pentium 60 MHz |
275 | 8 MB RAM |
276 | 400 KB free disk space |
277 | Linux 2.0.36 |
278 | VGA adapter |
279 | |
280 | Recommended system specifications(at least): |
281 | |
282 | Pentium 233 MHz |
283 | 16 MB RAM |
284 | 5 MB free disk space |
285 | Windows 9x/Me/2000/XP(long filename support) |
286 | VGA adapter |
287 | Sound Blaster Pro or newer sound card(or compatible) |
288 | |
289 | |
290 | /******************************************************************************/ |
291 | /* 2.0) Starting FCE Ultra */ |
292 | /******************************************************************************/ |
293 | |
294 | Start FCE Ultra using the following format: |
295 | |
296 | fceu <arguments> romimage.nes |
297 | |
298 | <arguments> can be one or more of the following: |
299 | |
300 | -vmode x Select video mode(all are 8 bpp). |
301 | 1 = 256x240 @ 72 hz <Default> |
302 | 2 = 256x256 @ 65 hz |
303 | 3 = 256x256(with scanlines) @ 120 hz |
304 | 6 = 256x224(with scanlines) @ 120 hz |
305 | 8 = 256x224 @ 103 hz |
306 | -vsync x Wait for the screen's vertical retrace before updating |
307 | the screen. This *may* cause sound distortion. |
308 | 0 = Disabled. <Default> |
309 | 1 = Enabled. |
310 | -cpalette x Load a custom global palette from file x. |
311 | The filename x is saved in the configuration file, |
312 | not the data from the file. Note that you should |
313 | probably use an absolute("C:\nes\test.pal") filename |
314 | rather than a relative("test.pal") filename. If x is 0, |
315 | the default (built in) global palette will be used. |
316 | -ntsccol Emulate an NTSC's TV's colors based on user-supplied |
317 | hue and tint values. |
318 | 0 = Disabled. |
319 | 1 = Enabled. |
320 | -sound x Sound. <Default=44100> |
321 | 0 = Disabled. |
322 | Otherwise, x = playback rate in samples per second. |
323 | -soundvol x Sound volume. x is an integral percentage value. |
324 | The default value is, obviously, 100. |
325 | Setting it higher will increase the likelihood that |
326 | sound clipping will occur. This shouldn't be noticeable |
327 | if the volume is reasonable(200% or lower; perhaps even |
328 | higher for many games). |
329 | -f8bit x Force 8-bit sound. Enabling this will decrease |
330 | sound quality noticeably without increasing |
331 | performance noticeably. Only use when 16-bit sound |
332 | is problematic. |
333 | 0 = Disabled. <Default> |
334 | 1 = Enabled. |
335 | -nothrottle x Disables speed throttling used when sound is disabled |
336 | if x is non-zero. The default value of x is 0. |
337 | -joy x Joystick mapped to virtual joystick x. |
338 | 0 = Disabled, reset configuration. |
339 | -inputx str Select device mapped to virtual NES-style input port |
340 | x(1-2). |
341 | The default for both virtual input ports is "gamepad". |
342 | str may be: none, gamepad, zapper, powerpada, |
343 | powerpadb, arkanoid |
344 | -fcexp str Select Famicom expansion port device. If you select |
345 | a device other than "none", you should enable the |
346 | "gamepad" on both NES-style virtual input ports. |
347 | The default is "none". |
348 | str may be: none, shadow, arkanoid, 4player, fkb |
349 | -nofs x Disables Four-Score emulation if x is 1. Default is 0. |
350 | Note that Four-Score emulation will only be active |
351 | if "gamepad" is mapped to one or both virtual input |
352 | ports. |
353 | -gg Enable Game Genie emulation. |
354 | -pal Emulate a PAL NES. |
355 | -no8lim x Disables the 8 sprites per scanline limitation. |
356 | 0 = Limitation enabled. <Default> |
357 | 1 = Limitation disabled. |
358 | -subase x Save extra game data files(such as battery-backed RAM) |
359 | under the base directory if enabled. |
360 | 0 = Disabled. <Default> |
361 | 1 = Enabled. |
362 | -snapname x Selects what type of file name screen snapshots will |
363 | have. |
364 | 0 = Numeric(0.png) <Default> |
365 | 1 = File base and numeric(mario-0.png) |
366 | -clipsides x Clip leftmost and rightmost 8 columns of pixels of |
