* Lua functions emu.pause() and emu.unpause() don't yield and don't reset emulator speed anymore

* updated docs

[[Split portion of a mixed commit.]]
This commit is contained in:
ansstuff 2012-05-01 21:05:35 +00:00
parent f0e20784fa
commit 05a400ede6
38 changed files with 1899 additions and 1893 deletions

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@ -42,7 +42,7 @@
</div>
<div id="topic_content">
<p><span class="rvts36">Auto Fire Settings</span></p>
<p><span class="rvts37">Auto Fire Settings</span></p>
<p><br></p>
<p><span class="rvts12">Autofire Pattern</span></p>
<p><br></p>

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@ -74,7 +74,7 @@
<p><br></p>
<p>All addresses listed in the cheat search windows are in unsigned 16-bit hexadecimal format and all values in these windows are in an unsigned 8-bit decimal format(the range for values is 0 through 255).</p>
<p><br></p>
<p><span class="rvts29">Active Cheats</span></p>
<p><span class="rvts30">Active Cheats</span></p>
<p><br></p>
<p>The Active cheats window on the left contains the list of cheats for the currently loaded game. Existing cheats can be selected, edited, and updated using the "Update" button.</p>
<p><br></p>
@ -91,7 +91,7 @@
<p>Poke Cheat Value is like turning the cheat on, but in this case there's no off switch. If the code is on when you use this, then when the code is turned off, it will revert to the value last used. Good for one time life refills, if you want that sort of thing.</p>
<p>Goto in Hex Editor opens the Hex Editor window, and puts the cursor on the address shown. It's somewhat similar to how Bookmarks work in the Hex Editor.</p>
<p><br></p>
<p><span class="rvts29">Cheat Search</span></p>
<p><span class="rvts30">Cheat Search</span></p>
<p><br></p>
<p>The cheat search is used to find a specific value in the games RAM by process of elimination.</p>
<p><br></p>
@ -120,22 +120,22 @@
<p>Any value in the possibilities list can be sent to memory watch by double clicking it. &nbsp;</p>
<p>Highlighting it and hitting the "Add" button under the Active cheats window will automatically activate it as a cheat with the value set to its current value.</p>
<p><br></p>
<p><span class="rvts29">Example</span></p>
<p><span class="rvts30">Example</span></p>
<p><br></p>
<p>Here is an example of cheat search in action.</p>
<p><br></p>
<p>Let's say I am playing Mega man 3 and I want to find Mega man's energy level in the game's ram. &nbsp;I will start by opening the ROM and selecting a level. &nbsp;At this point, I know Mega man's energy address is active. &nbsp;So I will pause the game and open the cheat search and hit the reset button. &nbsp;The game uses SRAM so the possibilities window will say 10240 "possibilities". &nbsp;</p>
<p>Next I will frame advance (or briefly unpause) the game. &nbsp;At this point I know Mega man's energy level is still the same as it was. &nbsp;So I click the "equal" button. &nbsp; Next I want to take damage. &nbsp;I know for sure now that the energy level has decreased so after the "ouch" animation, I click the "Less than button". &nbsp;This will cut the possibilities down significantly. &nbsp;Next I will advance some more and click the "Equal" button since I know the value is still the previous value. &nbsp;I will repeat this cycle until I am down to 1 or just a few values. &nbsp;From there I can double click the values to send them to memory watch to monitor them more closely to weed them out. &nbsp;(Note: &nbsp;Mega man's energy is located in $00A2).</p>
<p><br></p>
<p><span class="rvts29">Context Menu</span></p>
<p><span class="rvts30">Context Menu</span></p>
<p><br></p>
<p>Right-clicking in the active cheats list brings up the context menu.</p>
<p><br></p>
<p><span class="rvts39">Toggle Cheat</span> - does the same thing as double clicking</p>
<p><span class="rvts40">Toggle Cheat</span> - does the same thing as double clicking</p>
<p><br></p>
<p><span class="rvts39">Poke cheat value</span> - has a different affect that normal freezing, this makes a one time write of that value as opposed to freezing it temporarily to that value and having it restored later. &nbsp;It has the same affect as typing in values in the <a class="rvts18" href="HexEditor.html">Hex Editor</a>.</p>
<p><span class="rvts40">Poke cheat value</span> - has a different affect that normal freezing, this makes a one time write of that value as opposed to freezing it temporarily to that value and having it restored later. &nbsp;It has the same affect as typing in values in the <a class="rvts18" href="HexEditor.html">Hex Editor</a>.</p>
<p><br></p>
<p><span class="rvts39">Goto In Hex Editor</span> - Opens the <a class="rvts18" href="HexEditor.html">Hex editor</a> dialog to the position of the selected RAM value.</p>
<p><span class="rvts40">Goto In Hex Editor</span> - Opens the <a class="rvts18" href="HexEditor.html">Hex editor</a> dialog to the position of the selected RAM value.</p>
<p><br></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/iphone-website-generation">Easily create iPhone documentation</a></p>
</div>

