mapper fixes for ncpu, debug is broken atm
[fceu.git] / Documentation / rel / readme-win.txt
CommitLineData
c62d2810 1 FCE Ultra
2 0.81
3
4 http://fceultra.sourceforge.net/
5
6
7What 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 * Fixed more network play bugs. It should now work correctly(how
14 many times have I said or implied that...).
15 * The NSF player will now disable the FDS sound channel on song
16 initialization(fixes a problem with the Zelda no Densetsu
17 rip).
18 * Reads from $4090 and $4092 while emulating the FDS will now return
19 the current envelope settings. Affects "Ai Senshi Nicole"
20 and "Bio Miracle Bokutte Upa", at least.
21 * Merged a lot of pirate MMC3 multicart emulation code with the main
22 MMC3 emulation code.
23 * Added support for the MMC5's split-screen mode. This fixes the
24 introduction in "Uchuu Keibitai SDF".
25 * Writes to $8000-$FFFF with D7 set during MMC1 emulation will
26 cause the MMC1 mode register to be OR'd with $C. This fixes
27 "Robocop 3".
28 * Replaced an MMC1 hack that I used to get "Bill and Ted's Excellent
29 Video Game Adventure" to work with something more accurate.
30 * Fixed the MMC5 read handler to return the data last on the data
31 bus instead of $FF when a read occured to an unmapped address.
32 This fixes the lockup problem in "Bandit Kings of Ancient China"
33 and possibly other games.
34 * Added support for the game "Ishin no Arashi" in the iNES format
35 (I added an entry with its CRC32 value and the number of 8KB
36 WRAM banks it needs into the MMC5 WRAM size table).
37 * Added support for MMC1 games in the iNES format with 16KB of RAM
38 via CRC32 comparisons(currently only Genghis Khan(USA), Romance
39 of the 3 Kingdoms(USA), and Nobunaga's Ambition(USA and Japan) are
40 recognized).
41 * iNES mapper 1 now supports pageable CHR RAM if CHR ROM is not
42 present. Fixes "Family School".
43 * Added support for iNES mappers 51 and 52. Thanks to Kevin Horton
44 for the information.
45 * Modified MMC3(iNES mapper 4/118/119) IRQ counter emulation. Fixes
46 problems in "MegaMan 3", "Gun Nac", and the Japanese version of
47 "Klax", but it *might* cause problems with other games.
48 * Fixed an iNES mapper 32 emulation bug. "Ai Sensei no Oshiete"
49 works now.
50 * Fixed iNES mapper 33/48 IRQ emulation.
51 * Fixed iNES mapper 16 IRQ emulation.
52 * Added support for "Famicom Jump 2" as iNES mapper 153.
53 If a good(as far as I can tell) dump is loaded, FCE Ultra will
54 automatically fix the mapper number.
55 * The VS Unisystem bit in iNES headers is no longer recognized.
56 Too many games have this bit set when it shouldn't be set.
57 Now VS Unisystem games are recognized by CRC32 value.
58 * Reads from $4015 no longer reset DMC IRQ. This fixes the
59 title screen of "Romancia".
60 * PPU NMI now occurs a few cycles later. Fixes the "BattleToads"
61 lockup problem.
62 * BRK emulation now sets the I flag.
63 * Changed a few zero-page address mode functions to read directly
64 from emulated RAM.
65
66
67Contents:
68
69 1. Basic information
70 1.0 What FCE Ultra is.
71 1.1 System requirements.
72 2. How to use
73 2.0 Starting FCE Ultra
74 2.1 Using FCE Ultra
75 3. Notes
76 3.0 Platform Specific Notes
77 3.1 Network Play Notes
78 3.2 VS Unisystem Notes
79 3.3 Famicom Disk System Notes
80 3.4 Light Gun Notes
81 3.5 Palette Notes
82 3.6 Compressed File Notes
83 3.7 Game Genie Notes
84 4. Extra
85 4.0 Contacting the author
86 4.1 Credits
87
88/******************************************************************************/
89/* 1.0) What FCE Ultra is: */
90/******************************************************************************/
91
92 FCE Ultra is an NTSC and PAL Famicom/NES emulator for various
93 platforms. It is based upon Bero's original FCE source code. Current
94 features include good PPU, CPU, pAPU, expansion chip, and joystick
95 emulation. Also a feature unique to this emulator(at the current
96 time) is authentic Game Genie emulation. Save states and snapshot
97 features also have been implemented. The VS Unisystem is emulated
98 as well. FCE Ultra supports iNES format ROM images, UNIF format ROM
99 images, headerless and FWNES style FDS disk images, and NSF files.
