mirror of https://github.com/bsnes-emu/bsnes.git
docs: Review and update docs for v107.
Changes include: - The "Library" menu was replaced with the "Systems" menu - The "Settings" menu was reorganised - Game Boy rumble is now under the MBC5 "controller" for the cartridge "port", instead of being presented as a part of the base console - Import instructions now mention that icarus ships with some firmware files, and describe the "Firmware" directory that icarus will use for firmware it needs. - Apparently the correct name is "MSU1", not "MSU-1" - v107 changes the way MSU1 data is stored in game folders - PowerFest '94 import instructions removed, since I can't get it to work with v107 - Links to the official forum have been replaced with links to the unofficial forum archive, since the official forum is shutting down - Links to Mercurial Magic updated to point at qwertymodo's archive, since hex_usr is no longer developing it - Links to nSide updated, since hex_usr no longer uses GitHub. - Windows build instructions now describe a compiler that is actually maintained, instead of stale TDM64-GCC. - Linux build instructions now mention higan requires SDL 2.0. - minor wording changes, typos, broken links fixed, etc.
This commit is contained in:
parent
23dd28952b
commit
0b44399c0a
|
@ -2,8 +2,8 @@ Contributing to higan
|
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=====================
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||||
|
||||
If you would like to propose a change to higan,
|
||||
you should create an account on the [official forums][f],
|
||||
go to the "Projects" forum and the "higan" sub-forum,
|
||||
you should create an account on the [unofficial forums][f],
|
||||
go to the "Projects" forum,
|
||||
and post your idea in a new topic there.
|
||||
|
||||
[f]: https://board.byuu.org/
|
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[f]: https://helmet.kafuka.org/bboard/
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|
|
|
@ -27,11 +27,11 @@ Official higan resources
|
|||
------------------------
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|
||||
- [Official homepage](https://byuu.org/emulation/higan/)
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- [Official forum](https://board.byuu.org/viewforum.php?f=4)
|
||||
|
||||
Unofficial higan resources
|
||||
--------------------------
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|
||||
- [Unofficial forum](https://helmet.kafuka.org/bboard/)
|
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- Documentation for
|
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[the current stable version][stadocs]
|
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- [Source code repository](https://gitlab.com/higan/higan/)
|
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|
|
|
@ -228,10 +228,13 @@ A: Try Settings -> Video -> Exclusive mode, then switch to fullscreen. This
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Online Resources
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----------------
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Official homepage + forum:
|
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Official homepage:
|
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|
||||
https://byuu.org/emulation/higan
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https://board.byuu.org/viewforum.php?f=4
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|
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Unofficial forum:
|
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|
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https://helmet.kafuka.org/bboard/
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|
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Unoffical source code repository + documentation:
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|
|
|
@ -8,5 +8,5 @@ checklink \
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--summary \
|
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--broken \
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--location=http://127.0.0.1:8000/ \
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--exclude 'github.com|board.byuu.org' \
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--exclude 'github.com|board.byuu.org|helmet.kafuka.org' \
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http://127.0.0.1:8000/
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|
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@ -53,7 +53,7 @@ higan can use a larger number of files per game.
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For example,
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higan's low-level emulation of Super Famicom co-processors
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often requires [separate firmware files][firmware].
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higan's [MSU-1 feature][msu1]
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higan's [MSU1 feature][msu1]
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supports up to 99 audio tracks per game,
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and higan supports up to 133 save-states per game.
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Thus,
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|
@ -70,7 +70,7 @@ like save-states and the cheat database
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to be kept separate from the game's actual data,
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by putting it in a sub-folder.
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|
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[msu1]: ../guides/import.md#msu-1-games
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[msu1]: ../guides/import.md#msu1-games
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[firmware]: ../guides/import.md#games-with-co-processor-firmware
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For a more detailed motivation for game folders,
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|
@ -128,17 +128,21 @@ to all emulators that support them:
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will create this file.
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- `*.data.rom`, `*.program.rom`:
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Files named like this are usually [co-processor firmware][firmware].
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- `msu1.rom`:
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Holds streamable data for [the MSU-1][msu1].
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Files used by higan's [MSU1 extension][msu1]
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are in the `msu1` sub-folder:
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- `data.rom`:
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Holds data that the MSU1 can stream.
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- `track-*.pcm`:
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Holds streamable audio for [the MSU-1][msu1].
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Holds audio that the MSU1 can stream.
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|
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Files that are only useful to higan specifically
|
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are placed in a `higan` sub-folder:
|
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|
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- `cheats.bml`:
|
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All information present in
|
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[the Cheat Editor](../interface/higan-tools.md#the-cheat-editor)
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the [Cheat Editor](../interface/higan-tools.md#cheat-editor)
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is stored here.
|
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- `notes.txt`:
|
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Everything entered in the [Game Notes] is stored here.
|
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|
|
|
@ -4,8 +4,8 @@ is the folder where all the
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When [icarus](../interface/icarus.md) imports a game,
|
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it creates or updates
|
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the corresponding game folder in the game library.
|
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When you use the console sub-menu items
|
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in [higan's Library menu](../interface/higan.md#the-library-menu),
|
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When you use the items in
|
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[higan's Systems menu](../interface/higan.md#the-systems-menu),
|
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higan shows you the games for that console
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that are already in the library.
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|
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|
|
|
@ -9,7 +9,7 @@ and to the console itself.
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If you load a game into higan,
|
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you can look at the game's manifest
|
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by opening [the Tools menu](../interface/higan.md#the-tools-menu)
|
||||
and choosing [Manifest Viewer](../interface/higan-tools.md#the-manifest-viewer).
|
||||
and choosing [Manifest Viewer](../interface/higan-tools.md#manifest-viewer).
|
||||
|
||||
Why manifests?
|
||||
--------------
|
||||
|
@ -17,7 +17,7 @@ Why manifests?
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For most consoles,
|
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a manifest isn't strictly necessary:
|
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the raw game data provides enough clues
|
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for emulators to guess the circuit board configuration,
|
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for emulators to guess the correct circuit board configuration,
|
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or at least
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to guess a *reasonable* configuration.
|
||||
However,
|
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|
|
|
@ -119,7 +119,7 @@ Manager states
|
|||
--------------
|
||||
|
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higan's
|
||||
[State Manager](../interface/higan-tools.md#the-state-manager)
|
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[State Manager](../interface/higan-tools.md#state-manager)
|
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allows you to create over a hundred save states,
|
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and add a helpful description to each one.
|
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|
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|
|
|
@ -59,5 +59,5 @@ apologies to anyone we've missed!
|
|||
|
||||
For more information,
|
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see the [credits thread](
|
||||
https://board.byuu.org/viewtopic.php?f=4&t=1631&p=41575#p41575)
|
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on the official forums.
|
||||
https://helmet.kafuka.org/byuubackup2/viewtopic.php@f=4&t=1631.html)
|
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on the archive of the official forums.
|
||||
|
|
|
@ -5,12 +5,12 @@ playing audio,
|
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and accepting input from game controllers.
|
||||
Or rather,
|
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there are many standards,
|
||||
and different ones work best
|
||||
and different ones work better
|
||||
on different computers.
|
||||
Therefore,
|
||||
higan comes with "drivers"
|
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for video, audio and input,
|
||||
so you can find the one that works best for you.
|
||||
so you can find the one that works best for your computer.
|
||||
To see what drivers you're currently using,
|
||||
or to choose different ones,
|
||||
go to the [Advanced tab] of the Settings window.
|
||||
|
|
|
@ -29,7 +29,7 @@ and (if possible) start playing.
|
|||
**Note:**
|
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If you want to import many games,
|
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run icarus directly.
|
||||
See [icarus] documentation for details.
|
||||
See the [icarus] documentation for details.