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@ -51,148 +51,148 @@
<p><span class="rvts16">ROM name</span></p>
<p>Plays specified ROM (ROM name must always be put last in command line arguments)</p>
<p><br></p>
<p><span class="rvts31">fceux path\rom.nes</span> (or <span class="rvts31">rom.zip</span>)</p>
<p><span class="rvts32">fceux path\rom.nes</span> (or <span class="rvts32">rom.zip</span>)</p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux smb.nes</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux c:\fceux\roms\smb.zip</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux smb.nes</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux c:\fceux\roms\smb.zip</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Play Movie File</span></p>
<p>Plays a specified movie (.fm2) file. &nbsp;A valid ROM must be specified or movie will not be played.</p>
<p><br></p>
<p><span class="rvts31">fcuex -playmovie path\movie.fm2 romname</span></p>
<p><span class="rvts32">fcuex -playmovie path\movie.fm2 romname</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -playmovie smb.fm2 smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -playmovie smb.fm2 smb.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Read-only Status</span></p>
<p>Specifies whether a movie will be in "read-only" or "read &amp; write" mode. &nbsp;(Note: a specified movie is not required to be used in conjunction with this command). 1 specifies read only status, 0 specifies read &amp; write.</p>
<p><br></p>
<p><span class="rvts31">fceux -readonly flag</span></p>
<p><span class="rvts32">fceux -readonly flag</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -readonly 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -readonly 0 -playmovie smb.fm2 smb.nes</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -readonly 1 -playmovie c:\fceux\movies\smb.fm2 c:\fceux\roms\smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -readonly 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -readonly 0 -playmovie smb.fm2 smb.nes</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -readonly 1 -playmovie c:\fceux\movies\smb.fm2 c:\fceux\roms\smb.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Stop Movie at frame x</span></p>
<p>Specifies that the movie will automatically stop at the specified frame. &nbsp;(A movie must be specified with -playmovie for this command to work)</p>
<p><br></p>
<p><span class="rvts31">fceux -playmovie path\movie.fm2 -stopframe framenumber romname</span></p>
<p><span class="rvts32">fceux -playmovie path\movie.fm2 -stopframe framenumber romname</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -playmovie smb.fm2 -stopframe 10000 smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -playmovie smb.fm2 -stopframe 10000 smb.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Load State</span></p>
<p>Specifies FCEUX to automatically load a specified savestate file. &nbsp;(Must have a specified ROM for this to work).</p>
<p><br></p>
<p><span class="rvts31">fceux -loadstate path\savestatefile romname</span></p>
<p><span class="rvts32">fceux -loadstate path\savestatefile romname</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -loadstate smb0.fc0 smb.nes</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -playmovie smb.fm2 -readonly 0 -loadstate smb0.fc0 smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -loadstate smb0.fc0 smb.nes</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -playmovie smb.fm2 -readonly 0 -loadstate smb0.fc0 smb.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Pause Movie After Playback</span></p>
<p>Sets the "<a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Pause Movie After Playback</a>" switch on/off. &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p><br></p>
<p><span class="rvts31">fceux -stopmovie flag</span></p>
<p><span class="rvts32">fceux -stopmovie flag</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -stopmovie 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -playmovie smb.fm2 -readonly 0 - stopmovie 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -stopmovie 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -playmovie smb.fm2 -readonly 0 - stopmovie 1 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Frame Display Toggle</span></p>
<p>Toggles whether or not the frame count will be displayed. &nbsp;1 sets it to on, 0 sets it to off.</p>
<p><br></p>
<p><span class="rvts31">fceux -framedisplay flag</span></p>
<p><span class="rvts32">fceux -framedisplay flag</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -framedisplay 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -playmovie smb2.fm2 -framedisplay 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -framedisplay 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -playmovie smb2.fm2 -framedisplay 1 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Input Display Toggle</span></p>
<p>Toggles whether the movie input will be displayed. &nbsp;1 sets it to on, 0 sets it to off.</p>
<p><br></p>
<p><span class="rvts31">fceux -inputdisplay flag</span></p>
<p><span class="rvts32">fceux -inputdisplay flag</span></p>
<p><br></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -inputdisplay 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -playmovie smb2.fm2 -inputdisplay 1 smb0.nes</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -inputdisplay 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -playmovie smb2.fm2 -inputdisplay 1 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Allow L+R/U+D</span></p>
<p>Sets whether or not the game will allow L+R/U+D input (see <a class="rvts18" href="Input.html">Input config</a>). &nbsp;1 enables L+R, 0 disables it.</p>
<p><br></p>
<p><span class="rvts31">fceux -allowUDLR flag</span></p>
<p><span class="rvts32">fceux -allowUDLR flag</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -allowUDLR 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -allowUDLR 0 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -allowUDLR 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -allowUDLR 0 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Enable Background Input</span></p>
<p>Sets the "<a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Enable Background Input</a>" switch on/off. &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p><br></p>
<p><span class="rvts31">fceux -bginput flag</span></p>
<p><span class="rvts32">fceux -bginput flag</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -bginput 0</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -playmovie smb.fm2 -readonly 0 -bginput 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -bginput 0</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -playmovie smb.fm2 -readonly 0 -bginput 1 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Use Game Genie</span></p>
<p>Sets the Game Genie Flag (see <a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Toggle Switches</a>). &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p><br></p>
<p><span class="rvts31">fceux -gg flag</span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -gg 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -gg 1 smb0.nes</span></p>
<p><span class="rvts32">fceux -gg flag</span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -gg 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -gg 1 smb0.nes</span></p>
<p><br></p>
<p><span class="rvts16">PAL Emulation</span></p>
<p>Sets the PAL Emulation Toggle (see <a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Toggle Switches</a>). &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p>(note: FCEUX will assign PAL emulation automatically if a PAL ROM is loaded) </p>
<p><br></p>
<p><span class="rvts31">fceux -pal flag</span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -pal 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -pal 1 smb0.nes</span></p>
<p><span class="rvts32">fceux -pal flag</span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -pal 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -pal 1 smb0.nes</span></p>
<p><br></p>
<p><span class="rvts16">Movie Status Icon Toggle</span></p>
<p>Sets the Status Icon Toggle (see <a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Toggle Switches</a>). &nbsp;1 turns off the status icon, 0 turns it on.</p>
<p><br></p>
<p><span class="rvts31">fceux -noicon flag</span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -noicon 1</span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -noicon 0 smb0.nes</span></p>
<p><span class="rvts32">fceux -noicon flag</span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -noicon 1</span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -noicon 0 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Clip Left and Right Sides</span></p>
<p>Sets the Clip Left and Right Sides Toggle (see <a class="rvts18" href="Video.html">Video Config</a>). &nbsp;1 turns on clipping, 0 turns it off.</p>
<p><br></p>
<p><span class="rvts31">fceux -clipsides flag</span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -clipsides 0 smb0.nes</span></p>
<p><span class="rvts32">fceux -clipsides flag</span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -clipsides 0 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Allow More than 8 Sprites per Scanline</span></p>
<p>Sets the 8 Sprites per scanline flag (see <a class="rvts18" href="Video.html">Video Config</a>). &nbsp;1 turns on extra sprites, 0 turns it off.</p>
<p><br></p>
<p><span class="rvts31">fceux -no8lim flag</span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -no8lim 0 smb0.nes</span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts32">fceux -no8lim flag</span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -no8lim 0 smb0.nes</span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts16">Disable Speed Throttling</span></p>
<p>Sets the Disable Speed Throttling When Sound is Disabled flag (see <a class="rvts18" href="Timing.html">Timing Config</a>). &nbsp;1 disables throttling, 0 leaves it on.</p>
<p><br></p>
<p><span class="rvts31">fceux -nothrottle flag</span></p>
<p><span class="rvts30"><br></span></p>
<p><span class="rvts30"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts30">fceux -nothrottle 0 smb0.nes</span></p>
<p><span class="rvts32"><br></span></p>
<p><span class="rvts32"><br></span></p>
<p><span class="rvts32">fceux -nothrottle flag</span></p>
<p><span class="rvts31"><br></span></p>
<p><span class="rvts31"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts31">fceux -nothrottle 0 smb0.nes</span></p>
<p><span class="rvts33"><br></span></p>
<p><span class="rvts33"><br></span></p>
<p><span class="rvts16">Turbo Toggle</span></p>
<p>Sets the Turbo Toggle. &nbsp;1 Sets Turbo on, 0 leaves it off.</p>
<p><br></p>
<p><span class="rvts31">fceux &nbsp;-turbo flag</span></p>
<p><span class="rvts32">fceux &nbsp;-turbo flag</span></p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -turbo 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -turbo 1 smb0.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Load Config File</span></p>
@ -202,7 +202,7 @@
<p><br></p>
<p>fceux -cfg filename</p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -cfg fceux-smbconfig.cfg smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -cfg fceux-smbconfig.cfg smb.nes</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts16">Load Lua Script</span></p>
@ -210,7 +210,7 @@
<p><br></p>
<p>fceux -lua filename</p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts30">fceux -lua memwatch.lua</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts31">fceux -lua memwatch.lua</span></p>
<p><br></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Easily create Help documents</a></p>
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@ -44,7 +44,7 @@
<p>(written by qFox)</p>
<p><br></p>
<p><span class="rvts29">Introduction</span></p>
<p><span class="rvts30">Introduction</span></p>
<p><br></p>
<p>Lua is a scripting language. It is used in games like Farcry and World of Warcraft (and many other games and applications!). Even though you can find all kinds of tutorials online, let me help you with the basics.</p>
<p><br></p>
@ -60,7 +60,7 @@
<p>When you load the script, the emulator will sort of go into pause mode and hand controls over to Lua (you!). Hence you are responsible for frameadvancing the emulator.</p>
<p>IF YOU DO NOT CALL emu.frameadvance AT THE CYCLE OF THE MAIN LOOP YOU WILL FREEZE THE EMULATOR! There. You have been warned. Don't worry though, you'll make this mistake at least once. Just force-quit the application and try again :)</p>
<p><br></p>
<p><span class="rvts29">Syntax</span></p>
<p><span class="rvts30">Syntax</span></p>
<p><br></p>
<p>Now then. Just like any other language, Lua has a few quirks you should be aware of.</p>
<p><br></p>
@ -163,7 +163,7 @@
<p><br></p>
<p>For easy reference to the standard libraries look on the bottom half of this page: http://www.lua.org/manual/5.1/</p>
<p><br></p>
<p><span class="rvts29">Lua in FCEUX</span></p>
<p><span class="rvts30">Lua in FCEUX</span></p>
<p><br></p>
<p>Now then, let's get to the emulator specifics!</p>
<p><br></p>

