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<span class="largerfont">FCEUX<br/></span>The all in one NES/Famicom/Dendy Emulator
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<center><h1>FCEUX SDL Documentation</h1></center>
2011-10-11 23:12:09 +00:00
<center><i>Last updated October 11, 2011<br />Valid as of FCEUX 2.1.5</i><br></center>
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<p>
<b>Table of Contents:</b>
<ul>
<li /><a href="#intro">Introduction</a>
<li /><a href="#config">Configuration</a>
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<li /><a href="#features-input">Input</a>
<li /><a href="#features-expansion-fds">Famicom Disk System</a>
<li /><a href="#features-expansion-genie">Game Genie</a>
<li /><a href="#features-expansion-vs">VS Unisystem</a>
<li /><a href="#features-ips">Automatic IPS Patching</a>
<li /><a href="#using">Using FCEUX</a>
<ul>
<li /><a href="#using-hotkeys">Hotkey Assignments</a>
<ul>
<li /><a href="#using-keys-vs">VS Unisystem</a>
<li /><a href="#using-keys-fds">Famicom Disk System</a>
<li /><a href="#using-keys-gamepad">Game Pad</a>
<li /><a href="#using-keys-powerpad">Power Pad</a>
<li /><a href="#using-keys-fkb">Family Keyboard</a>
<li /><a href="#using-cli">Command-line options</a>
</ul>
</ul>
<li /><a href="#credits">Credits</a>
</ul>
</p>
<hr width="100%">
<a name="intro"><h2>Introduction</h2></a>
<p> FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that
is an evolution of the original FCE Ultra emulator. Over time FCE
Ultra had separated into many separate branches.
</p>
<p>The concept behind FCEUX is to merge elements from FCE Ultra,
FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch
of FCEU. As the X implies, it is an all-encompassing FCEU emulator
that gives the best of all worlds for the general player, the
ROM-hacking community, and the Tool-Assisted Speedrun Community.
</p>
</p>
<p>
FCEUX stores configuration, savestates, movies, screenshots, amount other things
in "~/.fceux". This is referred to as the "base directory".
</p>
<a name="config"><h2>Configuration</h2></a>
<p>FCEUX stores configuration files (.cfg), savestates (fcs), movies (.fm2), screenshots (snaps),
and other information within "~/.fceux/". This is referred to as the "base directory" throughout
this documentation. The primary configuration file is "fceux.cfg", located within the base
directory.</p>
<p>As of FCEUX 2.1.6, configuration files can be stored within the "cfg.d" directory. They will be
parsed in alphabetical order (or numberical order -- ie: 10-gamepad_stuff.cfg; 20-xbmc.cfg; 30-sound.cfg).
These files will <strong>not</strong> be modified by fceuX -- fceuX only writes configuration to "fceux.cfg".
You can store device/game/scenario specific configuration files in the "cfg.d" directory. You can enable/disable
these configuration files by enabling/disabling read permisions to the scripts (ie: chmod a-r 15-myconfig.cfg).</p>
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<hr width="90%">
<a name="features-input"><h2>Input</h2></a>
<p>
FCEUX emulates the standard NES gamepad, the Four-Score multiplayer
adapter, the Zapper, the Power Pad, and the Arkanoid controller. The
Famicom version of the Arkanoid controller, the "Space Shadow" gun, the
Famicom 4-player adapter, and the Family Keyboard are also emulated.
</p>
<h4>Zapper</h4></a>
<p>
Most Zapper NES games expect the Zapper to be plugged into port 2.
and most VS Unisystem games expect the Zapper to be plugged
into port 1.
</p><p>
The left mouse button is the emulated trigger button for the
Zapper. The right mouse button is also emulated as the trigger,
but as long as you have the right mouse button held down, no color
detection will take place, which is effectively like pulling the
trigger while the Zapper is pointed away from the television screen.
Note that you must hold the right button down for a short
time to have the desired effect.
</p>
<hr width="90%">
<a name="features-expansion-fds"><h4>Famicom Disk System</h4></a>
<p>
You will need the FDS BIOS ROM image in the base FCEUX directory.
It must be named "disksys.rom". FCEUX will not load FDS games
without this file.
</p>
Two types of FDS disk images are supported: disk images with the
FWNES-style header, and disk images with no header. The number
of sides on headerless disk images is calculated by the total file
size, so don't put extraneous data at the end of the file.
<p>
You should make backups of all of your FDS games you use with
FCEUX. This is because FCEUX will write the disk image back to
the storage medium, and the disk image in RAM might have been corrupted
because of inaccurate emulation(this case is not likely to occur, but
it could occur).
</p>
<a name="features-expansion-genie"><h4>Game Genie</h4></a>
<p>
The Game Genie ROM image is loaded from the file "gg.rom" in the
base directory the first time Game Genie emulation is enabled and
a ROM image is loaded since the time FCEUX has run.