|
||||
|
||||
To play a game for a particular console from your library,
|
||||
open the [Systems menu],
|
||||
|
@ -75,11 +75,11 @@ for yourself.
|
|||
|
||||
To import a game that requires co-processor firmware,
|
||||
the easiest approach is to drop the firmware files into
|
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icarus' `firmware` directory
|
||||
icarus' `Firmware` directory
|
||||
before importing the game.
|
||||
The directory should be beside the icarus executable,
|
||||
or it can be `%LOCALAPPDATA%\icarus\firmware` (on Windows)
|
||||
or `~/.local/share/icarus/firmware/` (on Linux).
|
||||
or it can be `%LOCALAPPDATA%\icarus\Firmware` (on Windows)
|
||||
or `~/.local/share/icarus/Firmware/` (on Linux).
|
||||
|
||||
If the easy approach doesn't work for a particular game,
|
||||
it may be because icarus has incorrectly guessed
|
||||
|
@ -131,13 +131,13 @@ here's the firmware files you'll need:
|
|||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<th scope="row">CX4</th>
|
||||
<th scope="row">CX4<br><sup>See Note 1</sup></th>
|
||||
<td><code>cx4.data.rom</code></td>
|
||||
<td>3072</td>
|
||||
<td><code>ae8d4d1961b93421ff00b3caa1d0f0ce7783e749772a3369c36b3dbf0d37ef18</code></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th scope="row" rowspan=2>DSP1/1A<br><sup>See Note 1</sup></th>
|
||||
<th scope="row" rowspan=2>DSP1/1A<br><sup>See Note 2</sup></th>
|
||||
<td><code>dsp1.data.rom</code></td>
|
||||
<td>2048</td>
|
||||
<td><code>0b5da6533e55852ee8fc397977ec5576c5b9f1fb2e05656d8f87123a121b076e</code></td>
|
||||
|
@ -148,7 +148,7 @@ here's the firmware files you'll need:
|
|||
<td><code>269584b347a22953a2989494c850a7c1c027f4ca5add517a60e0c7d8833d0fac</code></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th scope="row" rowspan=2>DSP1B<br><sup>See Note 2</sup></th>
|
||||
<th scope="row" rowspan=2>DSP1B<br><sup>See Note 3</sup></th>
|
||||
<td><code>dsp1b.data.rom</code></td>
|
||||
<td>2048</td>
|
||||
<td><code>8546cbac530830446bb8a277f6b139d4ad64d650bdbac7e4e150e2f095665049</code></td>
|
||||
|
@ -228,10 +228,15 @@ here's the firmware files you'll need:
|
|||
</table>
|
||||
|
||||
**Note 1:**
|
||||
The CX4 firmware is shipped with higan,
|
||||
because it just contains mathematical tables
|
||||
and not a copyrightable program.
|
||||
|
||||
**Note 2:**
|
||||
The DSP1 and DSP1A are physically different,
|
||||
but the firmware inside is identical.
|
||||
|
||||
**Note 2:**
|
||||
**Note 3:**
|
||||
The DSP1B is very similar to the DSP1A,
|
||||
but fixes some bugs.
|
||||
Note that icarus' heuristics cannot distinguish between
|
||||
|
@ -259,7 +264,7 @@ using the "Load ROM File ..." option in the [Systems menu]
|
|||
but it does not include the correct firmware data,
|
||||
nothing will happen,
|
||||
and higan will just sit there
|
||||
with "No cartridge loaded" in
|
||||
with "Unloaded" in
|
||||
[the status bar](../interface/higan.md#the-status-bar).
|
||||
|
||||
Once a game with co-processor firmware is imported,
|
||||
|
@ -441,7 +446,14 @@ including the timing change.
|
|||
|
||||
Because the Super Game Boy cartridge includes
|
||||
the original Game Boy hardware,
|
||||
it needs a boot ROM:
|
||||
it needs a boot ROM.
|
||||
icarus includes these files
|
||||
and can reliably decide when to use them,
|
||||
so importing either Super Game Boy cartridge
|
||||
is just like [importing a regular game](#regular-games).
|
||||
|
||||
In case you need to check the Super Game Boy boot roms,
|
||||
here are their details:
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
|
@ -468,11 +480,6 @@ it needs a boot ROM:
|
|||
</tbody>
|
||||
</table>
|
||||
|
||||
icarus includes these files
|
||||
and can reliably decide when to use them,
|
||||
so importing either Super Game Boy cartridge
|
||||
is just like [importing a regular game](#regular-games).
|
||||
|
||||
To play a Game Boy game in Super Game Boy mode,
|
||||
load the Super Game Boy cartridge like any other game.
|
||||
higan will open another [filesystem browser]
|
||||
|
@ -497,14 +504,14 @@ for details.
|
|||
|
||||
[blackcarts]: ../notes.md#playing-game-boy-color-games-in-game-boy-mode
|
||||
|
||||
MSU-1 games
|
||||
-----------
|
||||
MSU1 games
|
||||
----------
|
||||
|
||||
The MSU-1 is a fictional expansion chip
|
||||
The MSU1 is a fictional expansion chip
|
||||
invented by higan's author byuu,
|
||||
designed to allow the Super Famicom
|
||||
to stream data and audio.
|
||||
Although the MSU-1 is not specific
|
||||
Although the MSU1 is not specific
|
||||
to any particular storage medium,
|
||||
it gives the Super Famicom similar capabilities
|
||||
to CD-based add-ons
|
||||
|
@ -512,32 +519,32 @@ like the Mega Drive's Mega CD
|
|||
and the PC Engine's CD-ROM²,
|
||||
such as CD-quality music and full-motion video.
|
||||
|
||||
Although the MSU-1 was invented for higan,
|
||||
Although the MSU1 was invented for higan,
|
||||
it is now supported by other Super Famicom emulators too.
|
||||
The [SD2SNES] programmable cartridge
|
||||
even allows you to play MSU-1 games on a real console.
|
||||
even allows you to play MSU1 games on a real console.
|
||||
There are a number of homebrew games
|
||||
that make use of the MSU-1,
|
||||
that make use of the MSU1,
|
||||
and also mods for commercial Super Famicom games
|
||||
that add higher-quality music and sometimes video.
|
||||
|
||||
One thing to be aware of
|
||||
when importing an MSU-1 game
|
||||
when importing an MSU1 game
|
||||
is that early firmware versions of the SD2SNES
|
||||
had a bug that caused MSU-1 music to play too quietly.
|
||||
had a bug that caused MSU1 music to play too quietly.
|
||||
Skipping over [the full details][msu1vol],
|
||||
the short version is this:
|
||||
|
||||
- If offered the choice between "boosted" or non-boosted audio,
|
||||
you want the non-boosted version.
|
||||
- If an MSU-1 mod for a commercial game offers
|
||||
- If an MSU1 mod for a commercial game offers
|
||||
"emulator" and "hardware" versions of the patch file,
|
||||
it means the audio tracks are already boosted.
|
||||
- Some
|
||||
[third](https://www.zeldix.net/t1265-#18320)
|
||||
[parties](https://www.zeldix.net/t1339-#19818)
|
||||
have created replacement, non-boosted audio tracks
|
||||
for the most popular MSU-1 mods.
|
||||
for the most popular MSU1 mods.
|
||||
If the mod you want to play has a replacement pack,
|
||||
use it with the "hardware" version of the patch.
|
||||
- Even without access to non-boosted audio tracks,
|
||||
|
@ -548,7 +555,7 @@ the short version is this:
|
|||
distorting and clipping,
|
||||
in which case try the "emulator" patch.
|
||||
|
||||
To import an MSU-1 game:
|
||||
To import an MSU1 game:
|
||||
|
||||
1. If you have a single, large file
|
||||
with the `.msu1` extension,
|
||||
|
@ -560,11 +567,11 @@ To import an MSU-1 game:
|
|||
2. Otherwise,
|
||||
import the Super Famicom ROM with icarus,
|
||||
[like a regular game](#regular-games).