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@ -43,53 +43,53 @@
<p><br></p>
<p>These chapters explain options under FCEUX's Config menu.</p>
<p><br></p>
<p><a class="rvts35" href="ToggleSwitchesHideMenuetc.html">Menu Items &amp; Sub-menus</a></p>
<p><a class="rvts36" href="ToggleSwitchesHideMenuetc.html">Menu Items &amp; Sub-menus</a></p>
<p><br></p>
<p>Explains the basic menu items and sub-menu items in the top of the menu.</p>
<p><br></p>
<p><a class="rvts35" href="GUI.html">GUI</a></p>
<p><a class="rvts36" href="GUI.html">GUI</a></p>
<p><br></p>
<p>Settings related to the FCEU emulator window.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts35" href="Directories.html">Directories</a></p>
<p><a class="rvts36" href="Directories.html">Directories</a></p>
<p><br></p>
<p>Sets Directory override assignments.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts35" href="Input.html">Input</a></p>
<p><a class="rvts36" href="Input.html">Input</a></p>
<p><br></p>
<p>Assigns keys/joypad buttons to emulated controllers.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts35" href="NetworkPlay.html">Network Play</a></p>
<p><a class="rvts36" href="NetworkPlay.html">Network Play</a></p>
<p><br></p>
<p>Various settings related to playing over the internet.</p>
<p><br></p>
<p><a class="rvts35" href="Palette.html">Palette</a></p>
<p><a class="rvts36" href="Palette.html">Palette</a></p>
<p><br></p>
<p>Palette options.</p>
<p><br></p>
<p><a class="rvts35" href="SoundOptions.html">Sound</a></p>
<p><a class="rvts36" href="SoundOptions.html">Sound</a></p>
<p><br></p>
<p>Sets sound configuration options.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts35" href="Timing.html">Timing</a></p>
<p><a class="rvts36" href="Timing.html">Timing</a></p>
<p><br></p>
<p>Settings related to emulation timing.</p>
<p><br></p>
<p><a class="rvts27" href="Video.html">Video</a></p>
<p><a class="rvts28" href="Video.html">Video</a></p>
<p><br></p>
<p>Sets video &amp; graphics configuration options.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts35" href="MovieOptions.html">Movie Options</a></p>
<p><a class="rvts36" href="MovieOptions.html">Movie Options</a></p>
<p><br></p>
<p>Sets options related to playing/recording movie files</p>
<p><br></p>
<p><br></p>
<p><a class="rvts35" href="MapHotkeys.html">Map Hotkeys</a></p>
<p><a class="rvts36" href="MapHotkeys.html">Map Hotkeys</a></p>
<p><br></p>
<p>Sets Hotkey assignments.</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Full featured Help generator</a></p>

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@ -51,7 +51,7 @@
<p><br></p>
<p><span class="rvts16">Emulator background Color when Graphics Background is disabled</span></p>
<p><br></p>
<p><span class="rvts33">gNoBGFillColor</span></p>
<p><span class="rvts34">gNoBGFillColor</span></p>
<p><span class="rvts22"><br></span></p>
<p><span class="rvts22">When you disable the backgrounds (Config &gt; Display &gt; Graphics: GB), the default color is black. &nbsp;You can change that color by modifying this value. &nbsp;By default it is 255 (black).</span></p>
<p><span class="rvts22"><br></span></p>

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@ -42,38 +42,38 @@
<p><br></p>
<p>Guides for the specific tools and settings under FCEUX's Debug menu.</p>
<p><br></p>
<p><a class="rvts45" href="Debugger.html">Debugger</a></p>
<p><a class="rvts46" href="Debugger.html">Debugger</a></p>
<p><br></p>
<p>A tool for looking at game instructions in assembly language. With experience,</p>
<p>one can use it to fix game patching errors, or find RAM and Game Genie codes.</p>
<p><br></p>
<p><a class="rvts45" href="PPUViewer.html">PPU Viewer</a></p>
<p><a class="rvts46" href="PPUViewer.html">PPU Viewer</a></p>
<p><br></p>
<p>A tool that displays the current PPU contents and related information. The PPU</p>
<p>viewer allows you to view the graphic squares that make up what's displayed.</p>
<p><br></p>
<p><a class="rvts45" href="NameTableViewer.html">Name Table Viewer</a></p>
<p><a class="rvts46" href="NameTableViewer.html">Name Table Viewer</a></p>
<p><br></p>
<p>A tool for displaying the current Name Table contents. Helps to isolate PPU</p>
<p>and tile information, which allows the debugger to be used to check PPU coding.</p>
<p><br></p>
<p><a class="rvts45" href="HexEditor.html">Hex Editor</a></p>
<p><a class="rvts46" href="HexEditor.html">Hex Editor</a></p>
<p><br></p>
<p>A tool for displaying a game's RAM contents and for memory poking. Also allows</p>
<p>for reading in the raw PPU data, copy/paste-ing RAM, and visually debugging RAM.</p>
<p><br></p>
<p><a class="rvts45" href="TraceLogger.html">Trace Logger</a></p>
<p><a class="rvts46" href="TraceLogger.html">Trace Logger</a></p>
<p><br></p>
<p>Captures assembly code instructions and outputs them to a file or the window. Very</p>
<p>useful for modifying code, finding crash addresses, fixing transferred routines, and</p>
<p>for comparing routine function between a game and a persistently buggy NSF.</p>
<p><br></p>
<p><a class="rvts45" href="CodeDataLogger.html">Code/Data Logger</a></p>
<p><a class="rvts46" href="CodeDataLogger.html">Code/Data Logger</a></p>
<p><br></p>
<p>Allows you to extract the data used by a game. Make patch demos, find data</p>
<p>loaded by a game around a certain point, or just map out a single routine run.</p>
<p><br></p>
<p><a class="rvts27" href="GameGenieEncoderDecoder.html">Game Genie Encoder/Decoder</a></p>
<p><a class="rvts28" href="GameGenieEncoderDecoder.html">Game Genie Encoder/Decoder</a></p>
<p><br></p>
<p>Allows you to add Game Genie codes to the Cheats menu, decode existing</p>
<p>ones to their component information, and (re)create a code with desired values.</p>

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@ -42,27 +42,27 @@
<p><br></p>
<p>Information regarding various concepts such as TAS, ROM Hacking, RAM Mapping.</p>
<p><br></p>
<p><a class="rvts61" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
<p><a class="rvts62" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
<p><br></p>
<p>A guide to common problems people experience, and what to do about them.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts61" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
<p><a class="rvts62" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
<p><br></p>
<p>Information regarding Tool Assisted Speedruns and the TAS community.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts61" href="ROMHacking.html">ROM Hacking</a></p>
<p><a class="rvts62" href="ROMHacking.html">ROM Hacking</a></p>
<p><br></p>
<p>Information regarding making ROM Hacks and the ROM Hacking community.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts61" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
<p><a class="rvts62" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
<p><br></p>
<p>A guide to the layout of NES RAM, and how to interpret its contents.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts27" href="DebuggerUsageIntermediate.html">Debugger Usage Guide (Intermediate)</a></p>
<p><a class="rvts28" href="DebuggerUsageIntermediate.html">Debugger Usage Guide (Intermediate)</a></p>
<p><br></p>
<p>This is a guide that explains some of the debugging features in terms that someone</p>
<p>with previous experience with assembly can understand, and delves into the most</p>

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@ -42,27 +42,27 @@
<p><br></p>
<p>Guides for general uses of FCEUX.</p>
<p><br></p>
<p><a class="rvts28" href="Gettingstarted.html">Getting Started</a></p>
<p><a class="rvts29" href="Gettingstarted.html">Getting Started</a></p>
<p><br></p>
<p>A guide for loading games, setting up controls, etc.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts27" href="CommandLineOptions.html">Command Line Options</a></p>
<p><a class="rvts28" href="CommandLineOptions.html">Command Line Options</a></p>
<p><br></p>
<p>FCEUX as an extensive set of options for running from command line (or .bat file). &nbsp;This guide explains all command options available.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts28" href="FamicomDiskSytem.html">Famicom Disk System</a></p>
<p><a class="rvts29" href="FamicomDiskSytem.html">Famicom Disk System</a></p>
<p><br></p>
<p>A guide for playing Famicom (.fds) games.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts28" href="MovieRecording.html">Movie Recording</a></p>
<p><a class="rvts29" href="MovieRecording.html">Movie Recording</a></p>
<p><br></p>
<p>A guide for playing and recording movie input files (.fm2).</p>
<p><br></p>
<p><br></p>
<p><a class="rvts28" href="AVICapturing.html">AVI Capturing</a></p>
<p><a class="rvts29" href="AVICapturing.html">AVI Capturing</a></p>
<p><br></p>
<p>A guide for capturing a game/movie file into an AVI file.</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/iphone-website-generation">Free iPhone documentation generator</a></p>

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@ -44,7 +44,7 @@
<p><span class="rvts17">Getting Started</span></p>
<p><br></p>
<p><span class="rvts29">Playing Games</span></p>
<p><span class="rvts30">Playing Games</span></p>
<p><br></p>
<p>The most basic function of FCEUX is to play Nintendo Entertainment System (NES) and Famicom Disk System (FDS) games.</p>
<p><br></p>

