Lord Zsnes For Some Great Help example essay topic
This software also must not be distributed with ROMs. 3.) System Requirements Absolute Minimum System that ZSNES can run on (but strongly not recommended): - 386 processor (486 processor required for new graphics engine) - 14.5 MB of RAM (You need at least 12.5 MB free) - VGA card Somewhat Recommended System: - 486/100 processor - Min 14.5 MB of RAM (min 12.5 MB free, only can run 2 MB rom images) - VGA card - Sound Blaster or 100% compatible Strongly Recommended System: - Pentium processor (P 100 or higher) - 32 MB of RAM (min 17.0 MB free) - SVGA card - Sound Blaster 16 or 100% compatible Recommended System for 65536 (16-bit) color mode: - Fast Pentium processor (P 166 or higher) - 32 MB of RAM (min 17.0 MB free) - SVGA card which supports 320240 x 65536 or 640480 x 65536 colors - Sound Blaster 16 or 100% compatible Recommended System for SFX support: - Fast Pentium processor (P 200 - P 2-300 (depending on the game) ) - 32 MB of RAM (min 17.0 MB free) - VGA card - Sound Blaster 16 or 100% compatible Recommended System for SA-1 support: (Mario RPG) - Fast Pentium processor (P 200 or higher) - 32 MB of RAM (min 17.0 MB free) - VGA card - Sound Blaster 16 or 100% compatible - You need 17.0 MB of RAM to run 48 mbit (6 megabytes) roms. - An FPU is required for DSP 1 emulation For SuperFX and SA-1 emulation, 17.0 megabytes of free memory is required to run. 4.) Things you should know about ZSNES - You can use both keyboard and joystick for player 1 or 2 with some configuration adjustments. Refer to zsnes. faq for details - If your sidewinder support doesn't work, a quick way of getting it to work is to fully disable the windows driver from the control panel - For modem mode, if you don't have a 16550 A UART compatible modem (It will tell you when the modem initializes), chances are that both sides will go out of sync. - IPX support seems to randomly lose packets in certain network configurations which causes both sides to go out of sync - Several special chip emulation (SA-1) have unknown bugs to them - Transparency effects are only available in 65536 color mode - Using 320240 resolution modes are faster than 640480 modes.
Use 640480 modes only if you can't run 320240 modes or if you want the added features of 640480 modes - To view 512 resolutions properly, use 640480 mode. Only a few games uses 512 resolution. One way to find out is to see if a game has that feature is to look for text that looks squished. - In 640480 resolution, the image is scaled so it will look like 320240 resolution. Only use 640480 resolution if you want to use scanlines, interpolation, or if 320240 doesn't work.
- SuperFX can be slow because it is an extra 10/20 mhz cpu that has to be emulated as well as the snes emulation - Screen Snapshot and FPS counter are available through a menu by pressing F 1 during emulation - Screen Snapshot currently saves as Image. PCX (256 colors) and Image. BMP (65536 colors). This may change in the future.
- FPS counter currently only works when auto frame rate is on. - To use the cheat function, be sure to have the ROM which you want to patch loaded already. - If the cheat codes do not work, chances are that you are using a different version of the rom that was originally used to create them or the codes are converted incorrectly from other code formats. - Certain video cards / monitors cannot support Mode (default resolution) If your video card / monitor doesn't support it, run ZSNES with -vs. 0. If -vs. 0 doesn't work, use -vs. 2 (vesa 2 required) - 16 bit mode in ZSNES requires a Scitech Display Doctor (vs. 5.3+) to provide high color, low resolution modes. You can obtain this software at web If your video card already supports lo-res, hi-color, then don't worry about getting this driver.
- There are still many bugs left in ZSNES so don't expect it to run all your favorite games. - VSync won't run well unless you specify a frame skip (e.g. -f 0) But this feature is highly recommended to be used on very fast machines (e.g. Pentium IIs) - SNES Mouse support is still missing some features such as speed settings - Pressing the Fast Forward key is equivalent to running ZSNES using -f 9 - If ZSNES doesn't work for you, then don't use it. Use SNES 9 X, NLKE, SNEESE, or SNEMUL instead! In fact, even if you use ZSNES, use those emulators too! 5.) Current Progress The following are implemented: - complete 65816 instruction set - SRAM support - LoRO M and HiROM support - Slow ROM and Fast ROM support - Full DMA support - IRQ / IRQ/NMI Interrupts - Support for most snes file formats - Multi file format support (. 1, .