|
||||
- If this is a homebrew game with MSU-1 support,
|
||||
- If this is a homebrew game with MSU1 support,
|
||||
there will probably be an ordinary ROM
|
||||
whose name ends in `.sfc`,
|
||||
which is the file you want to import.
|
||||
- If this is a commercial game modded for MSU-1 support,
|
||||
- If this is a commercial game modded for MSU1 support,
|
||||
there will probably be a patch file
|
||||
whose name ends in `.ips` or `.bps`.
|
||||
Get a copy of the correct version of the commercial game,
|
||||
|
@ -574,14 +581,17 @@ To import an MSU-1 game:
|
|||
see "One thing to be aware of..." above.
|
||||
3. Find the game folder in the [game library]
|
||||
that icarus created when it imported the game.
|
||||
4. Copy the MSU-1 data file into the game folder.
|
||||
- This should be named `msu1.rom`
|
||||
4. Inside the game folder,
|
||||
create a new folder named `msu1`.
|
||||
5. Copy the MSU1 data file into the new `msu1` folder.
|
||||
- This should be named `data.rom`
|
||||
- If there's no file by that name,
|
||||
look for a file with a `.msu` extension
|
||||
look for a file named `msu1.rom`,
|
||||
or a file with a `.msu` extension,
|
||||
and rename it to `msu1.rom`.
|
||||
- If there's no file ending in `.msu` either,
|
||||
create an empty file named `msu1.rom`.
|
||||
5. Copy the audio tracks into the game folder.
|
||||
6. Copy the audio tracks into the game folder.
|
||||
- If you have to choose between two sets of audio files,
|
||||
see "One thing to be aware of..." above.
|
||||
- These should be named
|
||||
|
@ -601,13 +611,13 @@ To import an MSU-1 game:
|
|||
this game probably just doesn't use the audio-playback feature.
|
||||
|
||||
Once the game folder is set up,
|
||||
playing an MSU-1 game is just like
|
||||
playing an MSU1 game is just like
|
||||
[a regular game](#regular-games).
|
||||
|
||||
[SD2SNES]: https://sd2snes.de/
|
||||
[Flips]: http://www.romhacking.net/utilities/1040/
|
||||
[msu1vol]: http://blog.qwertymodo.com/2017/07/the-msu-1-volume-fiasco-explained.html
|
||||
[Mercurial Magic]: https://github.com/hex-usr/Mercurial-Magic/
|
||||
[Mercurial Magic]: https://github.com/qwertymodo/Mercurial-Magic
|
||||
|
||||
Patched games
|
||||
-------------
|
||||
|
@ -652,7 +662,7 @@ GBA games can be imported and played just like
|
|||
|
||||
Note that some GBA games
|
||||
have trouble with
|
||||
[in-game saves](../notes#in-game-saves-and-the-game-boy-advance).
|
||||
[in-game saves](../notes.md#in-game-saves-and-the-game-boy-advance).
|
||||
|
||||
PowerFest '94
|
||||
-------------
|
||||
|
@ -670,85 +680,15 @@ switch between them after a specific time,
|
|||
extract a score,
|
||||
and display the combined total at the end.
|
||||
|
||||
icarus cannot automatically import
|
||||
dumps of the PowerFest '94 ROMs,
|
||||
but if you have the files,
|
||||
you can import them manually.
|
||||
Previous versions of higan
|
||||
could emulate the PowerFest '94 cartridge,
|
||||
but changes to higan's manifest system in v107
|
||||
prevent PowerFest '94 from working in that version.
|
||||
Support will likely be re-added in a future version,
|
||||
but in the mean time you can use higan v106
|
||||
and follow [that version's import instructions][pf94v106].
|
||||
|
||||
You will need the following files:
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Part</th>
|
||||
<th>Filename</th>
|
||||
<th>Size (bytes)</th>
|
||||
<th>SHA256</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<th scope="row">Scoring</th>
|
||||
<td><code>program.rom</code></td>
|
||||
<td>262144</td>
|
||||
<td><code>2fc9dca305ce3fb2f1a476567de500d50c174fbfbabd32b1b91c3ea6a731b4a1</code></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th scope="row">Super Mario Bros. - The Lost Levels</th>
|
||||
<td><code>slot-1.rom</code></td>
|
||||
<td>524288</td>
|
||||
<td><code>7fd86113c5f95f794d65807bb75ab91c93c914670c27fc813ffa2ca20a48705e</code></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th scope="row">Super Mario Kart</th>
|
||||
<td><code>slot-2.rom</code></td>
|
||||
<td>524288</td>
|
||||
<td><code>19eb77affbf8dd068f5d79a3cf80a2084fd73237cd1ae4e47192b4422449e64a</code></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th scope="row">Ken Griffey Jr. Presents Major League Baseball</th>
|
||||
<td><code>slot-3.rom</code></td>
|
||||
<td>1048576</td>
|
||||
<td><code>d47bc9f9a6289c4f2e7f6bf74095f6ed36b1043a761e3e729ac9af2fc39ae062</code></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
You will also need
|
||||
the usual `dsp1.program.rom` and `dsp1.data.rom`
|
||||
[co-processor firmware](#games-with-co-processor-firmware) files.
|
||||
|
||||
**Note:** the versions of
|
||||
*Super Mario Kart*
|
||||
and *Ken Griffey Jr...*
|
||||
in *PowerFest '94*
|
||||
are not the same as the stand-alone versions of those games.
|
||||
|
||||
To "import" *PowerFest '94*,
|
||||
collect all the files mentioned above, then:
|
||||
|
||||
1. Inside [the game library](../concepts/game-library.md),
|
||||
create the `Super Famicom` folder
|
||||
(if it does not already exist).
|
||||
2. Inside the `Super Famicom` folder,
|
||||
create a `PowerFest '94.sfc` folder
|
||||
(the `.sfc` extension is important,
|
||||
but you can choose a different base name if you want).
|
||||
3. Copy `program.rom` and the `slot-*.rom` files
|
||||
into the `PowerFest '94.sfc` folder.
|
||||
4. Copy the `dsp1.*.rom` files into the `PowerFest '94.sfc` folder,
|
||||
but rename them to `upd7725.*.rom`.
|
||||
|
||||
To play *PowerFest '94*,
|
||||
open the Library menu,
|
||||
pick the Nintendo sub-menu,
|
||||
then choose the Super Famicom sub-menu item
|
||||
to open a filesystem browser listing
|
||||
all the Super Famicom games in the library.
|
||||
Select *PowerFest '94* from the list
|
||||
and click the Open button,
|
||||
or just double-click the game,
|
||||
and it will begin playing.
|
||||
[pf94v106]: https://higan.readthedocs.io/en/v106/guides/import/#powerfest-94
|
||||
|
||||
[filesystem browser]: ../interface/common.md#the-filesystem-browser
|
||||
[Game Library]: ../concepts/game-library.md
|
||||
|
|
|
@ -2,14 +2,14 @@ Most of the consoles higan emulates
|
|||
were designed for low resolution NTSC televisions,
|
||||
and their video output is chunky and blocky
|
||||
by today's standards.
|
||||
Video shaders customise how a console's video output
|
||||
Video shaders customise how the emulated console's video output
|
||||
is drawn to the computer screen,
|
||||
and can clean up and smooth out the original video,
|
||||
reproduce the scanlines and blurring of the original display,
|
||||
or any other visual effect.
|
||||
|
||||
The available video shaders are listed in
|
||||
the "Video Shaders" sub-menu of the [Settings menu].
|
||||
the "Shader" sub-menu of the [Settings menu].
|
||||
Which shaders are available depends on
|
||||
the [video driver] higan is configured to use.