367 | video output. |
368 | 0 = Disabled. <Default> |
369 | 1 = Enabled. |
370 | -slstart x Set the first drawn emulated scanline for NTSC emulation |
371 | mode. Valid values for x are 0 through 239. |
372 | The default value is 8. |
373 | -slend x Set the last drawn emulated scanline for NTSC emulation |
374 | mode. Valid values for x are 0 through 239. |
375 | The default value is 239. |
376 | -slstartp x Set the first drawn emulated scanline for PAL emulation |
377 | mode. Valid values for x are 0 through 239. |
378 | The default value is 0. |
379 | -slendp x Set the last drawn emulated scanline for PAL emulation |
380 | mode. Valid values for x are 0 through 239. |
381 | The default value is 239. |
382 | |
383 | /******************************************************************************/ |
384 | /* 2.1) General Keyoard Key Mapping: */ |
385 | /******************************************************************************/ |
386 | |
387 | Default Key Mapping: |
388 | |
389 | For emulated Family BASIC Keyboard: |
390 | Enable/Disable Keyboard Input Scroll Lock |
391 | (enabling emulated keyboard input will disable |
392 | commands keys) |
393 | All emulated keys are mapped to the closest open key on the PC |
394 | keyboard, with a few exceptions. The emulated "@" key is |
395 | mapped to the "`"(grave) key, and the emulated "kana" key |
396 | is mapped to the "Insert" key(in the 3x2 key block above the |
397 | cursor keys). |
398 | |
399 | For emulated game pads: |
400 | Left Control B |
401 | Left Alt A |
402 | Enter/Return Start |
403 | Tab Select |
404 | Cursor Down Down |
405 | Cursor Up Up |
406 | Cursor Left Left |
407 | Cursor Right Right |
408 | |
409 | For emulated power pads(keys correspond to button locations on |
410 | side "B"): |
411 | O P [ ] |
412 | K L ; ' |
413 | M , . / |
414 | |
415 | For FDS games: |
416 | I Insert disk. |
417 | E Eject disk. |
418 | S Select disk/disk side. |
419 | |
420 | For VS Unisystem games: |
421 | C Insert coin. |
422 | V Show/Hide dip switches. |
423 | 1-8 Toggle dip switches(when dip switches |
424 | are shown). |
425 | |
426 | T Select tint to adjust. |
427 | H Select hue to adjust. |
428 | +/- Increase/decrease tint or hue. |
429 | |
430 | 0-9 Select save state. |
431 | Caps Lock Select virtual joystick. |
432 | |
433 | F2 Activate cheat interface. |
434 | |
435 | F5/F7 Save/Load state. |
436 | F9 Save screen snapshot. |
437 | F10 Reset. |
438 | F11 Power off/on. |
439 | ESC/F12 Exit. |
440 | |
441 | |
442 | /******************************************************************************/ |
443 | /* 3.0) Platform Specific Notes */ |
444 | /******************************************************************************/ |
445 | |
446 | FCE Ultra's base directory is the directory in which the executable |
447 | is located. |
448 | |
449 | Sound Blaster sound output requires that the 'BLASTER' environment |
450 | variable is set. To set it(permanently), add the following line |
451 | to your autoexec.bat file: |
452 | |
453 | set BLASTER=A240 I5 D1 H7 |
454 | |
455 | Where 240(hexadecimal) is the Sound Blaster's base I/O address, 5 |
456 | is the IRQ number, 1 is the 8-bit DMA channel, and 7 is the 16-bit |
457 | DMA channel(if applicable). |
458 | *DO NOT GUESS THE SETTINGS* |
459 | Invalid settings can result in very bad things happening. |
460 | |
461 | /******************************************************************************/ |
462 | /* 3.2) VS Unisystem Notes */ |
463 | /******************************************************************************/ |
464 | |
465 | FCE Ultra currently only supports VS Unisystem ROM images in the |
466 | iNES format. |
467 | |
468 | ROM Images: |
469 | |
470 | * VS Unisystem games that are about 49,000 bytes in size most likely |
471 | use mapper 99. |
472 | * Other VS Unisystem games will use other mappers. Here is a short |
473 | list of games and the mappers they use: |
474 | |
475 | CastleVania - 2 |
476 | Dr. Mario - 1 |