View File

@ -57,13 +57,13 @@
<p><br></p>
<p>The Hex Editor lets you edit three major areas:</p>
<p><br></p>
<p><span class="rvts39">1. NES MEMORY</span></p>
<p><span class="rvts40">1. NES MEMORY</span></p>
<p>This allows you to directly edit all of the NES address space ($0000-$FFFF). While you can easily modify RAM, or write directly to registers by typing in data, you cannot modify ROM data ($8000-$FFFF) itself. &nbsp;This is because most mappers have registers which are located in this space; so writing there can trigger mapper operations that may cause the game to crash or glitch if you don't know what you're doing. &nbsp;If you want to edit the ROM itself, right-click on the offset and select &nbsp;"Go here in ROM file"; that will take you directly to where you need to be so you can start editing. &nbsp;You can also freeze RAM by clicking on it with the middle mouse button, or by using the right-click menu. This works by adding it directly to the Cheat List, which you can see from the Cheat Console. &nbsp;Finally, the right-click menu can be used to quickly add a read or write breakpoint to the debugger.</p>
<p><br></p>
<p><span class="rvts39">2. PPU MEMORY</span></p>
<p><span class="rvts40">2. PPU MEMORY</span></p>
<p>This allows you to directly view and write to PPU memory (VRAM).</p>
<p><br></p>
<p><span class="rvts39">3. THE ROM FILE</span></p>
<p><span class="rvts40">3. THE ROM FILE</span></p>
<p>This is possibly the coolest part of FCEUXD: &nbsp;It allows you to edit the ROM file in real-time, i.e. while the game is running. If you make a mistake, press Ctrl+Z or Edit-&gt;Undo to undo your change (then load a save-state if the game crashed). &nbsp;If you have the Code/Data Logger running, then bytes that were logged as code will be colored yellow, while bytes logged as data will be colored blue. Bytes that have been logged as code *and* data will be colored green.</p>
<p><br></p>
<p>The Hex Editor also has support for table files (*.tbl) to map bytes to text. Each line consists of four characters of the form "xx=y", where "xx" is the hex value, and "y" is the character that that value represents. &nbsp;I have also added an extension to represent the Return key: &nbsp;xx=ret whereby pressing the Return key will enter that value into the ROM. &nbsp;You can copy/paste data or text by selecting it and using Ctrl+Z (to copy) and Ctrl+V (to paste). Plus, there is an Edit-&gt;Find feature that you can use to search for data. This feature should be fairly intuitive, so I won't bother to explain it.</p>

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@ -45,7 +45,7 @@
<p><span class="rvts17">Input Configuration</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Setting up controllers</span></p>
<p><span class="rvts30">Setting up controllers</span></p>
<p><br></p>
<p>On the pull down menus, you can select the device you want to be emulated on input ports 1 and 2 (game pad, zapper, pad, paddle). If you check the box labeled "Attach four-score(implies four gamepads)", you won't be able to select any of these options, because the four-score allowed someone to use 2 extra controllers.</p>
<p>The device currently being emulated on each port is listed above the drop down list; loading certain games will override your settings, but only temporarily.</p>
@ -74,17 +74,17 @@
<p><br></p>
<p>Checking this box will replace the Start button used by controller 2 with the microphone option found on the famicom. Pressing the Microphone button is like blowing or yelling into it on the console equipment. The Port 2 controller used for the Famicom included a microphone and a volume control in place of the Start and Select buttons. This option isn't automatically detected, so it has to be manually enabled by the user. Movie files may also enable and use this feature. Both Famicom Cartridges and Famicom Disks have made use of this feature, such as both the cartridge and disk version of Zelda 1, Hikari Shinwa, and Takeshi no Chosenjo. Games other than those listed here use this feature.</p>
<p><br></p>
<p><span class="rvts29">Input Presets</span></p>
<p><span class="rvts29"><br></span></p>
<p><span class="rvts30">Input Presets</span></p>
<p><span class="rvts30"><br></span></p>
<p>This feature allow you to set the current input configuration to one of three presets. &nbsp;This gives you the option to quickly change from one input configuration to another (such as toggling between 1 or 2 controllers and/or toggling from controller 2 being bound to controller 1 or having its own controls).</p>
<p><br></p>
<p>To assign the current input configuration to a preset press the down arrow next to one of the presets. &nbsp;To assign the preset as the current input configuration press the up arrow or use the hotkey assigned to that specific preset. &nbsp;Preset hotkeys can be assigned in the <a class="rvts18" href="MapHotkeys.html">Map Hotkeys</a> menu.</p>
<p><br></p>
<p><span class="rvts29">Disable left+right/up+down</span></p>
<p><span class="rvts30">Disable left+right/up+down</span></p>
<p><br></p>
<p>By default FCEUX allows you to press both the left and right controls at the same time (or up and down). &nbsp;To disable this feature uncheck the checkbox on the left. </p>
<p><br></p>
<p><span class="rvts29">Auto-Hold</span></p>
<p><span class="rvts30">Auto-Hold</span></p>
<p><br></p>
<p>Clicking the auto hold button will allow you to assign a hotkey to the auto-hold feature. &nbsp;</p>
<p>Clicking the clear button will allow you to assign a hotkey to the clear auto-holds feature.</p>

File diff suppressed because it is too large Load Diff

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@ -42,19 +42,19 @@
</div>
<div id="topic_content">
<p><span class="rvts48">Using Lua scripting</span></p>
<p><span class="rvts39"><br></span></p>
<p><span class="rvts49">Using Lua scripting</span></p>
<p><span class="rvts40"><br></span></p>
<p>Lua is built into FCEUX as of 2.1.2, and luapack DLL files are no longer needed in this and later versions.</p>
<p><br></p>
<p>To run lua scripts in older versions of FCEUX, you will need the lua pack which can be found <a class="rvts18" href="http://fceux.com/luapack">here</a>. The .dll files must be unzipped in the same folder as fceux.exe.</p>
<p><span class="rvts48"><br></span></p>
<p><span class="rvts48">Core Lua Documentation</span></p>
<p><span class="rvts39"><br></span></p>
<p><span class="rvts49"><br></span></p>
<p><span class="rvts49">Core Lua Documentation</span></p>
<p><span class="rvts40"><br></span></p>
<p>If you have never programmed, you will probably want to start by learning the basic of Lua, which is too broad for the scope of this help file. &nbsp;Try searching on the Internet for "Lua tutorial". &nbsp;As of this writing, it's official homepage is <a class="rvts18" href="http://www.lua.org/">http://www.lua.org/</a></p>
<p><br></p>
<p>If you are familiar with any programming language you will probably not have too much difficulty adjusting to the syntax and structure of Lua. &nbsp;You will probably also find useful information on the Internet.</p>
<p><span class="rvts48"><br></span></p>
<p><span class="rvts48">GUI Frontend</span></p>
<p><span class="rvts49"><br></span></p>
<p><span class="rvts49">GUI Frontend</span></p>
<p><br></p>
<p>To use a Lua script, you need to create one in a text editor. &nbsp;The name of the file created should end in .lua to indicate that it is a Lua script.</p>
<p><br></p>
@ -62,7 +62,7 @@
<p><br></p>
<p>To end a Lua script, choose "Stop Lua Script" ***from where***.</p>
<p><br></p>
<p><span class="rvts48">FCEUX Lua Basics</span></p>
<p><span class="rvts49">FCEUX Lua Basics</span></p>
<p><br></p>
<p>Your script will be constructed according to the rules of Lua, but you will use FCEUX-specific functions to interact with the emulator. &nbsp;For example, one of the most often-used functions is emu.frameadvance() which will tell the emulator to advance exactly one frame, which is the basic unit of time on an NES.</p>
<p><br></p>