2, . 3, A., B., C.) - Interleaved format support - PAL / NTSC timing support The following are implemented in the new graphics engine 8 bit: - Combination of line by line and tile based graphics engine - Graphic Modes 0, 1, 2, 3, 4, 5, 6, 7 - 88, 1616, 3232 and 6464 sprite support (flipped in all directions) - 88 and 1616 tiles - 3232, 6432, 3264, 6464 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 - Offset per tile mode (mode 2/vertical only) - High res 512 resolution and 448/478 vertical resolution - Windowing effects - High res Mode 7 (only in 640480 x 256 video mode / disable Eagle / Scanlines) The following are implemented in the old graphics engine: - Line by line based graphics engine - Graphic Modes 0, 1, 2, 3, 4, 5, 6, 7 - 88, 1616, 3232 and 6464 sprite support (flipped in all directions) - Mosaic effects - 88 and 1616 tiles - 3232, 6432, 3264, 6464 tile modes - Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc. - Mode 7 rotating and scaling effects - Single and Dual Windowing Routines - BG priorities - Sprite Priorities - Add / sub of back area - 16-bit graphics support - offset per tile mode (mode 2/vertical only) - High res 512 horizontal resolution (missing in 1616) Following are present in 16-bit graphics 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 The following are implemented in the new graphics engine 16 bit: - All of old graphics engine 16 bit - Combination of line by line and tile based graphics engine - High resolution mode 7 - High resolution 1616 tiles for mode 5 - full 15 bit color transparencies (instead of the previous 13 bit speed hack) for improved picture quality (MMX compatible CPUs only) The following are present in sound: - 16 bit digital stereo sound - SPC 700 Sound CPU - DSP Sound Processor - Echo Effects - FIR Filter - A DSR volume effects - GAIN volume effects - Noise effects - Pitch Modulation The following are extra features emulated: - Super NES Mouse Support - Super NES Super Scope Support - SuperFX support (Still has a bug or 2 left) - MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players remote (ipx / modem ) ) - DSP 1 emulation (not complete) - SA-1 emulation (not complete) The following are the features present in ZSNES: - Game State Save (F 2 = Save, F 3 = Select, F 4 = Load). Warning: A state file takes 260 kbytes of HD space! - Auto frame rate to give you constant Super Nintendo speed up to 9 frame skips - configuration file support (ZSNES.
CFG) - 2 player support w / Joystick and Gamepad support The following features are missing: - Pseudo 512 snes horizontal resolution (Haven't seen any game that uses them yet) - Some modes in Offset Per Tile Mode - Some Direct Color Modes (Haven't seen any game that uses them yet) What will not run (or not play properly): - Some Super FX games such as Dirt Trax FX or Winter Gold (causes instability) - DSP 1 games such as Pilotwings - Games with other special chips such Street Fighter Alpha 2, Star Ocean (S-DD 1), and Far East of Eden 2 (SPC 7110) - Games which doesn't have a valid header - Games that hit a severe bug in the 65816/CPU / SPC 700/DSP routines - Games that require special timing 6.) Future Progress This section is removed 7.) ZSNES Default Keys Here are the default keys while running the emulator. They can be changed through the GUI except for F 1 and ESC: Disable Backgrounds 1, 2, 3, 4 = 1, 2, 3, 4 Disable Sprites = 5 Panic Key (enable all) = 6 Enable SNES Mouse / Super Scope = 7 Enable New Graphics Engine = 8 Disable Windowing = 9 Disable Offset Mode = 0 Fast Forward Key = ~ PopUp Extra Menu = F 1 Save State = F 2 Switch State = F 3 Load State = F 4 Disable Sound Channel = F 5 - F 12 Quit = ESC Here are the default keys for the game play (unless modified through the GUI): Player 1: Up, Down, Left, Right: Cursor Keys on Numerical Pad (You can also use the non-numerical pad, but numerical pad is strongly recommended) A, B, X, Y: Home, End, Insert, Delete L, R: Page Up, Page Down Start, Select: Enter, R Shift Player 2: (You need to enable Player 2) Up, Down, Left, Right: K, M, N, A, B, X, Y: D, X, S, Z L, R: F, C Start, Select: Ctrl, Alt To run the emulator, just type ZSNES romname. smc/. sfc/. fig/. 1 To run it with sound, type ZSNES -s romname. smc/. sfc/. fig/. 1 To run it in 16-bit mode (VESA 2 w / video card that supports 320240 x 65536 required), type ZSNES -vs. 3 romname. smc/. sfc/. fig/. 1 or with sound, type ZSNES -vs. 3 -s romname. smc/. sfc/. fig/. 1 8.) Extra Pop-Up Menu (F 1 Menu) Save Snapshot - Saves a snapshot as either.