|
||||
Most drivers only support these shaders:
|
||||
|
@ -19,7 +19,8 @@ Most drivers only support these shaders:
|
|||
the colour of the single nearest console pixel,
|
||||
sometimes called "nearest neighbour" scaling.
|
||||
This produces unnaturally crisp and blocky images.
|
||||
- If you use [aspect correction or non-integral scaling][ac],
|
||||
- If you enable Scale, Stretch, or Aspect Correction modes
|
||||
in the Output sub-menu of the [Settings menu],
|
||||
neighbouring console pixels may be drawn
|
||||
with a different number of computer pixels due to rounding errors,
|
||||
causing a distracting rippling effect.
|
||||
|
@ -30,8 +31,6 @@ Most drivers only support these shaders:
|
|||
sometimes called "bilinear" scaling.
|
||||
This produces unnaturally blurry images.
|
||||
|
||||
[ac]: ../interface/higan-settings.md#video
|
||||
|
||||
In addition to those,
|
||||
the OpenGL driver also supports custom shaders.
|
||||
|
||||
|
@ -90,7 +89,7 @@ you'll need to restart higan
|
|||
for the change to take effect.
|
||||
|
||||
Open the Settings menu again,
|
||||
choose the "Video Shader" sub-menu,
|
||||
choose the "Shader" sub-menu,
|
||||
and now the shaders you installed
|
||||
should be listed at the bottom of the menu.
|
||||
|
||||
|
|
|
@ -64,17 +64,17 @@ by the time you read this,
|
|||
and it may contain errors or omissions.
|
||||
If you find something that's wrong,
|
||||
or you have a suggestion,
|
||||
post a message on the official higan forum.
|
||||
post a message on the unofficial forum.
|
||||
|
||||
Official higan resources
|
||||
------------------------
|
||||
|
||||
- [Official homepage](https://byuu.org/emulation/higan/)
|
||||
- [Official forum](https://board.byuu.org/viewforum.php?f=4)
|
||||
|
||||
Unofficial higan resources
|
||||
--------------------------
|
||||
|
||||
- [Unofficial forum](https://helmet.kafuka.org/bboard/)
|
||||
- [Source code repository](https://gitlab.com/higan/higan/)
|
||||
archives official higan releases
|
||||
and WIP snapshots
|
||||
|
@ -85,12 +85,12 @@ Unofficial higan resources
|
|||
or smarter algorithms for scaling up to modern PC resolutions.
|
||||
See [Using video shaders][shaders] below for details.
|
||||
- [Mercurial Magic](https://github.com/hex-usr/Mercurial-Magic/)
|
||||
is a tool for converting MSU-1 games and mods into a format
|
||||
is a tool for converting MSU1 games and mods into a format
|
||||
higan can use.
|
||||
See [Importing MSU-1 games][msu1] for details.
|
||||
See [Importing MSU1 games][msu1] for details.
|
||||
|
||||
[shaders]: guides/shaders.md
|
||||
[msu1]: guides/import.md#msu-1-games
|
||||
[msu1]: guides/import.md#msu1-games
|
||||
|
||||
There are also other projects
|
||||
based on current or older versions of higan,
|
||||
|
@ -113,7 +113,7 @@ that you might want to check out.
|
|||
is a fork of bsnes v094
|
||||
adapted to work as a
|
||||
[libretro](https://www.libretro.com/) emulation core.
|
||||
- [nSide](https://github.com/hex-usr/nSide)
|
||||
- [nSide](https://gitlab.com/hex-usr/nSide)
|
||||
is a fork of higan that greatly enhances
|
||||
its NES emulation support,
|
||||
and adds minor features to the other cores too.
|
||||
|
|
|
@ -24,7 +24,7 @@ for the following libraries:
|
|||
- Mesa
|
||||
- gtksourceview 2.x
|
||||
- Cairo
|
||||
- SDL 1.2
|
||||
- SDL 2.0
|
||||
- libXv
|
||||
- libAO
|
||||
- OpenAL
|
||||
|
@ -35,7 +35,7 @@ On a Debian-derived Linux distribution
|
|||
you can install everything you need with a command like:
|
||||
|
||||
sudo apt-get install build-essential libgtk2.0-dev libpulse-dev \
|
||||
mesa-common-dev libgtksourceview2.0-dev libcairo2-dev libsdl1.2-dev \
|
||||
mesa-common-dev libgtksourceview2.0-dev libcairo2-dev libsdl2-dev \
|
||||
libxv-dev libao-dev libopenal-dev libudev-dev
|
||||
|
||||
Once you have all the dependencies installed,
|
||||
|
@ -53,7 +53,7 @@ being installed system-wide.
|
|||
3. Type `cd ~/higan-src`
|
||||
(or wherever you put the higan source)
|
||||
and press Enter
|
||||
4. Type `make -C higan` and press Enter
|
||||
4. Type `make -C higan target=higan` and press Enter
|
||||
to build the main higan executable
|
||||
5. Type `make -C icarus` and press Enter
|
||||
to build the icarus import tool
|
||||
|
@ -68,7 +68,7 @@ as described in the previous section:
|
|||
2. Type `cd ~/higan-src`
|
||||
(or wherever you put the higan source)
|
||||
and press Enter
|
||||
3. Type `make -C higan install` and press Enter
|
||||
3. Type `make -C higan target=higan install` and press Enter
|
||||
to install higan and its supporting files
|
||||
4. Type `make -C icarus install` and press Enter
|
||||
to install icarus and its game database
|
||||
|
@ -123,7 +123,7 @@ as installed by the above instructions:
|
|||
2. Type `cd ~/higan-src`
|
||||
(or wherever you put the higan source)
|
||||
and press Enter
|
||||
3. Type `make -C higan uninstall` and press Enter
|
||||
3. Type `make -C higan target=higan uninstall` and press Enter
|
||||
4. Type `make -C icarus uninstall` and press Enter
|
||||
|
||||
To remove higan's configuration,
|
||||
|
|
|
@ -51,37 +51,57 @@ or by clicking the download button on the right-hand side of the web-page
|
|||
and choosing an archive format.
|
||||
|
||||
You will need a C++ compiler to compile higan.
|
||||
We recommend installing [TDM64-GCC][tdm],
|
||||
preferably the latest version
|
||||
but anything newer than 4.9 should be fine.
|
||||
We recommend installing the latest version of [MinGW-W64].
|
||||
higan does not support building with clang++
|
||||
(Clang is still not quite there yet for Windows)
|
||||
nor Microsoft Visual C++
|
||||
(last we checked, it didn't support all the C++ features higan uses).
|
||||
|
||||
**Note:** Make sure you get TDM64-GCC,
|
||||
not TDM-GCC.
|
||||
When compiled in x86 (32-bit) mode,
|
||||
higan may crash at startup
|
||||
because gcc targeting x86 does not support
|
||||
Windows' structured exception handling (SEH).
|
||||
Also,
|
||||
historically in x86 mode
|
||||
gcc has miscompiled a part of the NES emulation core.
|
||||
See the higan forum
|
||||
[for](https://board.byuu.org/viewtopic.php?p=41977#p41977)
|
||||
[details](https://board.byuu.org/viewtopic.php?p=42253#p42253).
|
||||
[MinGW-W64]: https://mingw-w64.org/
|
||||
|
||||
Once you've installed the compiler,
|
||||
open a command-prompt window,
|
||||
MinGW-W64 is available in a number of variants,
|
||||
and the installer should ask you which you want.
|
||||
|
||||
- **Version:**
|
||||
Version 8.1.0 is known to work,
|
||||
later versions may work too.
|
||||
- **Architecture:**
|
||||
You *must* choose "x86_64", not "i686".
|
||||
When built with an i686 compiler,
|
||||
higan may crash at startup
|
||||
because gcc targeting x86 does not support
|
||||
Windows' structured exception handling (SEH).