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@ -47,19 +47,19 @@
<p>A bit of previous programming knowledge will be useful in taking advantage of this feature, but it is certainly not a requirement. &nbsp;Lua is specifically written with the intention of being easier than most languages for anyone to understand and use.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts47" href="LuaGettingStarted.html">Getting Started</a></p>
<p><a class="rvts48" href="LuaGettingStarted.html">Getting Started</a></p>
<p><br></p>
<p>The basics of Lua scripting, its implementation into FCEUX, and how to get started using Lua.</p>
<p><br></p>
<p><a class="rvts47" href="Commands.html">Using Lua</a></p>
<p><a class="rvts48" href="Commands.html">Using Lua</a></p>
<p><br></p>
<p>How to use Lua and basic syntax/commands that are useable under FCEUX.</p>
<p><br></p>
<p><a class="rvts47" href="LuaFunctionsList.html">Lua Functions List</a></p>
<p><a class="rvts48" href="LuaFunctionsList.html">Lua Functions List</a></p>
<p><br></p>
<p>A list of Lua functions available in FCEUX and a brief description of each.</p>
<p><br></p>
<p><a class="rvts47" href="LuaBot.html">Lua Bot</a></p>
<p><a class="rvts48" href="LuaBot.html">Lua Bot</a></p>
<p><br></p>
<p>How to use Luau's version of Basic bot.</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/iphone-website-generation">Free iPhone documentation generator</a></p>

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@ -54,7 +54,7 @@
<p>To display a ram value, simply type its address into one of the address fields. &nbsp;The name field allows you to put a brief description of the value. &nbsp; </p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Prefixes</span></p>
<p><span class="rvts30">Prefixes</span></p>
<p><br></p>
<p>You must put in the hexi-decimal value of the address, &nbsp;but the value will be displayed will be decimal by default.</p>
<p><br></p>
@ -65,20 +65,20 @@
<p>Use a prefix of "X" to watch a 2 byte value in hex.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Saving/Loading Watch files</span></p>
<p><span class="rvts30">Saving/Loading Watch files</span></p>
<p><br></p>
<p>You can save your addresses into watch files, as well as loading previous files using the standard save,load,new options in the File menu.</p>
<p><br></p>
<p>FCEUX uses the /memw folder by default but you can specify a new default folder in the <a class="rvts18" href="Directories.html">Directory Override</a> menu.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Options Menu</span></p>
<p><span class="rvts30">Options Menu</span></p>
<p><br></p>
<p>If you select <span class="rvts39">Load on Start up</span>, Memory watch will load up automatically when FCEU is started. </p>
<p>If you select <span class="rvts40">Load on Start up</span>, Memory watch will load up automatically when FCEU is started. </p>
<p><br></p>
<p>If you select <span class="rvts39">Load Last File on Start up</span>, the most recent file in the Recent folder will be loaded when memory watch is loaded.</p>
<p>If you select <span class="rvts40">Load Last File on Start up</span>, the most recent file in the Recent folder will be loaded when memory watch is loaded.</p>
<p><br></p>
<p>If you select <span class="rvts39">Collapse to 1 Column </span>(or press the right arrow button on the bottom left of the dialog), the memory watch dialog is reduced to just 1 column.</p>
<p>If you select <span class="rvts40">Collapse to 1 Column </span>(or press the right arrow button on the bottom left of the dialog), the memory watch dialog is reduced to just 1 column.</p>
<p><br></p>
<p><span class="rvts16">Frozen Memory Addresses</span></p>
<p><br></p>
@ -98,7 +98,7 @@
<p>Reset will reset the count to 0.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts44">Usage Example:</span></p>
<p><span class="rvts45">Usage Example:</span></p>
<p><br></p>
<p>As an example of the memory change monitoring, Let's say we are recording a movie of the game Super C and want to keep track of when the game lags.</p>
<p>The ram address 001C functions as a "lag flag". &nbsp;It will remain 0, then change to a positive value on a frame that the game lags.</p>

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@ -46,11 +46,11 @@
<p><br></p>
<p>The Following documentation deals with the specific technical information regarding the format of movie &amp; savestate files.</p>
<p><br></p>
<p><a class="rvts27" href="fm2.html">.fm2</a> - FCEUX Movie file format</p>
<p><a class="rvts28" href="fm2.html">.fm2</a> - FCEUX Movie file format</p>
<p><br></p>
<p><a class="rvts27" href="fcm.html">.fcm</a> - Movie file format from previous FCEU versions (compatible with FCEUX via <a class="rvts18" href="Covertfcm.html">Convert FCM</a>)</p>
<p><a class="rvts28" href="fcm.html">.fcm</a> - Movie file format from previous FCEU versions (compatible with FCEUX via <a class="rvts18" href="Covertfcm.html">Convert FCM</a>)</p>
<p><br></p>
<p><a class="rvts27" href="fcs.html">.fcs</a> - Savestate file format</p>
<p><a class="rvts28" href="fcs.html">.fcs</a> - Savestate file format</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/help-authoring-tool">Easy to use tool to create HTML Help files and Help web sites</a></p>
</div>

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@ -63,7 +63,7 @@
<p>Emulates the inserting of a coin in an arcade-style game.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts34">Emulation Speed Sub Menu</span></p>
<p><span class="rvts35">Emulation Speed Sub Menu</span></p>
<p><br></p>
<p><span class="rvts16">Speed Up</span></p>
<p>Speeds up emulation (emulation speed ranges from 1% to 6400%)</p>