100
101 FCE Ultra currently supports the following iNES mappers(many partially):
102
103Number: Description: Game Examples:
104--------------------------------------------------------------------------------
105 0 No Mapper Donkey Kong, Mario Bros
106 1 Nintendo MMC1 MegaMan 2, Final Fantasy
107 2 Simple 16KB PRG Switch MegaMan 1, Archon, 1944
108 3 Simple 8KB CHR Switch Spy Hunter, Gradius
109 4 Nintendo MMC3 Recca, TMNT 2, Final Fantasy 3
110 5 Nintendo MMC5 Castlevania 3, Just Breed, Uchuu Keibitai SDF
111 6 FFE F4 Series(hacked) Saint Seiya, Ganbare Goemon
112 7 AOROM Battle Toads, Lion King
113 8 FFE F3 Series(hacked) Doraemon Kaitakuhen
114 9 Nintendo MMC2 Punchout!
115 10 Nintendo MMC4 Fire Emblem, Fire Emblem Gaiden
116 11 Color Dreams Crystal Mines, Bible Adventures
117 13 CPROM Videomation
118 15 Multi-cart(pirate) 100-in-1: Contra Function 16
119 16 Bandai Dragon Ball Z, Gundam Knight
120 17 FFE F8 Series(hacked) Parodius, Last Armageddon
121 18 Jaleco SS806 Pizza Pop, Plazma Ball
122 19 Namco 106 Splatter House, Mappy Kids
123 21 Konami VRC4 2A WaiWai World 2, Ganbare Goemon Gaiden 2
124 22 Konami VRC4 1B Twinbee 3
125 23 Konami VRC2B WaiWai World, Getsufuu Maden
126 24 Konami VRC6 Akumajo Densetsu(Dracula 3)
127 25 Konami VRC4 Gradius 2, Bio Miracle: Boku tte Upa
128 26 Konami VRC6 A0-A1 Inverse Esper Dream 2, Madara
129 32 Irem G-101 Image Fight 2, Perman
130 33 Taito TC0190/TC0350 Don Doko Don 1&2
131 34 NINA-001 and BNROM Impossible Mission 2, Deadly Towers, Bug Honey
132 40 (pirate) Super Mario Bros. 2
133 41 Caltron 6-in-1 Caltron 6-in-1
134 42 (pirate) "Mario Baby"
135 43 Multi-cart(pirate) Golden Game 150 in 1
136 44 Multi-cart(pirate) Super HiK 7 in 1
137 45 Multi-cart(pirate) Super 1000000 in 1
138 46 Game Station Rumble Station
139 47 NES-QJ Nintendo World Cup/Super Spike V.B.
140 48 Taito TC190V Flintstones
141 49 Multi-cart(pirate) Super HiK 4 in 1
142 51 Multi-cart(pirate) 11 in 1 Ball Games
143 52 Multi-cart(pirate) Mario Party 7 in 1
144 64 Tengen RAMBO-1 Shinobi, Klax
145 65 Irem H-3001 Daiku no Gensan 2
146 66 GNROM SMB + Duck Hunt
147 67 Sunsoft Mapper "3" Fantasy Zone 2
148 68 Sunsoft Mapper "4" After Burner 2, Nantetta Baseball
149 69 Sunsoft FME-7 Batman: ROTJ, Gimmick!