</p><p>
The ROM image may either be the 24592 byte iNES-format image, or
the 4352 raw ROM image.
</p><p>
Remember that enabling/disabling Game Genie emulation will not take
effect until a new game is loaded(this statement shouldn't concern
any of the "run once" command-line driven ports).
</p>
<a name="features-expansion-vs"><h4>VS Unisystem</h4></a>
<p>
FCE Ultra currently only supports VS Unisystem ROM images in the
iNES format. DIP switches and coin insertion are both emulated.
The following games are supported, and have palettes provided(though not
necessarily 100% accurate or complete):
<ul>
<li />Dr. Mario
<li />VS Castlevania
<li />VS Duck Hunt
<li />VS Excitebike
<li />VS Gradius
<li />VS Golf
<li />VS Hogan's Alley
<li />VS Ice Climber
<li />VS Pinball
<li />VS Platoon
<li />VS RBI Baseball
<li />VS Sky Kid
<li />VS Slalom
<li />VS Star Luster
<li />VS Stroke and Match Golf
<li />VS Super Mario Bros
<li />VS Tetris
<li />VS The Goonies
</ul>
</p>
<a name="features-ips"><h3>Automatic IPS Patching</h3></a>
<p>
Place the IPS file in the same directory as the file to load,
and name it filename.ips.
</p>
<pre>
Examples: Boat.nes - Boat.nes.ips
Boat.zip - Boat.zip.ips
Boat.nes.gz - Boat.nes.gz.ips
Boat - Boat.ips
</pre>
<p>
Some operating systems and environments will hide file extensions.
Keep this in mind if you are having trouble.
</p>
<p>
Patching is supported for all supported formats(iNES, FDS, UNIF, and
NSF), but it will probably only be useful for the iNES format. It
can be used with the FDS format, but be warned that it will permanently
patch your disk image, as the disk image is written back to disk
when the game is unloaded(unless the disk image is in a zip file, in
which case it isn't written back to disk). UNIF files can't be
patched well with the IPS format because they are chunk-based with no
fixed offsets.
</p>
<hr width="100%">
<a name="using"><h2>Using FCEUX</h2></a>
<p>
</p>
<a name="using-hotkeys"><h3>Hotkey Assignments</h3></a>
<p>
<b>NOTE:</b>There is not a GUI available to remap these hotkeys for SDL. If you really
want to remap the hotkeys, you can edit the config file manually and replace the values
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with SDL keysyms. Alternatively, you can use a tool like <a href="http://qjoypad.sourceforge.net/">qjoypad</a>
or <a href="http://joy2key.sourceforge.net/">joy2key</a> and even map hotkeys to joystick buttons/axes.
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<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F1</td><td>Cheat menu (command-line only).</td></tr>
<tr><td>F2</td><td>Toggles savestate binding to movies.</td></tr>
<tr><td>F3</td><td>Load lua script.</td></tr>
<tr><td>F4</td><td>Toggle background rendering.</td></tr>
<tr><td>F5</td><td>Save state.</td></tr>
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<tr><td>F6</td><td>FDS select side.</td></tr>
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<tr><td>F7</td><td>Load state.</td></tr>
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<tr><td>F8</td><td>FDS eject.</td></tr>
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<tr><td>F10</td><td>Toggle movie subtitles.</td></tr>
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<tr><td>F11</td><td>Reset emulator.</td></tr>
<tr><td>F12</td><td>Save screenshot (to basedir/snaps/).</td></tr>
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<tr><td>Shift + F5</td><td>Begin movie recording.</td></tr>
<tr><td>Shift + F7</td><td>Open a movie for playback.</td></tr>
<tr><td>0-9</td><td>Select save state slot.</td></tr>
<tr><td>Page Up / Page Down</td><td>Select next / previous state</td></tr>
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<tr><td>-</td><td>Decrease emulation speed.</td></tr>
<tr><td>=</td><td>Increase emulation speed.</td></tr>
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<tr><td>TAB</td><td>Hold for turbo emulation speed.</td></tr>
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<tr><td>Pause</td><td>Pause emulation.</td></tr>
<tr><td>\</td><td>Advance a single frame.</td></tr>
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<tr><td>.</td><td>Toggle movie frame counter.</td></tr>
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<tr><td>,</td><td>Toggle input display.</td></tr>
<tr><td>q</td><td>Toggle movie read-only</td></tr>
<tr><td>'</td><td>Advance a single frame.</td></tr>
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<tr><td>/</td><td>Lag counter display.</td></tr>
<tr><td>DEL</td><td>Frame advance lag skip display.</td></tr>
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</table>
</p>
<a name="using-keys-vs"><h4>VS Unisystem</h4></a>