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@ -50,16 +50,16 @@
<p><br></p>
<p><span class="rvts12">Contents</span></p>
<p><br></p>
<p><span class="rvts43">Memory Map</span></p>
<p><span class="rvts44">Memory Map</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Gives a diagram of the 2A03 CPU memory map .</p>
<p><br></p>
<p><span class="rvts43">2C02 PPU memory map</span></p>
<p><span class="rvts44">2C02 PPU memory map</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Gives more detailed info about each section of the Memory map diagram</p>
<p><br></p>
<p><span class="rvts43">Game Ram Details</span></p>
<p><span class="rvts44">Game Ram Details</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;On board RAM Map ($000-$07FF) Map (gives specific info on the how NES games typically layout their ram values)</p>
<p><br></p>
<p><span class="rvts43">Online Resources</span></p>
<p><span class="rvts44">Online Resources</span></p>
<p><a class="rvts18" href="http://en.wikibooks.org/wiki/NES_Programming">NES Programming - Wikipedia</a></p>
<p><a class="rvts18" href="http://everything2.com/e2node/NES%2520memory%2520map">NES Memory Map</a></p>
<p><br></p>
@ -70,7 +70,7 @@
<p>2A03 CPU is a 6502-compatible CPU without the decimal mode (CLD and SED do nothing). It has an on-die sound generator, very limited DMA capability, and an input device controller that can be accessed through the 2A03 registers.</p>
<p><br></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p>
<p><span class="rvts37">6502 CPU Memory Map &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p><span class="rvts38">6502 CPU Memory Map &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p>Address Range &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Size in bytes &nbsp; &nbsp; &nbsp; &nbsp;Notes (Page size = 256bytes)</p>
<p><span class="rvts15">(Hexadecimal)</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p><br></p>
@ -157,7 +157,7 @@
<p><br></p>
<p>Most games use the basic on board ram. &nbsp;The address range of this ram is $0000-$07FF. &nbsp;This translates to 2048 possible ram values.</p>
<p><br></p>
<p><span class="rvts43">Pages</span></p>
<p><span class="rvts44">Pages</span></p>
<p><br></p>
<p>This ram is broken down into 8 pages. &nbsp;A "page" is a block of 256 ram values.</p>
<p><br></p>
@ -175,26 +175,26 @@
<p><br></p>
<p>There are always the following blocks:</p>
<p><br></p>
<p><span class="rvts39">Sprite Data</span><span class="rvts39"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts39"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 2</p>
<p><span class="rvts40">Sprite Data</span><span class="rvts40"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts40"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 2</p>
<p><br></p>
<p>I've yet to see map a game that does not use this block solely for sprite data. &nbsp;It will contain the "ID" numbers for all the items currently on the screen. &nbsp;Simply put, this data is precisely the data you see on the screen. &nbsp;For making TAS movies this is not useful data. &nbsp;If you are using cheat search and have narrowed it down your search to a few values, you can immediately discard any $02xx values.</p>
<p><br></p>
<p>In games with a lot of sprite data, I've seen blocks 1 &amp; 3 also reserved for sprite data.</p>
<p><br></p>
<p><span class="rvts39">Music &amp; Sound FX</span><span class="rvts39"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 1 or 7, generally</p>
<p><span class="rvts40">Music &amp; Sound FX</span><span class="rvts40"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 1 or 7, generally</p>
<p><br></p>
<p>This one has more deviation, but almost all games reserve an entire block for memory allocated to the game's Music and Sound FX. &nbsp;Again, for TAS purposes these values are not *useful. By finding even 1 of these values, you can eliminate that block from your search possibilities. &nbsp; Finding which block is reserved for music is often quite simple with the <a class="rvts18" href="HexEditor.html">Hex editor</a>. &nbsp;Watching the ram values with the game playing, you can see which addresses "move to the beat". &nbsp;</p>
<p><br></p>
<p>*Actually they can come in handy for "dancing to the beat"</p>
<p><br></p>
<p><span class="rvts39">Player &amp; Enemy Stats</span> &nbsp; &nbsp; &nbsp; &nbsp;Blocks 1,3,4,5 generally (any or all of these)</p>
<p><span class="rvts40">Player &amp; Enemy Stats</span> &nbsp; &nbsp; &nbsp; &nbsp;Blocks 1,3,4,5 generally (any or all of these)</p>
<p><br></p>
<p>This is your "sweet spot" for movie making, as often you will be wanting to track the players speed or coordinates, enemy energy, or enemy coordinates.</p>
<p><br></p>
<p>These values rarely (if at all) reside outside blocks 1, 3, 4, or 5. &nbsp;This knowledge already reduces your search possibilities in half!</p>
<p><br></p>
<p><span class="rvts43">Rows </span></p>
<p><span class="rvts43"><br></span></p>
<p><span class="rvts44">Rows </span></p>
<p><span class="rvts44"><br></span></p>
<p>Each block is broken down into 16 "rows" of addresses. &nbsp;For example, in block 3, the first row is $030x ($0300-$030F).</p>
<p><br></p>
<p>Each row of 16* will contain similar data. &nbsp;For instance all x coordinates will generally be in the same row. &nbsp;So xxx0 might be the main characters x position. &nbsp;xxxx1 would be "enemy 1" (1st enemy loaded onto the screen), and so on.</p>
@ -203,7 +203,7 @@
<p><br></p>
<p>*Super Mario Bros. 2 (U) is a rare example that uses rows of 10</p>
<p><br></p>
<p><span class="rvts43">Columns</span></p>
<p><span class="rvts44">Columns</span></p>
<p><br></p>
<p>A column would be all the values of a block that share the same last digit. &nbsp;So a column would be 16 addresses such as $0300, $0310, $0320, etc.</p>
<p><br></p>
@ -213,28 +213,28 @@
<p><br></p>
<p>If the next row ($031x) is x positions. &nbsp;$0310 would be the player's x position. &nbsp;The remaining positions of that row would correspond to the other player/enemy x positions in line with the hp values of the previous row.</p>
<p><br></p>
<p><span class="rvts43">Example</span></p>
<p><span class="rvts44">Example</span></p>
<p><br></p>
<p>These distinctions are easier to see in a visual example. &nbsp;This is the enemy/player stats as they are mapped in the game <span class="rvts31">Teenage Mutant Ninja Turtles</span>.</p>
<p>These distinctions are easier to see in a visual example. &nbsp;This is the enemy/player stats as they are mapped in the game <span class="rvts32">Teenage Mutant Ninja Turtles</span>.</p>
<p><br></p>
<p><span class="rvts39">Block 4</span></p>
<p><span class="rvts62"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts62"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts62"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;P &nbsp;W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X &nbsp;X &nbsp;X &nbsp;X &nbsp;</span></p>
<p><span class="rvts30">Sprite ID: &nbsp; &nbsp; &nbsp; &nbsp;040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">ID counter: &nbsp; &nbsp; &nbsp; 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">Timer/sp change: &nbsp;042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">hit animation: &nbsp; &nbsp;043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">characteristics: &nbsp;044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">characteristics: &nbsp;045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">Y position: &nbsp; &nbsp; &nbsp; 046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">Y subpixel: &nbsp; &nbsp; &nbsp; 047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">X position: &nbsp; &nbsp; &nbsp; 048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">X subpixel: &nbsp; &nbsp; &nbsp; 049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">Y pix speed: &nbsp; &nbsp; &nbsp;04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">Y subpix speed: &nbsp; 04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">X pix speed: &nbsp; &nbsp; &nbsp;04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00</span></p>
<p><span class="rvts30">X subpix speed: &nbsp; 04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00</span></p>
<p><span class="rvts40">Block 4</span></p>
<p><span class="rvts63"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts63"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts63"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;P &nbsp;W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X &nbsp;X &nbsp;X &nbsp;X &nbsp;</span></p>
<p><span class="rvts31">Sprite ID: &nbsp; &nbsp; &nbsp; &nbsp;040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">ID counter: &nbsp; &nbsp; &nbsp; 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">Timer/sp change: &nbsp;042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">hit animation: &nbsp; &nbsp;043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">characteristics: &nbsp;044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">characteristics: &nbsp;045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">Y position: &nbsp; &nbsp; &nbsp; 046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">Y subpixel: &nbsp; &nbsp; &nbsp; 047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">X position: &nbsp; &nbsp; &nbsp; 048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">X subpixel: &nbsp; &nbsp; &nbsp; 049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">Y pix speed: &nbsp; &nbsp; &nbsp;04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">Y subpix speed: &nbsp; 04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">X pix speed: &nbsp; &nbsp; &nbsp;04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00</span></p>
<p><span class="rvts31">X subpix speed: &nbsp; 04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00</span></p>
<p><br></p>
<p>P = current turtle (player)</p>
<p>W = weapon (up to 3 on the screen at one time)</p>

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@ -245,18 +245,18 @@
<p>************************</p>
<p> This section will describe the internal components making up each individual channel. Each component will then be described in full detail.</p>
<p><br></p>
<p><span class="rvts58">Device</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> Triangle Noise &nbsp;Square</span></p>
<p><span class="rvts58">------</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> -------- ------ ------</span></p>
<p><span class="rvts58">triangle step generator</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X</span></p>
<p><span class="rvts58">linear counter</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X</span></p>
<p><span class="rvts58">programmable timer</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">length counter</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">4-bit DAC</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">volume/envelope decay unit</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">sweep unit</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp;X</span></p>
<p><span class="rvts58">duty cycle generator</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp;X</span></p>
<p><span class="rvts58">wavelength converter</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> X</span></p>
<p><span class="rvts58">random number generator</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> X</span></p>
<p><span class="rvts59">Device</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> Triangle Noise &nbsp;Square</span></p>
<p><span class="rvts59">------</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> -------- ------ ------</span></p>
<p><span class="rvts59">triangle step generator</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59">X</span></p>
<p><span class="rvts59">linear counter</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59">X</span></p>
<p><span class="rvts59">programmable timer</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts59">length counter</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts59">4-bit DAC</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts59">volume/envelope decay unit</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts59">sweep unit</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp;X</span></p>
<p><span class="rvts59">duty cycle generator</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp;X</span></p>
<p><span class="rvts59">wavelength converter</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> X</span></p>
<p><span class="rvts59">random number generator</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts59"> X</span></p>
<p><br></p>
<p><br></p>
<p>+-------------------------+</p>

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@ -42,7 +42,7 @@
</div>
<div id="topic_content">
<p><span class="rvts29">NES Music Format Spec</span></p>
<p><span class="rvts30">NES Music Format Spec</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;---------------------</p>
<p><br></p>
<p><br></p>

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@ -42,7 +42,7 @@
</div>
<div id="topic_content">
<p><span class="rvts36">Name Table Viewer</span></p>
<p><span class="rvts37">Name Table Viewer</span></p>
<p><br></p>
<p><span class="rvts12">Introduction</span></p>
<p><br></p>