150 70 ?? Kamen Rider Club
151 71 Camerica Fire Hawk, Linus Spacehead
152 72 Jaleco ?? Pinball Quest
153 73 Konami VRC3 Salamander
154 75 Jaleco SS8805/Konami VRC1 Tetsuwan Atom, King Kong 2
155 76 Namco 109 Megami Tenshi 1
156 77 Irem ?? Napoleon Senki
157 78 Irem 74HC161/32 Holy Diver
158 79 NINA-06 F15 City War, Krazy Kreatures
159 80 Taito X-005 Minelvation Saga
160 82 Taito ?? Kyuukyoku Harikiri Stadium - Heisei Gannen Ban
161 83 Multi-cart(pirate) Dragon Ball Party
162 85 Konami VRC7 Lagrange Point
163 86 Jaleco ?? More Pro Baseball
164 87 ?? Argus
165 89 Sunsoft ?? Mito Koumon
166 90 Pirate Super Mario World, Mortal Kombat
167 92 Jaleco ?? MOERO Pro Soccer, MOERO Pro Yakyuu '88
168 93 ?? Fantasy Zone
169 94 ?? Senjou no Ookami
170 95 Namco ?? Dragon Buster
171 97 ?? Kaiketsu Yanchamaru
172 99 VS System 8KB CHR Switch VS SMB, VS Excite Bike
173105 NES-EVENT Nintendo World Championships
174112 Asder Sango Fighter, Hwang Di
175113 MB-91 Deathbots
176118 MMC3-TLSROM/TKSROM Board Ys 3, Goal! 2, NES Play Action Football
177119 MMC3-TQROM Board High Speed, Pin*Bot
178140 Jaleco ?? Bio Senshi Dan
179151 Konami VS System Expansion VS The Goonies, VS Gradius
180152 ?? Arkanoid 2, Saint Seiya Ougon Densetsu
181153 Bandai ?? Famicom Jump 2
182180 ?? Crazy Climber
183182 ?? Super Donkey Kong
184184 ?? Wing of Madoola, The
185189 Micro Genius TXC ?? Thunder Warrior
186225 Multi-cart(pirate) 58-in-1/110-in-1/52 Games
187226 Multi-cart(pirate) 76-in-1
188227 Multi-cart(pirate) 1200-in-1
189228 Action 52 Action 52, Cheetahmen 2
190229 Multi-cart(pirate) 31-in-1
191232 BIC-48 Quattro Arcade, Quattro Sports
192234 Multi-cart ?? Maxi-15
193240 ?? Gen Ke Le Zhuan, Shen Huo Le Zhuan
194242 ?? Wai Xing Zhan Shi
195246 ?? Fong Shen Ban
196248 ?? Bao Qing Tian
197250 ?? Time Diver Avenger
198
199 FCE Ultra currently supports the following UNIF boards(minus the
200 prefixes HVC-, NES-, BTL-, and BMC-, as they are currently ignored):
201
202Group: Name: Game Examples:
203--------------------------------------------------------------------------------
204Bootleg:
205 MARIO1-MALEE2 Super Mario Bros. Malee 2
206 NovelDiamond9999999in1 Novel Diamond 999999 in 1
207 Super24in1SC03 Super 24 in 1
208 Supervision16in1 Supervision 16-in-1
209
210Unlicensed:
211 Sachen-8259A Super Cartridge Version 1
212 Sachen-8259B Silver Eagle
213 Sachen-74LS374N Auto Upturn
214 SA-016-1M Master Chu and the Drunkard Hu
215 SA-72007 Sidewinder
216 SA-72008 Jovial Race
217 SA-0036 Mahjong 16
218 SA-0037 Mahjong Trap
219 TC-U01-1.5M Challenge of the Dragon
220
221MMC1:
222 SAROM Dragon Warrior
223 SBROM Dance Aerobics
224 SCROM Orb 3D
225 SEROM Boulderdash
226 SGROM Defender of the Crown
227 SKROM Dungeon Magic
228 SLROM Castlevania 2
229 SL1ROM Sky Shark
230 SNROM Shingen the Ruler
231 SOROM Nobunaga's Ambition
232
233MMC3:
234 TFROM Legacy of the Wizard
235 TGROM Megaman 4
236 TKROM Kirby's Adventure
237 TKSROM Ys 3
238 TLROM Super Spike V'Ball
239 TLSROM Goal! 2
240 TR1ROM Gauntlet
241 TQROM Pinbot
242 TSROM Super Mario Bros. 3
243 TVROM Rad Racer 2
244
245MMC5:
246 EKROM Gemfire
247 ELROM Castlevania 3
248 ETROM Nobunaga's Ambition 2
249 EWROM Romance of the Three Kingdoms 2
250
251MMC6:
252 HKROM Star Tropics
253
254Nintendo
255discrete
256logic:
257 CNROM Gotcha
258 CPROM Videomation
259 MHROM
260 NROM-128 Mario Bros.
261 NROM-256 Super Mario Bros.
262 RROM-128
263 UNROM Megaman
264
265
266/******************************************************************************/
267/* 1.1) System requirements: */
268/******************************************************************************/
269
270 Minimum system specifications:
271
272 Pentium 60 MHz
273 8 MB RAM
274 400 KB free disk space
275 Windows 95
276 DirectX 7.0
277 Video adapter
278
279 Recommended minimum system specifications:
280
281 Pentium 233 MHz
282 16 MB RAM
283 5 MB free disk space
284 Windows 98SE
285 Video adapter with 2D acceleration abilities
286 DirectX 8.0
287 Joystick
288 Mouse
289 Sound device capable of handling a sample rate of 44100 hz.
290
291
292/******************************************************************************/
293/* 2.0) Starting FCE Ultra */
294/******************************************************************************/
295
296 FCE Ultra can be started by running the executable "fceu.exe".
297 I do not recommend running it from a DOS "box".
298
299
300/******************************************************************************/
301/* 2.1) Using FCE Ultra: */
302/******************************************************************************/
303
304 After starting FCE Ultra, you'll probably want to load a game. Do
305 this by going to File/Open.
306
307 Menu descriptions:
308
309 File
310 Open - Loads a new game.
311 Save State - Saves the current NES state.
312 Load State - Loads a saved NES state.
313 Log Sound As - Logs sound to a file. It will not work if sound
314 is disabled.
315 Exit - Exit the emulator.
316
317 NES
318 Reset - Resets the virtual NES.
319 Power - Power cycles the virtual NES.
320 Cheats - Activates the cheat interface. See "cheat.txt" for
321 more details.
322
323 Config
324 Hide Menu - Hides the menu.
325 Game Genie - If checked, enable Game Genie emulation.
326 Game Genie emulation will only begin or end when a new
327 game is loaded.
328 PAL Emulation - If checked, enable PAL emulation. Changes take effect
329 immediately, though I recommend resetting the virtual
330 NES afterward PAL emulation is enabled or disabled.
331 Directories - Configure the directories that FCE Ultra will store
332 its files in.
333 Input - Enter input configuration dialog.
334 Note that not all virtual devices are configurable.
335 Miscellaneous - Enter miscellaneous configuration dialog.
336 Network Play - Enter network play configuration dialog.
337 Palette - Enter palette configuration dialog.
338 Sound - Enter sound configuration dialog.
339 Sound enabled:
340 Sound emulation and output are enabled when this is checked.
341 Force 8-bit sound:
342 Forces 8-bit sound output. Use only when absolutely
343 necessary(very rare).
344 Sample rate:
345 Specifies how many sound samples will be played back per
346 second. Unless you know what you are doing, you probably
347 don't need to change this setting.
348 Use secondary sound buffer:
349 Uses a secondary sound buffer. This option may be required
350 for sound to work with certain sound cards/devices.
351 Selecting "with global focus" will cause sound to be played
352 while FCE Ultra has lost window focus, but you will probably
353 also want to select "Active While Focus Lost" in the Config
354 menu as well, otherwise you will just get repeating sound
355 when FCE Ultra loses focus.
356 Length of sound buffer:
357 Specifies what length of sound(in milliseconds) should be
358 buffered by FCE Ultra. DirectSound and the Windows kernel
359 may or may not cause a little more latency than what you
360 might expect(usually not any more than a few milliseconds),
361 depending on your setup.
362 Use larger values if you have sound problems such as popping
363 or gaps, though. Larger values will increase the latency of
364 the sound, however. Finally, larger values are ideal for
365 background music listening.
366 Volume:
367 Specifies the volume of FCE Ultra's sound output. Setting
368 the volume too high MIGHT cause noticeable clipping on some
369 sounds(loud drums, for example), but don't let that possibility
370 stop you from experimenting.
371
372 Video - Enter video configuration dialog.
373
374 Default Key Mapping:
375
376 For emulated Family BASIC Keyboard:
377 Enable/Disable Keyboard Input Scroll Lock
378 (enabling emulated keyboard input will disable
379 commands keys)
380 All emulated keys are mapped to the closest open key on the PC
381 keyboard, with a few exceptions. The emulated "@" key is
382 mapped to the "`"(grave) key, and the emulated "kana" key
383 is mapped to the "Insert" key(in the 3x2 key block above the
384 cursor keys).