477 | Goonies - 151 |
478 | Gradius - 151 |
479 | Ice Climber - 99 |
480 | Platoon - 68 |
481 | |
482 | Palette(s): |
483 | |
484 | * The colors in many VS Unisystem games may be incorrect. This |
485 | is due to each game having its own PPU, and thus using a |
486 | different palette than games that use a different PPU. |
487 | |
488 | |
489 | /******************************************************************************/ |
490 | /* 3.3) Famicom Disk System Notes */ |
491 | /******************************************************************************/ |
492 | |
493 | You will need the FDS BIOS ROM image in the base FCE Ultra directory. |
494 | It must be named "disksys.rom". I will not give this file to you, so |
495 | don't ask. |
496 | |
497 | Two types of FDS disk images are supported: disk images with the |
498 | FWNES-style header, and disk images with no header. |
499 | |
500 | You should make backups of all of your FDS games you use with FCE |
501 | Ultra. This is because FCE Ultra will write the disk image back to |
502 | the storage medium, and the disk image in RAM might have been corrupted |
503 | because of inaccurate emulation(this case is not likely to occur, but |
504 | it could occur). |
505 | |
506 | |
507 | /******************************************************************************/ |
508 | /* 3.4) Light Gun Notes */ |
509 | /******************************************************************************/ |
510 | |
511 | Currently, the NES Zapper and the light gun used with the VS |
512 | Unisystem(I will call both the same name, Zapper) are supported. |
513 | Most(all?) NES games expect the Zapper to be plugged into port 2. |
514 | and most(all?) VS Unisystem games expect the Zapper to be plugged |
515 | into port(?) 1. |
516 | |
517 | The LEFT mouse button is the emulated trigger button for the |
518 | Zapper. The RIGHT mouse button is also emulated as the trigger, |
519 | but as long as you have the RIGHT mouse button held down, no color |
520 | detection will take place, which is effectively like pulling the |
521 | trigger while the Zapper is pointed away from the television screen. |
522 | Note that you must hold the RIGHT button down for a short |
523 | time(greater than just a fast click, shorter than a second). |
524 | |
525 | Zapper emulation currently does NOT work with network play, so |
526 | don't even try it. I may add support in the future if enough |
527 | people want it or if I want it. |
528 | |
529 | |
530 | /******************************************************************************/ |
531 | /* 3.5) Palette Notes */ |
532 | /******************************************************************************/ |
533 | |
534 | Palettes files are expected to contain 64 8-bit RGB triplets(each in |
535 | that order; red comes first in the triplet in the file, then green, |
536 | then blue). Each 8-bit value represents brightness for that particular |
537 | color. 0 is minimum, 255 is maximum. |
538 | |
539 | Palettes can be set on a per-game basis. To do this, put a palette |
540 | file in the "gameinfo" directory with the same base filename |
541 | as the game you wish to associate with and the extension "pal". |
542 | Examples: |
543 | |
544 | File name: Palette file name: |
545 | BigBad.nes BigBad.pal |
546 | BigBad.zip BigBad.pal |
547 | BigBad.Better.nes BigBad.Better.pal |
548 | |
549 | |
550 | With so many ways to choose a palette, figuring out which one will |
551 | be active may be difficult. Here's a list of what palettes will |
552 | be used, in order from highest priority to least priority(if a condition |
553 | doesn't exist for a higher priority palette, the emulator will |
554 | continue down its list of palettes). |
555 | |
556 | NSF Palette(for NSFs only) |
557 | Palette loaded from the "gameinfo" directory. |
558 | NTSC Color Emulation(only for NTSC NES games). |
559 | VS Unisystem palette(if the game is a VS Unisystem game and a palette |
560 | is available). |