|
||||
Also,
|
||||
historically in x86 mode
|
||||
gcc has miscompiled a part of the NES emulation core.
|
||||
See the archive of the official forum
|
||||
[for](https://helmet.kafuka.org/byuubackup2/viewtopic.php@f=4&t=1636&start=20.html#p41977)
|
||||
[details](https://helmet.kafuka.org/byuubackup2/viewtopic.php@f=4&t=1636&start=30.html#p42253).
|
||||
- **Threads:**
|
||||
Both options should work,
|
||||
but higan is developed with the "posix" model.
|
||||
- **Exception:**
|
||||
You *must* choose "seh",
|
||||
or higan may crash at startup.
|
||||
If "seh" is not an option,
|
||||
make sure "Architecture" is set to "x86_64".
|
||||
- **Build Revision:**
|
||||
Choose the largest number, whatever it is.
|
||||
|
||||
When the compiler is installed,
|
||||
it adds a "Run terminal" shortcut to the Start menu
|
||||
which opens a command-prompt
|
||||
with all the compiler tools available.
|
||||
|
||||
To verify that the compiler is installed correctly,
|
||||
launch the "Run Terminal" shortcut,
|
||||
type `g++ --version`
|
||||
then press Enter
|
||||
to check it's installed correctly.
|
||||
then press Enter.
|
||||
You should see a message like
|
||||
|
||||
```text
|
||||
g++ 1.2.3 20010101
|
||||
Copyright (C) 2001 Free Software Foundation, Inc.
|
||||
g++ (x86_64-posix-seh-rev0, Built by MinGW-W64 project) 8.1.0
|
||||
Copyright (C) 2018 Free Software Foundation, Inc.
|
||||
This is free software; see the source for copying conditions. There is NO
|
||||
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
```
|
||||
|
@ -91,11 +111,11 @@ and the corresponding dates.
|
|||
If you see an error message like
|
||||
"'g++' is not recognized as an internal or external command,
|
||||
operable program or batch file",
|
||||
you may need to add the compiler's "bin" folder
|
||||
to your computer's `%PATH%`.
|
||||
make sure you're using the "Run terminal" shortcut,
|
||||
or otherwise have MinGW-W64's "bin" directory in your `%PATH%`.
|
||||
See the compiler's documentation for help with that.
|
||||
|
||||
Once mingw is installed and available from the command prompt:
|
||||
Once the compiler is installed:
|
||||
|
||||
1. Put the higan source code in some convenient location,
|
||||
like `C:\higan-src`
|
||||
|
@ -105,11 +125,9 @@ Once mingw is installed and available from the command prompt:
|
|||
and press Enter
|
||||
4. Type `mingw32-make -C icarus` and press Enter
|
||||
to build the icarus import tool
|
||||
5. Type `mingw32-make -C higan` and press Enter
|
||||
5. Type `mingw32-make -C higan target=higan` and press Enter
|
||||
to build the main higan executable
|
||||
|
||||
[tdm]: http://tdm-gcc.tdragon.net/download
|
||||
|
||||
Installing a compiled build on Windows
|
||||
--------------------------------------
|
||||
|
||||
|
@ -118,9 +136,9 @@ Installing a compiled build on Windows
|
|||
2. Assuming you built higan in `C:\higan-src`,
|
||||
copy `C:\higan-src\icarus\out\icarus.exe`
|
||||
into the new folder
|
||||
3. Copy `C:\higan-src\icarus\database` and its contents
|
||||
3. Copy `C:\higan-src\icarus\Database` and its contents
|
||||
into the new folder
|
||||
4. Copy `C:\higan-src\icarus\firmware` and its contents
|
||||
4. Copy `C:\higan-src\icarus\Firmware` and its contents
|
||||
into the new folder
|
||||
5. Copy `C:\higan-src\higan\out\higan.exe`
|
||||
into the new folder
|
||||
|
@ -132,7 +150,7 @@ Installing a compiled build on Windows
|
|||
The new folder should now contain
|
||||
`icarus.exe`,
|
||||
`higan.exe`,
|
||||
and folders named `database`, `firmware`, `systems`,
|
||||
and folders named `Database`, `Firmware`, `systems`,
|
||||
and possibly `shaders`.
|
||||
This is what you would get by downloading an official build,
|
||||
as described under
|
||||
|
|
|
@ -57,7 +57,8 @@ higan will prompt for one.
|
|||
`SUBGAME2` is ignored.
|
||||
|
||||
When `GAME` refers to
|
||||
the [Super Game Boy](../guides/import.md#super-game-boy-games),
|
||||
the [Super Game Boy](../guides/import.md#super-game-boy-games)
|
||||
or Super Game Boy 2,
|
||||
`SUBGAME1` should be
|
||||
the path to a game folder or ROM file
|
||||
representing a Game Boy game to insert into the slot.
|
||||
|
|
|
@ -6,7 +6,7 @@ and contains less-frequently-modified settings.
|
|||
Most of these can be safely ignored,
|
||||
or set once and never changed again.
|
||||
|
||||
This window has a tab for each main category of options:
|
||||
This window has a tab for each main category of options.
|
||||
|
||||
Systems
|
||||
=======
|
||||
|
@ -92,9 +92,9 @@ settings adjust the colour and brightness
|
|||
of the emulated console's video output:
|
||||
|
||||
- **Saturation** adjusts the vibrancy of colours displayed,
|
||||
where 0% makes things pure grey,
|
||||
where 0% makes things black-and-white,
|
||||
100% is normal,
|
||||
and 200% is garishly brightly coloured.
|
||||
and 200% is garishly exaggerated colour.
|
||||
- **Gamma** adjusts how bright mid-range colours are
|
||||
compared to the brightest colours,
|
||||
where 100% is normal,
|
||||
|
@ -102,20 +102,23 @@ of the emulated console's video output:
|
|||
This is in addition to
|
||||
any adjustment applied by
|
||||
the "Colors" option
|
||||
in the "Video Emulation" sub-menu
|
||||
in the "Emulation" sub-menu
|
||||
of the [Settings menu](higan.md#the-settings-menu).
|
||||
- **Luminance** adjusts the overall brightness,
|
||||
where 100% is normal,
|
||||
and 0% is totally black.
|
||||
|
||||
**Overscan Mask**
|
||||
removes parts of
|
||||
the video output that would have been hidden
|
||||
by the bezel around the edge of
|
||||
a standard-definition television screen.
|
||||
Some games (particularly on the Famicom)
|
||||
displayed random glitchy output in this area,
|
||||
which can be distracting.
|
||||
**Overscan Area**
|
||||
controls what parts of the video output are hidden
|
||||
when "Show Overscan Area" is disabled
|
||||
in the "Output" sub-menu of
|
||||
the [Settings menu](higan.md#the-settings-menu).
|
||||
On a standard-definition television,
|
||||
the outermost edges of the emulated console's video output
|
||||
would have been hidden by the bezel,
|
||||
so some games (particularly on the Famicom)
|
||||
allowed random glitchy output to appear there,
|
||||
assuming it wouldn't be visible.
|
||||
|
||||
- **Horizontal**
|
||||
removes pixels from the left and right of the video output.
|
||||
|
@ -130,41 +133,7 @@ whether the Super Famicom is in
|
|||
lo-res (256px) or hi-res (512px)
|
||||
mode.
|
||||
|
||||
**Windowed Mode**
|
||||
settings apply when higan is running
|
||||
in a normal window.
|
||||
|
||||
- **Aspect Correction**
|
||||
stretches the image to match the aspect ratio
|
||||
produced by the original console hardware,
|
||||
but can cause a "ripple" effect
|
||||
during horizontal scrolling
|
||||
due to rounding errors.
|
||||
[Video shaders](../guides/shaders.md)
|
||||
can reduce this effect.