PCX (8-bit color) or. BMP (16-bit color) Show / Hide FPS - Shows or hides the frame per second display which appears on the bottom-left corner of the screen. This can only be enabled in auto-frame rate mode. Save SPC Data - Selecting this will search for the beginning of the next song and save the data into a. spc file which saves it similarly as a. srm file. To capture a song, it is best recommended to initiate this feature approx 2 seconds before the next song starts.
This does have potential to fail though so don't expect it to work all the time. Also, this feature doesn't work in the new gfx engine. Sound Buffer Dump - This dumps the sound buffer in zsnes and also filters out any unoccupied space. The sound buffer contains decompressed samples which are written to when zsnes plays / decodes a sample from sound memory. Because of the way zsnes buffers the sound data, this can produce inaccurate results. Snapshot / Increment Frame - Same as snapshot, but it returns to the F 1 menu after a couple frames.
Useful for making animations. 9.) Configuration File (ZSNES. CFG) Almost everything in zsnes. cfg should now be editable through the gui 10.) Cheat Codes Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes Here are the steps to get the codes working: 1.) Load the ROM which you want to patch 2.) Exit to the GUI, enter the code of your choice in the cheat menu 3.) After that, you may have to RESET the game to get the cheat code to work. Sometimes, it is not necessary. You also may have to click on the FIX button. NOTE: Some cheat codes are meant to be for different versions of the game.
If a cheat code doesn't work and there is one for both Game Genie and Pro Action Replay, try them both. 11.) Extra Features (SNES Mouse / Super Scope / SuperFX/DSP 1/MultiTap) To Enable SNES Mouse, Press 7 once for 1st player and twice for 2nd player To Enable SNES Super Scope, Press 7 three times To disable either one, either press 6 or press 7 until you see a disable message onscreen. Here are the controls for the Super Scope: Fire = Left Mouse button Cursor Mode Button = Right Mouse button Pause = Backspace Key on keyboard Enable / Disable Auto fire = = /+ key on keyboard, should be located to the left of the backspace key DSP 1 is enabled automatically. Currently, it runs mario kart and some other games, but it does not run pilotwings due to a lack of dsp 1 functions that are implemented.
Zsnes auto-detects the SFX emulation from the header and enables it when found. Also, take note that the SFX is an additional 10 Mhz (Ver 1) or 20 Mhz (Ver 2) chip which also has to be emulated with the snes and will most likely produce a very noticeable slow down in emulation if you don't have a fast computer. Sometimes, the Multitap isn't compatible with some games. If that happens, disable Multitap by setting Player 3, 4, and 5's input device to 'None' in the GUI IPS patches: Rename your.
IPS file to the rom filename with the. IPS extension (e.g. If your rom is SD 3. SMC and your rom is SD 3 V 05. IPS, rename SD 3 V 05. IPS to SD 3.
IPS) and ZSNES will patch the rom realtime without modifying the rom file's contents. 12.) Bugs Section - 65816 lacks correct timing. Although ZSNES bases the timing on a variable cycle / instruction, it does not deduct correct values such as 16 bit instructions should deduct 1 more cycle than 8 bit instructions. 100% cycles of zsnes isn't 100% cycles of a snes because of that. This means that a lot of games either won't run or will produce horrible displays.