561 | Custom global palette. |
562 | Default NES palette. |
563 | |
564 | |
565 | /******************************************************************************/ |
566 | /* 3.6) Compressed File Notes */ |
567 | /******************************************************************************/ |
568 | |
569 | FCE Ultra can load data from both PKZIP-format files and |
570 | gzip-format files. Only one type of (de)compression algorithm is |
571 | supported: "deflate"; this seems to be the most popular compression |
572 | algorithm, though. |
573 | |
574 | A compressed FDS disk image will only be saved back to disk if it |
575 | uses the gzip format. |
576 | |
577 | All files in a PKZIP format file will be scanned for the |
578 | followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif |
579 | The first compressed file to have one of these extensions will be |
580 | loaded. If no compressed file has one of these extensions, the |
581 | first compressed file will be loaded. |
582 | |
583 | |
584 | /******************************************************************************/ |
585 | /* 3.7) Game Genie Notes */ |
586 | /******************************************************************************/ |
587 | |
588 | The Game Genie ROM image is loaded from the file "gg.rom" in the |
589 | base directory the first time Game Genie emulation is enabled and |
590 | a ROM image is loaded since the time FCE Ultra has run. |
591 | |
592 | The ROM image may either be the 24592 byte iNES-format image, or |
593 | the 4352 raw ROM image. |
594 | |
595 | Remember that enabling/disabling Game Genie emulation will not take |
596 | effect until a new game is loaded(this statement shouldn't concern |
597 | any of the "run once" command-line driven ports). |
598 | |
599 | /******************************************************************************/ |
600 | /* 4.0) Contacting the author */ |
601 | /******************************************************************************/ |
602 | |
603 | I can be reached via email at xodnizel@users.sourceforge.net. |
604 | Bero can be reached via email at 9bero9@geocities.co.jp |
605 | (Note that Bero can not and will not answer any questions |
606 | regarding the operation of FCE Ultra, so please don't ask him. |
607 | If you understand this, remove the 9's from the email address |
608 | provided to get his real email address.) |
609 | |
610 | |
611 | /******************************************************************************/ |
612 | /* 4.1) Credits */ |
613 | /******************************************************************************/ |
614 | |
615 | \Firebug\ - High-level mapper information. |
616 | Bero - Original FCE source code. |
617 | Brad Taylor - NES sound channel guide. |
618 | Chris Hickman - Archaic Ruins. |
619 | Donald Moore - DC PasoFami NES packs. |
620 | Fredrik Olson - NES four-player adapter information. |
621 | Gilles Vollant - PKZIP file loading functions. |
622 | goroh - Various documents. |
623 | Jeff Tamer - Insaniacal fun. |
624 | Jeremy Chadwick - General NES information. |
625 | Justin Smith - Giving me obscure ROM images in the "dark ages of |
626 | NES emulation". |
627 | Kevin Horton - Low level NES information and sound information. |
628 | Ki - Various technical information. |
629 | Mark Knibbs - Various NES information. |
630 | Marat Fayzullin - General NES information. |
631 | Matthew Conte - Sound information. |
632 | N. Andou - Awesome NES/SNES emulators, at the time... |
633 | nori - FDS sound information. |
634 | Quietust - VRC7 sound translation code by The Quietust |
635 | (quietust@ircN.org). |
636 | Ideas and corrections. |
637 | R. Hoelscher - Famicom four-player adapter information. |
638 | Rob Mocca - DC PasoFami NES packs, testing. |
639 | Sean Whalen - Node99. |
640 | Tatsuyuki Satoh - OPL2 emulator |
641 | TheRedEye - ROM images, testing. |
642 | |
643 | |
644 | Info-ZIP - ZLIB |
645 | |
646 | ...and everyone else who has helped me. |