|
||||
- **Integral Scaling**
|
||||
makes higan draw the emulated video output
|
||||
at a whole-number multiple of the original size,
|
||||
rather than completely filling the available space.
|
||||
This means that every game pixel
|
||||
uses the same number of computer pixels,
|
||||
and avoids graphics looking chunky and uneven.
|
||||
Note that Aspect Correction
|
||||
is applied after integral scaling,
|
||||
so some unevenness may be visible
|
||||
even with this option enabled.
|
||||
- **Adaptive Sizing**
|
||||
automatically resizes the higan window
|
||||
to fit snugly around the emulated video output
|
||||
whenever it changes size
|
||||
(because the user loaded a game for a different console,
|
||||
chose a different option from
|
||||
the [Video Scale sub-menu](higan.md#the-settings-menu),
|
||||
toggled Aspect Correction, etc.)
|
||||
When disabled,
|
||||
higan generally respects manual resizing.
|
||||
|
||||
**Fullscreen Mode**
|
||||
**Fullscreen**
|
||||
settings apply
|
||||
when higan is running fullscreen,
|
||||
because it was started with the `--fullscreen`
|
||||
|
@ -172,10 +141,6 @@ because it was started with the `--fullscreen`
|
|||
or because the user pressed
|
||||
the Toggle Fullscreen [hotkey](higan-settings.md#hotkeys).
|
||||
|
||||
- **Aspect Correction**
|
||||
behaves the same way as in Windowed mode above.
|
||||
- **Integral Scaling**
|
||||
behaves the same way as in Windowed mode above.
|
||||
- **Exclusive Mode**
|
||||
requests exclusive access
|
||||
to the computer's video output
|
||||
|
@ -185,7 +150,7 @@ the Toggle Fullscreen [hotkey](higan-settings.md#hotkeys).
|
|||
from drawing anything,
|
||||
and may also temporarily disable any kind of compositing,
|
||||
reducing video latency.
|
||||
As of v104,
|
||||
As of v107,
|
||||
only the Direct3D video driver is capable of exclusive mode;
|
||||
with other drivers this option does nothing.
|
||||
|
||||
|
@ -236,52 +201,52 @@ before it is sent to your computer's speakers.
|
|||
where 0% means only the left speaker produces sound,
|
||||
50% means both speakers produce sound equally,
|
||||
and 100% means only the right speaker produces sound.
|
||||
- **Reverb** adds a slight reverberation effect
|
||||
to the emulated console's audio output,
|
||||
as though you were playing the game in a tunnel or small room.
|
||||
|
||||
Input
|
||||
=====
|
||||
|
||||
This tab controls which PC inputs
|
||||
are mapped to which emulated controllers.
|
||||
This tab controls
|
||||
how higan handles input for the emulated consoles.
|
||||
|
||||
**When focus is lost**
|
||||
controls what happens when a game is loaded,
|
||||
but higan is not the current foreground window.
|
||||
|
||||
- **Pause Emulation** automatically pauses emulation.
|
||||
- **Block Input** allows emulation to keep running,
|
||||
but higan will ignore all configured button presses.
|
||||
If you're using the keyboard to emulate a controller,
|
||||
this prevents typing in other applications
|
||||
from messing with higan,
|
||||
but music will keep playing.
|
||||
- **Allow Input** allows emulation to continue as normal.
|
||||
This allows somebody to play higan with a controller
|
||||
in one window,
|
||||
while somebody else types into another application
|
||||
in another window.
|
||||
|
||||
The rest of this tab configures
|
||||
the mapping from PC inputs to emulated controllers.
|
||||
The exact PC inputs that can be mapped
|
||||
depend on [the input driver](../guides/drivers.md#input).
|
||||
|
||||
General input settings:
|
||||
To choose which of the possible controllers to configure:
|
||||
|
||||
- **Pause Emulation** automatically pauses emulation
|
||||
when the main higan window
|
||||
is not the current foreground window.
|
||||
- **Allow Input** can be ticked
|
||||
when "Pause Emulation" is *not* ticked,
|
||||
and allows configured inputs to keep affecting higan
|
||||
even when higan is running in the background.
|
||||
This is particularly relevant if
|
||||
you configure your PC keyboard to control higan:
|
||||
if you tick this box,
|
||||
and switch to a different application
|
||||
leaving higan running in the background,
|
||||
typing in that other application may affect
|
||||
the emulated game running in higan
|
||||
even though you can't see it!
|
||||
- The first drop-down list controls
|
||||
which console's ports appear in the second list.
|
||||
- The second drop-down list controls
|
||||
which port's compatible controllers appear in the third list.
|
||||
- The third drop-down list controls
|
||||
which controller's inputs are shown
|
||||
in the mapping list below.
|
||||
|
||||
Choosing which of the possible controllers to configure:
|
||||
Note that some consoles only allow particular controllers
|
||||
to be used in a particular port.
|
||||
For example,
|
||||
the Super Scope controller for the Super Famicom
|
||||
only works in Controller Port 2.
|
||||
|
||||
- The console selector chooses which console's inputs
|
||||
to display in the mapping list below.
|
||||
- The port selector chooses which port of the selected console
|
||||
to display in the mapping list below.
|
||||
- The controller selector chooses which controller
|
||||
associated with the given console and port
|
||||
to display in the mapping list below.
|
||||
Note that some consoles only allow particular controllers
|
||||
to be used in a particular port.
|
||||
For example,
|
||||
the Super Scope controller for the Super Famicom
|
||||
only works in Controller Port 2.
|
||||
|
||||
Configuring the selected controller:
|
||||
To configure the selected controller:
|
||||
|
||||
- The mapping list includes
|
||||
every button and axis on the selected controller,
|
||||
|
@ -332,6 +297,13 @@ then click one of the
|
|||
or "Mouse Y-axis"
|
||||
buttons in the bottom-left of the window.
|
||||
|
||||
**Note:**
|
||||
To use an controller axis mapped to a mouse axis,
|
||||
higan will need to be in fullscreen mode,
|
||||
or you'll need to press
|
||||
the key mapped to "Toggle Mouse Capture"
|
||||
on the [Hotkeys tab](#hotkeys).
|
||||
|
||||
If you start mapping a button or axis,
|
||||
but decide you don't want to,
|
||||
you can press Escape
|
||||
|
@ -339,10 +311,25 @@ to exit the "Press a key or button to map..." mode
|
|||
without actually mapping anything.
|
||||
|
||||
**Note:**
|
||||
Consoles in the Game Boy family include
|
||||
The Game Boy and Game Boy Color consoles
|
||||
have a "Cartridge" port with controllers
|
||||
that are not really controllers:
|
||||
|
||||
- The "MBC5" controller is automatically used for
|
||||
games whose cartridge includes the MBC5 memory-mapper
|
||||
and a rumble motor,
|
||||
like *Pokémon Pinball*.
|
||||
See [Rumble Compatibility for Game Boy (Color)][gbcrumble]
|
||||
for details.
|
||||
- The "MBC7" controller is automatically used for
|
||||
games whose cartridge includes the MBC7 memory-mapper
|
||||
and an accelerometer,
|
||||
like *Kirby Tilt 'n' Tumble*.
|
||||
|
||||
**Note:**
|
||||
The Game Boy Advance console includes
|
||||
a Rumble "input" which is really more of an output.
|
||||
See [Rumble Compatibility for Game Boy (Color)][gbcrumble]
|
||||
and [Rumble Compatibility for Game Boy Advance][gbarumble]
|
||||
See [Rumble Compatibility for Game Boy Advance][gbarumble]
|
||||
for details.
|
||||
|
||||
[gbcrumble]: ../notes.md#rumble-compatibility-for-game-boy-color
|
||||
|
@ -360,12 +347,12 @@ Hotkeys
|
|||
|
||||
This tab is like "Inputs" above,
|
||||
except it contains controls for higan itself
|
||||
instead of the emulated console.