385
386 For emulated game pads:
387 Left Control B
388 Left Alt A
389 Enter/Return Start
390 Tab Select
391 Cursor Down Down
392 Cursor Up Up
393 Cursor Left Left
394 Cursor Right Right
395
396 For emulated power pads(keys correspond to button locations on
397 side "B"):
398 O P [ ]
399 K L ; '
400 M , . /
401
402 For FDS games:
403 I Insert disk.
404 E Eject disk.
405 S Select disk/disk side.
406
407 For VS Unisystem games:
408 C Insert coin.
409 V Show/Hide dip switches.
410 1-8 Toggle dip switches(when dip switches
411 are shown).
412
413 0-9 Select save state.
414
415 F5/F7 Save/Load state.
416 F9 Save screen snapshot.
417
418 F3 Hide/Show menu.
419 F4 Toggle between windowed/full screen modes.
420 F10 Reset.
421 F11 Power off/on.
422 F12 Exit.
423
424
425/******************************************************************************/
426/* 3.0) Platform Specific Notes */
427/******************************************************************************/
428
429 Your desktop color depth must be 16bpp, 24bpp, or 32bpp for FCE Ultra
430 to run properly in windowed mode.
431
432 FCE Ultra's base directory is the directory in which the executable
433 is located.
434
435
436/******************************************************************************/
437/* 3.1) Network Play Notes */
438/******************************************************************************/
439
440 In TCP/IP network play, the server will be player one, and the
441 client will be player 2.
442
443 Zapper emulation and power pad emulation currently do not work with
444 network play.
445
446 Having Game Genie or PAL emulation enabled on only one side
447 will cause problems.
448
449 Both players MUST use the same ROM/disk image and SRAM
450 file(if applicable).
451
452 When using FDS or VS Unisystem games with network play, only player
453 1 will be able to insert disk, eject disk, insert coins, toggle dip
454 switches, etc.
455
456/******************************************************************************/
457/* 3.2) VS Unisystem Notes */
458/******************************************************************************/
459
460 FCE Ultra currently only supports VS Unisystem ROM images in the
461 iNES format.
462
463 ROM Images:
464
465 * VS Unisystem games that are about 49,000 bytes in size most likely
466 use mapper 99.
467 * Other VS Unisystem games will use other mappers. Here is a short
468 list of games and the mappers they use:
469
470 CastleVania - 2
471 Dr. Mario - 1
472 Goonies - 151
473 Gradius - 151
474 Ice Climber - 99
475 Platoon - 68
476
477 Palette(s):
478
479 * The colors in many VS Unisystem games may be incorrect. This
480 is due to each game having its own PPU, and thus using a
481 different palette than games that use a different PPU.
482
483
484/******************************************************************************/
485/* 3.3) Famicom Disk System Notes */
486/******************************************************************************/
487
488 You will need the FDS BIOS ROM image in the base FCE Ultra directory.
489 It must be named "disksys.rom". I will not give this file to you, so
490 don't ask.
491
492 Two types of FDS disk images are supported: disk images with the
493 FWNES-style header, and disk images with no header.
494
495 You should make backups of all of your FDS games you use with FCE
496 Ultra. This is because FCE Ultra will write the disk image back to
497 the storage medium, and the disk image in RAM might have been corrupted
498 because of inaccurate emulation(this case is not likely to occur, but
499 it could occur).
500
501
502/******************************************************************************/
503/* 3.4) Light Gun Notes */
504/******************************************************************************/
505
506 Currently, the NES Zapper and the light gun used with the VS
507 Unisystem(I will call both the same name, Zapper) are supported.
508 Most(all?) NES games expect the Zapper to be plugged into port 2.
509 and most(all?) VS Unisystem games expect the Zapper to be plugged
510 into port(?) 1.
511
512 The LEFT mouse button is the emulated trigger button for the
513 Zapper. The RIGHT mouse button is also emulated as the trigger,
514 but as long as you have the RIGHT mouse button held down, no color
515 detection will take place, which is effectively like pulling the
516 trigger while the Zapper is pointed away from the television screen.
517 Note that you must hold the RIGHT button down for a short
518 time(greater than just a fast click, shorter than a second).
519
520 Zapper emulation currently does NOT work with network play, so
521 don't even try it. I may add support in the future if enough
522 people want it or if I want it.