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@ -46,14 +46,14 @@
<p><br></p>
<p><span class="rvts17">Overview of Included Scripts</span></p>
<p><br></p>
<p>Many users of FCEUX do not investigate the <span class="rvts39">luaScripts</span> folder, or, for that matter, ignore lua scripting altogether. The purpose of this text is to let users know that knowing how to <span class="rvts31">create</span> lua scripts is not a requirement in <span class="rvts31">using</span> them. Indeed, there are several scripts that, if you just load them, will explain themselves enough that you don't need to know how to program at all in order to use them. Besides, they shouldn't need to be re-programmed anyway if you are to use them, for if they needed programming experience just to be used, their existence is largely defeated by that very fact!</p>
<p>Many users of FCEUX do not investigate the <span class="rvts40">luaScripts</span> folder, or, for that matter, ignore lua scripting altogether. The purpose of this text is to let users know that knowing how to <span class="rvts32">create</span> lua scripts is not a requirement in <span class="rvts32">using</span> them. Indeed, there are several scripts that, if you just load them, will explain themselves enough that you don't need to know how to program at all in order to use them. Besides, they shouldn't need to be re-programmed anyway if you are to use them, for if they needed programming experience just to be used, their existence is largely defeated by that very fact!</p>
<p><br></p>
<p>FCEUX itself is a program that you load. Our amazing programmers did all the work already so you don't need to program up your own FCEUX to run it, do you? The same can be said of these scripts.</p>
<p><br></p>
<p>So, open the <span class="rvts39">luaScripts</span> folder and actually take the time to look at some of these scripts. You may use a text-editing program to open these if you so wish.</p>
<p>So, open the <span class="rvts40">luaScripts</span> folder and actually take the time to look at some of these scripts. You may use a text-editing program to open these if you so wish.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts37">General Purpose scripts:</span></p>
<p><span class="rvts38">General Purpose scripts:</span></p>
<p>These may be used with any game freely. Else, the "General" part of General Purpose doesn't apply.</p>
<p><br></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
@ -63,7 +63,7 @@
</ul>
<p><br></p>
<p><br></p>
<p><span class="rvts37">Game Specific scripts:</span></p>
<p><span class="rvts38">Game Specific scripts:</span></p>
<p>These scripts are built specifically for certain games. Attempting to run them while you've loaded another ROM will likely cause undesired results. The meaning of "undesired results" in this case are things like crashing the game, causing it to glitch in other ways, or having nonsense numbers and pixels show up.</p>
<p><br></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
@ -92,7 +92,7 @@
<p><br></p>
<p><br></p>
<p><br></p>
<p><span class="rvts37">Auxiliary Functions scripts:</span></p>
<p><span class="rvts38">Auxiliary Functions scripts:</span></p>
<p>These scripts exist to make the life of programmers easier. As such, if you don't program, you may skip over these scripts. These should not be run by themselves, for they themselves probably don't have any programming to do any work usefully. It's like giving yourself a clip of bullets with no gun to use.</p>
<p><br></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">

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@ -77,7 +77,7 @@
<p>Restores the color palette to its default settings.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">NTSC Color Emulation</span></p>
<p><span class="rvts30">NTSC Color Emulation</span></p>
<p><br></p>
<p>If enabled, FCEUX will simulate actual NTSC signal processing. &nbsp;The result should be the actual colors you would see if outputting to an actual NTSC television.</p>
<p><br></p>

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@ -51,7 +51,7 @@
<p><br></p>
<p>Documentation on this dialog can be found on TASVideos <a class="rvts18" href="http://tasvideos.org/EmulatorResources/RamSearch.html" target="_blank">here</a>.</p>
<p><br></p>
<p><span class="rvts43">Hotkeys</span></p>
<p><span class="rvts44">Hotkeys</span></p>
<p><br></p>
<p><a class="rvts18" href="MapHotkeys.html">Hotkeys</a> can be assigned to common search commands so they can be easily selected while in the main window.</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/help-authoring-tool">Free help authoring tool</a></p>

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@ -45,7 +45,7 @@
<p><span class="rvts17">TAS Editor</span></p>
<p><br></p>
<p><br></p>
<p>TAS Editor is an overhaul in very logic of creating TAS movies (see <a class="rvts18" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns</a>). &nbsp;It is a powerful new design that takes movie making from less of a "recording" concept to a "creating an input file" way of thinking.</p>
<p>TAS Editor is an overhaul in very logic of creating TAS movies (see <a class="rvts18" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns</a>). &nbsp;It is a powerful new design that takes movie making from a "recording" concept to a "creating an input file" way of thinking.</p>
<p><br></p>
<p>In 2.1.6 release TAS Editor was completely redesigned and rewritten, incorporating new experimental ideas.</p>
<p>Now it also has its own Manual.</p>

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@ -47,7 +47,7 @@
<p><span class="rvts10">(written by Ugly Joe, author of the Text Hooker tool)</span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts29">What is Text Hooker? </span></p>
<p><span class="rvts30">What is Text Hooker? </span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts10">Here's a premise for you. Suppose you've pirated a bunch of Japanese NES roms and you load one of them up at random. Cool music. Cool title screen. You go to start a game, put in ???? at the name entry screen, and get to the actual game. Well, big surprise here, it's an RPG. You soon realize that you have no idea what people are saying, what shops are selling, or what your battle options are. It can be fun to trial-and-error for a while, but you're ultimately stuck in the first town. Time to load up a new ROM.</span></p>
<p><span class="rvts10"><br></span></p>
@ -56,7 +56,7 @@
<p><span class="rvts10">This is why I made the Text Hooker. What it allows you to do is highlight text boxes in the game and copy the kana right to the clipboard. I no longer have to look up stuff, I can just copy from the emulator, paste into the website, and go from there. While developing it, I took it a bit further by adding a (shoddy) translator right into the app, and added features such as word substitutions (so you only have to look up the word once and then the app will know what it is as soon as you copy it). What you end up with is kind of like a translator's notebook. It keeps commonly used words in a dictionary and helps you get through a Japanese game without having too much knowledge of the Japanese language.</span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts29">What do I need to use to use it?</span></p>
<p><span class="rvts30">What do I need to use to use it?</span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts16">Some knowledge of the Japanese language</span></p>
<p><span class="rvts10">I really can't say how much you need to know, but I suppose the more you know the better. I could be wrong, but I think you need to know at least something about the language before you can start copy/pasting translations.</span></p>
@ -71,7 +71,7 @@
<p><span class="rvts10">Duh, you'll need a game to play. Find it yourself.</span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts29">How do I use the Text Hooker?</span></p>
<p><span class="rvts30">How do I use the Text Hooker?</span></p>
<p><span class="rvts10"><br></span></p>
<p><span class="rvts10">First of all, you need to make your table file. The text hooker doesn't use Thingy tables, but uses a modified Thingy table instead. So, make your standard Thingy table file, but save it with a .tht extension (instead of .tbl). What you need to add to the table are the dakuten and handakuten marks (tenten and maru). The byte for the dakuten mark needs to be set to tenten and the byte for the handakuten mark needs to be set to tenten. Like:</span></p>
<p><span class="rvts10"><br></span></p>