Sometimes adjusting the % of execution can fix those problems. This is due to inaccurate documentation used when the 65816 was written. There is no plans on re-writing the 65816 timing yet. - Games sometimes tend to not display things properly because of graphic features that aren't implemented yet - The Sound DSP chip still has its bugs (not many though) 13.) Contact Information The ZSNES homepage is located at: web If you have any questions about zsnes and you have read ZSNES. FAQ, README. TXT, and GUI NOTES.
TXT to make sure the answer isn't there. And your question is NOT a ROM Request or asking about a newer version, you can post your question at the zsnes board located at: web Remember: This board should be mainly used for zsnes related questions. ROM requests (or asking for games, a link to a rom site, or where to find them) are forbidden! Be sure to also read the RULES! The rules are located at the top of the page. If you wish to contact the authors, you may contact them through: (Remember - No ROM requests please! and don't send any files without permission!) Try not to send a copy of your e-mail to all of us since that will just waste our time.
Also, don't expect to get a reply since we are often busy. 14.) The Debugger Note: The debugger is disabled when you don't enter zsnes with a -d Here are the keys: 1: Enable / Disable spc 700 display 2: Enable / Disable 65816 display T: Trace (in 65816 opcodes) B: 65816 break point S: SPC break point C: Clear Counter M: 65816 modify A: SPC modify D: Debug Dump (SPC / DSP Ram Dump Only) W: Break at signal (Used only by the programmers) F 1: Exit debugger and return to Game F 2: Save State F 4: Load State ESC: Exit entire program 15.) Error Codes Unable to Initialize VESA 2: 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 (web) to upgrade your vesa driver unless you have an S 3 video card which you can get a vesa 2 driver from web VESA 2 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, WD OSX, and CWSDPMI (source codes & binary updates located at web ) as the compilers and dos extenders.
Thanks to those who produced these fine programs! Special thanks to w nelson! Without him, ZSNES would have never existed! Also to Y 0 SHi for his excellent snes docs, his help, and his excellent support! Also Thanks to: The Teach of snes 9 x for some great info and the nice chats! Trepalium of snes 9 x for some great info and help!
Gary of Snes 9 x and Steve Snake of Ken for being the source of info for sound decompression! Gary of Snes 9 x for being the source of info for TC all / PC all and also for lots of help! Mr Grim for his great support! Cro no for info on Sound Blaster Programming, Surround Sound, Sound Interpolation, and other sound stuff!
A quis for the zsnes logo! Alu card 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! Zohar for being a great supporter and also maintaining the mirror site!
Chris Hickman for redesigning the ZSNES web page! C Soft for hosting our web page! (web) Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some optimisation info! Sard u for some great info and help! Lord Zsnes for some great help!
Robert Grubbs for the sidewinder info! Ner laska for some useful info on optimising and also for some help! Disk dude for writing snes kart which we used for the info on cheat codes! Dark Force for some great help! Pharos for some keyboard coding help!
Lestat and Gary of the snes 9 x team for all the great help which includes their superfx info and code, DSP 1 info, info on interleave formats (hirom & superfx), offset per tile mode, FIR filter, some spc 700 and hdma bugs! Wolf Wings Shadow Flight for help on several issues of nasm! Wildfire for some help! A Cool Man for the algorithm for EAGLE! X-Sykodad and dark lore for maintaining the ZSNES board!
Neill Corbett for some info on the. IPS format and also helping out a lot on improving the sound engine! K reed for the 2 xSaI and Super Eagle Source Codes! 2 xSaI homepage: web Markus Oberhumer & Laszlo Molnar for the UPX compression utility UPX homepage: web Jean-loup Gaily, Mark Adler, and Gilles Volant for the unzip routines! Mode 54 for the low pass filter routines! Andy Goth for some help on the design of the key combination engine!
Yamaha of XYZ Z (Scott Striven) for his water effect code Yamaha's homepage: web) All those people who helped us by either sending us docs, helping us, supporting us, and reporting bugs! Special Thanks to: Ashley, Barbary, CyberWarriorX, DCX, DooMS talK, Fan wen, Green Imp, Hu card, K aiden, Stal phos Knight, Star Creator, TeleKawaru, 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 256256 x 256 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 Snes 9 x, Nlke, SNEeSe, and SNEMul! And also good luck to the makers of TheSE!