<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F8</td><td>Insert coin.</td></tr>
<tr><td>F6</td><td>Show/Hide dip switches.</td></tr>
<tr><td>1-8</td><td>Toggle dip switches(when dip switches are shown).</td></tr>
</table>
</p>
<a name="using-keys-fds"><h4>Famicom Disk System</h4></a>
<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F6</td><td>Select disk and disk side.</td></tr>
<tr><td>F8</td><td>Eject or Insert disk.</td></tr>
</table>
</p>
<a name="using-keys-gamepad"><h4>Gamepad</h4></a>
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<p> These are the default keys for the P1 gamepad. These can
be remapped using the --inputcfg command line parameter or the GTK GUI
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<table border>
<tr><th>Key:</th><th nowrap>Button on Emulated Gamepad:</th></tr>
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<tr><td>D</td><td>B</td></tr>
<tr><td>F</td><td>A</td></tr>
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<tr><td>Enter/Return</td><td>Start</td></tr>
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<tr><td>S</td><td>Select</td></tr>
<tr><td>Keypad up</td><td>Up</td></tr>
<tr><td>Keypad left</td><td>Left</td></tr>
<tr><td>Keypad down</td><td>Down</td></tr>
<tr><td>Keypad right</td><td>Right</td></tr>
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</table>
</p>
<a name="using-keys-powerpad"><h4>Power Pad</h4></a>
<p>
<table border>
<tr><th colspan="4">Side B</th></tr>
<tr><td width="25%">O</td><td width="25%">P</td>
<td width="25%">[</td><td width="25%">]</td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td>M</td><td>,</td><td>.</td><td>/</td></tr>
</table>
<br />
<table border>
<tr><th colspan="4">Side A</th></tr>
<tr><td width="25%"></td><td width="25%">P</td>
<td width="25%">[</td><td width="25%"></td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td></td><td>,</td><td>.</td><td></td></tr>
</table>
</p>
<a name="using-keys-fkb"><h4>Family Keyboard</h4></a>
<p>
All emulated keys are mapped to the closest open key on the PC
keyboard, with a few exceptions. The emulated "@" key is
mapped to the "`"(grave) key, and the emulated "kana" key
is mapped to the "Insert" key(in the 3x2 key block above the
cursor keys).
</p>
<p>
To enable or disable Family Keyboard input, press the "Scroll Lock" key.
When Family Keyboard input is enabled, FCE Ultra will also attempt
to prevent any key presses from being passed to the GUI or system.
</p>
<a name="using-cli"><h3>Command-line</h3></a>
<p>
FCEUX supports arguments passed on the command line. Arguments
are taken in the form of "--parameter value". Most arguments that have
both a parameter and a value will be saved in the configuration file.
</p>
<b>NOTE: </b>This list is incomplete! For a full list of options, run
fceux without any arguments.
<p>
<table border>
<tr><th>Argument:</th><th>Value Type:</th><th>Default value:</th><th>Description:</th></tr>
<tr><td>--pal</td><td>0|1</td><td>0</td><td>Emulate a PAL NES. Otherwise emulate an NTSC NES.</td></tr>
<tr><td>--gamegenie</td><td>0|1</td><td>0</td><td>Emulate a gamie genie (gg.rom required).</td></tr>
<tr><td>--nospritelim</td><td>0|1</td><td>1</td><td>Disbales the 8 sprites per scanline limitation.</td></tr>
<tr><td>--frameskip</td><td>integer</td><td>0</td><td>Sets number of frames to skip per emulated frame (must be built with frameskip support).</td></tr>
<tr><td>--palette</td><td>filename</td><td>0</td><td>Load a custom global palette from given file. Specifying "0" will cause FCEUX to stop using the custom global palette.</td></tr>
<tr><td>--ntsccolor</td><td>0|1</td><td>0</td><td>Enable NTSC NES colors.</td></tr>
<tr><td>--sound</td><td>0|1</td><td>1</td><td>Enable sound</td></tr>
<tr><td>--soundvol x</td><td>integer</td><td>100</td><td>Set sound volume.</td></tr>
<tr><td>--soundq x</td><td>0|1</td><td>1</td><td>Enable high-quality sound emulation.</td></tr>
<tr><td>--clipsides</td><td>0|1</td><td>0</td><td>Clip leftmost and rightmost 8 columns of pixels of the video output.</td></tr>
<tr><td>--slend </td><td>integer</td><td>231</td><td>Last scanline to be rendered.</td></tr>
<tr><td>--slstart</td><td>integer</td><td>0</td><td>First scanline to be rendered</td></tr>
</table>
</p>
</p>
<a name="credits"><h2>Credits</h2></a>
<p>
<table border width="100%">
<tr><th>Name:</th><th>Contribution(s):</th></tr>
<tr><td>Unknown</td><td>Original Author</td></tr>
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<tr><td><a href="mailto:ltsmooth42 _at_ gmail _dot_ com">Lukas Sabota</a></td>
<td>FCEUX SDL documentation revival.</td></tr>
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</table>
</p>
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