|
||||
instead of for the emulated console.
|
||||
|
||||
- **Toggle Fullscreen** puts higan into fullscreen mode,
|
||||
where the menu and status bar are hidden,
|
||||
and the emulated console's video output
|
||||
is enlarged to cover the entire screen.
|
||||
can cover the entire screen.
|
||||
Toggling fullscreen also automatically captures the mouse.
|
||||
- **Toggle Mouse Capture** hides the usual mouse-cursor,
|
||||
and captures the mouse so it cannot leave the higan window.
|
||||
|
@ -440,8 +427,7 @@ for help choosing which drivers you should use.
|
|||
configures how higan interacts
|
||||
with the [Game Library](../concepts/game-library.md).
|
||||
|
||||
- **Location** selects where higan
|
||||
looks for games to load.
|
||||
- **Location** tells higan where to look for games to load.
|
||||
See [Moving the Game Library](../concepts/game-library.md#moving-the-game-library)
|
||||
for more information.
|
||||
- **Ignore Manifests** makes higan ignore
|
||||
|
@ -452,7 +438,7 @@ with the [Game Library](../concepts/game-library.md).
|
|||
to guess a manifest on the fly.
|
||||
See [Ignoring manifests](../concepts/manifests.md#ignoring-manifests)
|
||||
for details.
|
||||
|
||||
|
||||
**Other**
|
||||
|
||||
- **Auto-Save Memory Periodically** makes higan write
|
||||
|
|
|
@ -3,10 +3,10 @@ appears when you choose
|
|||
one of the items at the bottom of
|
||||
[the Tools menu](higan.md#the-tools-menu).
|
||||
|
||||
The window has a tab for each tool:
|
||||
The window has a tab for each tool.
|
||||
|
||||
The Cheat Editor
|
||||
================
|
||||
Cheat Editor
|
||||
============
|
||||
|
||||
For some consoles,
|
||||
higan supports applying temporary changes to the code of a running game.
|
||||
|
@ -89,8 +89,8 @@ in Super Mario World,
|
|||
you can lock the time to 999 with these codes:
|
||||
`7e0f31=09+7e0f32=09+7e0f33=09`.
|
||||
|
||||
The State Manager
|
||||
=================
|
||||
State Manager
|
||||
=============
|
||||
|
||||
The State Manager allows you to create,
|
||||
load,
|
||||
|
@ -125,8 +125,8 @@ and click "Erase" in the bottom-right corner.
|
|||
To clear all the slots at once,
|
||||
click "Reset" in the bottom-right corner.
|
||||
|
||||
The Manifest Viewer
|
||||
===================
|
||||
Manifest Viewer
|
||||
===============
|
||||
|
||||
As described in
|
||||
[Game Manifests](../concepts/manifests.md),
|
||||
|
|
|
@ -8,8 +8,8 @@ the running game's video output.
|
|||
The Systems menu
|
||||
----------------
|
||||
|
||||
This menu lists the systems higan emulates,
|
||||
Choosing any system allows you to play
|
||||
This menu lists the systems higan emulates.
|
||||
Choosing any system from this menu allows you to play
|
||||
games for that system that you've already imported
|
||||
into higan's [game library](../concepts/game-library.md).
|
||||
See [Importing and playing games](../guides/import.md).
|
||||
|
@ -24,7 +24,7 @@ for example, you can
|
|||
add the Sufami Turbo to the list
|
||||
and load *SD Ultra Battle*
|
||||
in two clicks instead of three.
|
||||
|
||||
|
||||
**Load ROM File ...**
|
||||
opens a [filesystem browser](common.md#the-filesystem-browser)
|
||||
allowing you to choose a single ROM file.
|
||||
|
@ -39,8 +39,7 @@ The console menu does not appear
|
|||
until a game is loaded.
|
||||
Also,
|
||||
it's not named "console",
|
||||
it's named for the kind of console
|
||||
the loaded game runs on.
|
||||
it's named for the console that runs the loaded game.
|
||||
For example,
|
||||
when playing a Game Boy game,
|
||||
you will have a "Game Boy" menu.
|
||||
|
@ -50,7 +49,6 @@ to the particular console being emulated.
|
|||
All consoles will have some of the following items,
|
||||
but few consoles have all of them.
|
||||
|
||||
|
||||
**Controller Port 1**
|
||||
allows you
|
||||
to connect different emulated controllers
|
||||
|
@ -80,7 +78,21 @@ This menu appears for the Famicom,
|
|||
even though the Famicom did not support alternate controllers,
|
||||
because the Famicom emulation core also emulates the NES,
|
||||
which did.
|
||||
|
||||
|
||||
**Controller**
|
||||
is like "Controller Port 1"
|
||||
for consoles that only have one controller port.
|
||||
|
||||
**Hardware**
|
||||
appears for consoles with buttons on the main unit,
|
||||
like the Game Boy,
|
||||
or Master System.
|
||||
It only allows the built-in controls to be used.
|
||||
|
||||
**Cartridge**
|
||||
appears for the Game Boy and Game Boy Colour.
|
||||
The options inside it do nothing.
|
||||
|
||||
**Expansion Port**
|
||||
allows you
|
||||
to connect different emulated devices
|
||||
|
@ -95,6 +107,9 @@ This option allows the same program
|
|||
to control the emulated SNES,
|
||||
for development or testing.
|
||||
|
||||
**Extension Port**
|
||||
is the name the Sega Mega Drive used for its expansion port.
|
||||
|
||||
**Soft Reset**
|
||||
restarts the emulated console's CPU
|
||||
while leaving the console's memory untouched,
|
||||
|
@ -124,7 +139,7 @@ as though the emulated console were switched off and on again.
|
|||
stops the current game,
|
||||
as though the emulated console were switched off.
|
||||
You can load a new game
|
||||
from [the Library menu](#the-library-menu).
|
||||
from [the Systems menu](#the-systems-menu).
|
||||
|
||||
[21fx]: https://github.com/defparam/21FX
|
||||
|
||||
|
@ -134,13 +149,83 @@ The Settings menu
|
|||
The Settings menu allows you to configure things
|
||||
that aren't specific to any particular console.
|
||||
|
||||
|
||||
**Video Scale** determines the size
|
||||
**Size**
|
||||
determines the size
|
||||
of the emulated console's video output
|
||||
when higan is running in windowed mode
|
||||
(as opposed to fullscreen).
|
||||
The menu-items that indicate particular sizes
|
||||
are only approximate, since
|
||||
aspect correction can be applied,
|
||||
different consoles have different native image sizes,
|
||||
and some consoles can change the size of their output image dynamically.
|
||||
|
||||
**Video Emulation** applies various effects
|
||||
- **1x (240p)**
|
||||
resizes the higan window
|
||||
so that each pixel of the emulated console's video output
|
||||
is drawn as a single pixel on the computer screen.
|
||||
- **2x (480p)**
|
||||
resizes the higan window
|
||||
so that each pixel of the emulated console's video output
|
||||
is drawn as a 2×2 block of pixels on the computer screen.
|
||||
- **3x (720p)**
|
||||
resizes the higan window
|
||||
so that each pixel of the emulated console's video output
|
||||
is drawn as a 3×3 block of pixels on the computer screen.
|
||||
- **Shrink Window To Size**
|
||||
resizes the higan window to fit the emulated console's video output
|
||||
at its current scale,
|
||||
so there's no black padding between the image and the window border
|
||||
(some padding may remain
|
||||
if "Show Overscan Area" is enabled
|
||||
in the Output menu).
|
||||
- **Center Window**
|
||||
moves the higan window to the centre of the computer screen.
|
||||
|
||||
**Output**
|
||||
controls how higan draws the emulated console's video output
|
||||
into the space available,
|
||||
in both windowed and fullscreen modes.