523
524
525/******************************************************************************/
526/* 3.5) Palette Notes */
527/******************************************************************************/
528
529 Palettes files are expected to contain 64 8-bit RGB triplets(each in
530 that order; red comes first in the triplet in the file, then green,
531 then blue). Each 8-bit value represents brightness for that particular
532 color. 0 is minimum, 255 is maximum.
533
534 Palettes can be set on a per-game basis. To do this, put a palette
535 file in the "gameinfo" directory with the same base filename
536 as the game you wish to associate with and the extension "pal".
537 Examples:
538
539 File name: Palette file name:
540 BigBad.nes BigBad.pal
541 BigBad.zip BigBad.pal
542 BigBad.Better.nes BigBad.Better.pal
543
544
545 With so many ways to choose a palette, figuring out which one will
546 be active may be difficult. Here's a list of what palettes will
547 be used, in order from highest priority to least priority(if a condition
548 doesn't exist for a higher priority palette, the emulator will
549 continue down its list of palettes).
550
551 NSF Palette(for NSFs only)
552 Palette loaded from the "gameinfo" directory.
553 NTSC Color Emulation(only for NTSC NES games).
554 VS Unisystem palette(if the game is a VS Unisystem game and a palette
555 is available).
556 Custom global palette.
557 Default NES palette.
558
559
560/******************************************************************************/
561/* 3.6) Compressed File Notes */
562/******************************************************************************/
563
564 FCE Ultra can load data from both PKZIP-format files and
565 gzip-format files. Only one type of (de)compression algorithm is
566 supported: "deflate"; this seems to be the most popular compression
567 algorithm, though.
568
569 A compressed FDS disk image will only be saved back to disk if it
570 uses the gzip format.
571
572 All files in a PKZIP format file will be scanned for the
573 followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif
574 The first compressed file to have one of these extensions will be
575 loaded. If no compressed file has one of these extensions, the
576 first compressed file will be loaded.
577
578
579/******************************************************************************/
580/* 3.7) Game Genie Notes */
581/******************************************************************************/
582
583 The Game Genie ROM image is loaded from the file "gg.rom" in the
584 base directory the first time Game Genie emulation is enabled and
585 a ROM image is loaded since the time FCE Ultra has run.
586
587 The ROM image may either be the 24592 byte iNES-format image, or
588 the 4352 raw ROM image.
589
590 Remember that enabling/disabling Game Genie emulation will not take
591 effect until a new game is loaded(this statement shouldn't concern
592 any of the "run once" command-line driven ports).
593
594/******************************************************************************/
595/* 4.0) Contacting the author */
596/******************************************************************************/
597
598 I can be reached via email at xodnizel@users.sourceforge.net.
599 Bero can be reached via email at 9bero9@geocities.co.jp
600 (Note that Bero can not and will not answer any questions
601 regarding the operation of FCE Ultra, so please don't ask him.
602 If you understand this, remove the 9's from the email address
603 provided to get his real email address.)
604
605
606/******************************************************************************/
607/* 4.1) Credits */
608/******************************************************************************/
609
610\Firebug\ - High-level mapper information.
611Bero - Original FCE source code.
612Brad Taylor - NES sound channel guide.
613Chris Hickman - Archaic Ruins.
614Donald Moore - DC PasoFami NES packs.
615Fredrik Olson - NES four-player adapter information.
616Gilles Vollant - PKZIP file loading functions.
617goroh - Various documents.
618Jeff Tamer - Insaniacal fun.
619Jeremy Chadwick - General NES information.
620Justin Smith - Giving me obscure ROM images in the "dark ages of
621 NES emulation".
622Kevin Horton - Low level NES information and sound information.
623Ki - Various technical information.
624Mark Knibbs - Various NES information.
625Marat Fayzullin - General NES information.
626Matthew Conte - Sound information.
627N. Andou - Awesome NES/SNES emulators, at the time...
628nori - FDS sound information.
629Quietust - VRC7 sound translation code by The Quietust
630 (quietust@ircN.org).
631 Ideas and corrections.
632R. Hoelscher - Famicom four-player adapter information.
633Rob Mocca - DC PasoFami NES packs, testing.
634Sean Whalen - Node99.
635Tatsuyuki Satoh - OPL2 emulator
636TheRedEye - ROM images, testing.
637
638
639Info-ZIP - ZLIB
640
641...and everyone else who has helped me.