|
||||
|
||||
- **Center**
|
||||
draws the emulated video
|
||||
at the largest integer multiple of the native size that will fit,
|
||||
centered in the space available.
|
||||
This gives the most crisp output,
|
||||
but often has black borders.
|
||||
- **Scale**
|
||||
draws the emulated video
|
||||
at the largest size that will fit,
|
||||
and which preserves the image's aspect ratio.
|
||||
This strikes a balance between
|
||||
displaying the video output as it was intended,
|
||||
and eliminating black borders.
|
||||
- **Stretch**
|
||||
draws the emulated video
|
||||
to cover the entire available output area,
|
||||
even if that distorts the image.
|
||||
This completely eliminates black borders,
|
||||
but can look very weird.
|
||||
- **Adaptive Sizing**
|
||||
allows higan to resize its window
|
||||
when the emulated console changes the resolution
|
||||
of its video output.
|
||||
This can avoid black borders,
|
||||
but the window resizing itself might be even more distracting.
|
||||
- **Aspect Correction**
|
||||
horizontally stretches the emulated video output
|
||||
to match the aspect ratio produced by the original console.
|
||||
It can make the output look more "lumpy",
|
||||
but is a more accurate representation
|
||||
of the original console's output.
|
||||
- **Show Overscan Area**
|
||||
controls whether the area defined by
|
||||
the "Overscan Area" sliders in
|
||||
the [Video settings](higan-settings.md#video)
|
||||
is clipped from the emulated video output
|
||||
or shown.
|
||||
|
||||
**Emulation** applies various effects
|
||||
to the emulated console's video output
|
||||
to reproduce some behaviours
|
||||
that aren't technically part of the console itself:
|
||||
|
@ -165,8 +250,8 @@ that aren't technically part of the console itself:
|
|||
used by the Super Famicom,
|
||||
the dim, washed out colours of the original Game Boy Advance,
|
||||
and the pea-green display of the original Game Boy.
|
||||
|
||||
**Video Shader** controls
|
||||
|
||||
**Shader** controls
|
||||
how the low-resolution video output of the emulated console
|
||||
is scaled up to suit modern high-resolution displays.
|
||||
[Using video shaders](../guides/shaders.md)
|
||||
|
@ -234,15 +319,15 @@ This can also be triggered by
|
|||
the [pause hotkey](higan-settings.md#hotkeys).
|
||||
|
||||
**Cheat Editor ...**
|
||||
opens [the Cheat Editor tab](higan-tools.md#the-cheat-editor)
|
||||
opens the [Cheat Editor tab](higan-tools.md#cheat-editor)
|
||||
of the Tools window.
|
||||
|
||||
**State Manager ...**
|
||||
opens [the State Manager tab](higan-tools.md#the-state-manager)
|
||||
opens the [State Manager tab](higan-tools.md#state-manager)
|
||||
of the Tools window.
|
||||
|
||||
**Manifest Viewer ...**
|
||||
opens [the Manifest Viewer tab](higan-tools.md#the-manifest-viewer)
|
||||
opens the [Manifest Viewer tab](higan-tools.md#manifest-viewer)
|
||||
of the Tools window.
|
||||
|
||||
**Game Notes ...**
|
||||
|
@ -275,7 +360,7 @@ at the bottom of the main higan window,
|
|||
while "Show Status Bar" is ticked in [the Settings menu](#the-settings-menu).
|
||||
|
||||
Before any game is loaded,
|
||||
the status bar displays "No cartridge loaded".
|
||||
the status bar displays "Unloaded".
|
||||
|
||||
When a game is loaded and running,
|
||||
the status bar displays the current emulation speed
|
||||
|
@ -319,7 +404,7 @@ sub-menu that has not had a save-state saved to it,
|
|||
or when you press the "Load Quick State" hotkey
|
||||
while the current Quick State slot has not had a save-state saved to it,
|
||||
|
||||
The status bar briefly displays "Power cycled"
|
||||
The status bar briefly displays "System has been power cycled"
|
||||
when you choose "Power Cycle" from [the console menu](#the-console-menu),
|
||||
or press the "Power Cycle" hotkey.
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ The icarus Settings dialog contains the following settings:
|
|||
Command line
|
||||
------------
|
||||
|
||||
icarus can be launched with any of the following command-line arguments:
|
||||
icarus can be launched in any of the following ways:
|
||||
|
||||
> icarus
|
||||
>
|
||||
|
|
|
@ -29,8 +29,8 @@ you may be comparing it
|
|||
to a Mega Drive calibrated to a different scale
|
||||
(or to an emulator tweaked to match such a Mega Drive).
|
||||
|
||||
[vol]: https://board.byuu.org/viewtopic.php?p=42482#p42482
|
||||
[va6]: https://board.byuu.org/viewtopic.php?p=42195#p42195
|
||||
[vol]: https://helmet.kafuka.org/byuubackup2/viewtopic.php@f=4&t=1235&start=140.html#p42482
|
||||
[va6]: https://helmet.kafuka.org/byuubackup2/viewtopic.php@f=4&t=1235&start=130.html#p42195
|
||||
|
||||
Playing Game Boy Color games in Game Boy mode
|
||||
---------------------------------------------
|
||||
|
@ -128,19 +128,23 @@ Rumble compatibility for Game Boy (Color)
|
|||
|
||||
The Game Boy and Game Boy Color did not natively support
|
||||
any kind of rumble or force-feedback system,
|
||||
but some game cartridges (such as Pokémon Pinball)
|
||||
but some game cartridges (such as *Pokémon Pinball*)
|
||||
included a rumble motor within the cartridge itself.
|
||||
Such cartridges generally used the "MBC5" memory mapper chip.
|
||||
|
||||
Because higan does not currently support
|
||||
game-specific controller features,
|
||||
to experience the rumble effect in higan
|
||||
you'll need to configure the console:
|
||||
To experience the rumble effect in higan,
|
||||
you'll need to configure the MBC5 "controller"
|
||||
connected to the "cartridge" port:
|
||||
|
||||
- Open
|
||||
[higan's Input settings](interface/higan-settings.md#input)
|
||||
- In the list of consoles,
|
||||
select Game Boy, or Game Boy Color
|
||||
depending on which console you want to use to play the game
|
||||
- In the list of ports,
|
||||
select "Cartridge"
|
||||
- In the list of controllers,
|
||||
select "MBC5"
|
||||
- In the list of inputs,
|
||||
double-click "Rumble"
|
||||
or select it and press Enter
|
||||
|
|
|
@ -51,7 +51,7 @@ Load a game
|
|||
-----------
|
||||
|
||||
From
|
||||
[the Library menu](interface/higan.md#the-library-menu),
|
||||
[the Systems menu](interface/higan.md#the-systems-menu),
|
||||
choose "Load ROM File ..."
|
||||
to open [a filesystem browser](interface/common.md#the-filesystem-browser),
|
||||
and choose the game you want to play.
|
||||
|
@ -63,7 +63,7 @@ In the future,
|
|||
if you want to play this game again,
|
||||
you can choose "Load ROM File ..." as you did before,
|
||||
or you can choose the appropriate console name
|
||||
from the Library menu,
|
||||
from the Systems menu,
|
||||
which will list all the games for that console
|
||||
in the Game Library.
|
||||
|
||||
|
|
|
@ -11,5 +11,5 @@ Release checklist
|
|||
6. Merge changes from master.
|
||||
7. Copy `target-bsnes/resource/resource.?pp` to the `target-libretro` folder.
|
||||
7. `git push` to make the new changes available.
|
||||
|
||||
[rtd]: https://readthedocs.org/projects/higan/builds/
|
||||
|
||||
[rtd]: https://readthedocs.org/projects/higan/builds/
|
||||
|
|
Loading…
Reference in New Issue