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@ -42,7 +42,7 @@
</div>
<div id="topic_content">
<p><span class="rvts36">Config Toggle Switches</span></p>
<p><span class="rvts37">Config Toggle Switches</span></p>
<p><br></p>
<p>Explains the various toggle switch commands in the top two groups of commands under the Config Menu.</p>
<p><br></p>
@ -67,13 +67,13 @@
<p>Toggles between NTSC (60fps) and PAL (50fps) frame rates. &nbsp;By default, FCEUX will detect the proper choice when loading a ROM and set the flag accordingly. &nbsp;</p>
<p><br></p>
<p><br></p>
<p><span class="rvts34">PPU </span><span class="rvts37">(Sub-menu)</span></p>
<p><span class="rvts35">PPU </span><span class="rvts38">(Sub-menu)</span></p>
<p><br></p>
<p><span class="rvts39">New PPU / Old PPU</span></p>
<p><span class="rvts40">New PPU / Old PPU</span></p>
<p>As of FCEUX 2.1.2, FCEUX has a new PPU core. &nbsp;The new PPU has improved accuracy and greater game compatibility than the previous PPU. &nbsp;However, some games may not work properly and there will be slight timing differences that would hurt movie compatibility. &nbsp;Therefore, FCEUX will still support the old PPU. &nbsp;Currently, Old PPU is the default setting.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts34">Enable </span><span class="rvts37">(Sub-menu)</span></p>
<p><span class="rvts35">Enable </span><span class="rvts38">(Sub-menu)</span></p>
<p><br></p>
<p><span class="rvts16">Run in Background</span></p>
<p><br></p>
@ -90,23 +90,23 @@
<p>Enables the Auto-save feature. &nbsp;If enabled, FCEUX will make periodic savestates (once per every 256 frames) as you play or record a movie. &nbsp;You can right-click and select the "load last auto-save" in the context menu or press "Load Last Auto-save" <a class="rvts18" href="MapHotkeys.html">hotkey</a> to back up to the last auto-save savestate.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Frame Adv. - Skip Lag</span></p>
<p><span class="rvts30">Frame Adv. - Skip Lag</span></p>
<p><br></p>
<p>This feature, if enabled, will cause the frame advance key (see <a class="rvts18" href="MovieRecording.html">movie recording</a>) to skip over lag frames. &nbsp;It does this by reading the lag counter (see <span class="rvts18">display</span>) and skipping past any frames where the input is not polled. &nbsp;</p>
<p><br></p>
<p>For instance, in a 30fps game (such as double dragon), frame advance will advance 2 frames instead of 1.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Backup Savestates</span></p>
<p><span class="rvts30">Backup Savestates</span></p>
<p><br></p>
<p>Enabled by default. &nbsp;This option allows for savestate &amp; loadstate Undo (&amp; redo).&nbsp;<span class="rvts40"> (see </span><a class="rvts41" href="ContextMenuItems.html">context menu</a><span class="rvts40">)</span></p>
<p>Enabled by default. &nbsp;This option allows for savestate &amp; loadstate Undo (&amp; redo).&nbsp;<span class="rvts41"> (see </span><a class="rvts42" href="ContextMenuItems.html">context menu</a><span class="rvts41">)</span></p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Compress Savestates</span></p>
<p><span class="rvts30">Compress Savestates</span></p>
<p><br></p>
<p>Enabled by default. &nbsp;This option compresses non movie savestates.</p>
<p><br></p>
<p><span class="rvts34">Display </span><span class="rvts37">(Sub-Menu)</span></p>
<p><span class="rvts35">Display </span><span class="rvts38">(Sub-Menu)</span></p>
<p><br></p>
<p><span class="rvts16">Input Display</span></p>
<p><br></p>
@ -152,12 +152,12 @@
<p><span class="rvts16">Graphics: OBJ</span></p>
<p>Turning this off will turn off the objects (sprites) in the game.</p>
<p><br></p>
<p>Note: You can set the default color when the Backgrounds are turned off. &nbsp;To do so, open fceux.cfg and change the value of the entry named: <span class="rvts38">gNoBGFillColor </span></p>
<p><span class="rvts38"><br></span></p>
<p><span class="rvts38"><br></span></p>
<p>Note: You can set the default color when the Backgrounds are turned off. &nbsp;To do so, open fceux.cfg and change the value of the entry named: <span class="rvts39">gNoBGFillColor </span></p>
<p><span class="rvts39"><br></span></p>
<p><span class="rvts39"><br></span></p>
<p><span class="rvts16">Save Config File</span></p>
<p><span class="rvts38"><br></span></p>
<p><span class="rvts38">Saves current settings to fceux.cfg. &nbsp;Normally settings are not saved until FCEUX is closed.</span></p>
<p><span class="rvts39"><br></span></p>
<p><span class="rvts39">Saves current settings to fceux.cfg. &nbsp;Normally settings are not saved until FCEUX is closed.</span></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/iphone-website-generation">Create iPhone web-based documentation</a></p>
</div>

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@ -43,41 +43,41 @@
<p>Guides for the specific tools and settings under FCEUX's Tools menu.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts42" href="CheatSearch.html">Cheat Search</a></p>
<p><a class="rvts43" href="CheatSearch.html">Cheat Search</a></p>
<p><br></p>
<p>A guide to using the cheat search tool.</p>
<p><br></p>
<p><a class="rvts42" href="MemoryWatch.html"><br></a></p>
<p><a class="rvts42" href="MemoryWatch.html">Memory Watch</a></p>
<p><a class="rvts43" href="MemoryWatch.html"><br></a></p>
<p><a class="rvts43" href="MemoryWatch.html">Memory Watch</a></p>
<p><br></p>
<p>A guide to using the Memory Watch tool.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts27">RAM Filter</span></p>
<p><span class="rvts28">RAM Filter</span></p>
<p><br></p>
<p>A guide to using the RAM filter tool.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts42" href="TASEditor.html">TAS Editor</a></p>
<p><a class="rvts43" href="TASEditor.html">TAS Editor</a></p>
<p><br></p>
<p>A new tool designed for making TAS movies.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts42" href="Covertfcm.html">Convert fcm</a></p>
<p><a class="rvts43" href="Covertfcm.html">Convert fcm</a></p>
<p><br></p>
<p>A tool that will convert .fcm movie files to the .fm2 file format.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts42" href="AutoFireConfigurations.html">Auto Fire settings</a></p>
<p><a class="rvts43" href="AutoFireConfigurations.html">Auto Fire settings</a></p>
<p><br></p>
<p>A guide for setting auto-fire, auto-fire offset, and alternate A and B options.</p>
<p><br></p>
<p><br></p>
<p><a class="rvts42" href="ExternalInput.html">Use External Input</a></p>
<p><a class="rvts43" href="ExternalInput.html">Use External Input</a></p>
<p><br></p>
<p>Explanation of Use External Input</p>
<p><br></p>
<p><a class="rvts42" href="TextHooker.html">Text Hooker</a></p>
<p><a class="rvts43" href="TextHooker.html">Text Hooker</a></p>
<p><br></p>
<p>A guide for using the text hooking tool.</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Free Web Help generator</a></p>

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@ -42,7 +42,7 @@
</div>
<div id="topic_content">
<p><span class="rvts46">Trace Logger</span></p>
<p><span class="rvts47">Trace Logger</span></p>
<p><br></p>
<p><span class="rvts16">Introduction</span></p>
<p><br></p>

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@ -46,54 +46,54 @@
<p><br></p>
<p>This section describes potential problems/question that could arise when using FCEUX.</p>
<p><br></p>
<p><span class="rvts43">Slow emulation / Sound crackle</span></p>
<p><span class="rvts44">Slow emulation / Sound crackle</span></p>
<p><br></p>
<p>FCEUX may not run well on slower CPU's. &nbsp;You can improve performance by setting sound to low quality in the<a class="rvts18" href="SoundOptions.html"> Sound Dialog</a>. &nbsp;In addition, for windowed mode try enabling hardware acceleration in the <a class="rvts18" href="Video.html">Video config</a> dialog may also help.</p>
<p><br></p>
<p><span class="rvts43">Slow savestates when recording movies</span></p>
<p><span class="rvts44">Slow savestates when recording movies</span></p>
<p><br></p>
<p>On slower computers, savestates can be slow with long movies. &nbsp;A small speedup can be done by disabling config &gt; enable &gt; Backup savestates.</p>
<p><br></p>
<p><span class="rvts43">"The colors in game X do not look right"</span></p>
<p><span class="rvts44">"The colors in game X do not look right"</span></p>
<p><br></p>
<p>FCEUX uses the color palette of the old FCEU / FCEUXD branches. &nbsp;However, FCEUX comes pre-packaged with several additional color palettes. &nbsp;For more information see <a class="rvts18" href="Palette.html">Palette config</a> and <a class="rvts18" href="PaletteOptions.html">Palette options</a>.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts43">"FCEUX won't open my ROM/File. &nbsp;It let's me select it in the Open File dialog then ignores my selection"</span></p>
<p><span class="rvts44">"FCEUX won't open my ROM/File. &nbsp;It let's me select it in the Open File dialog then ignores my selection"</span></p>
<p><br></p>
<p>It maybe be that the filename or pathname includes one or more on ASCII characters. &nbsp;Currently FCEUX does not support Unicode characters.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts43">"I converted a .fcm file to .fm2 but the .fm2 desyncs"</span></p>
<p><span class="rvts44">"I converted a .fcm file to .fm2 but the .fm2 desyncs"</span></p>
<p><br></p>
<p>Depending on what version of FCEU / Game your .fcm was made, there maybe a number of sync issues. &nbsp;These are listed in detail at <a class="rvts18" href="http://tasvideos.org/ConvertFCMtoFM2.html" target="_blank">http://tasvideos.org/ConvertFCMtoFM2.html</a>.</p>
<p><br></p>
<p>In addition, the .fm2 conversion tool has had some issues on certain operating systems including Vista and Mac.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts43">"When I attempt to load a Lua script I get an error / crash"</span></p>
<p><span class="rvts44">"When I attempt to load a Lua script I get an error / crash"</span></p>
<p><br></p>
<p>Double check you have the Lua .dll files that came packaged with FCEUX 2.1. &nbsp;They must be in the /dll folder from the root directory (where fceux.exe is stored).</p>
<p><br></p>
<p> </p>
<p><span class="rvts43">"Directdraw: Error creating secondary surface"</span></p>
<p><span class="rvts44">"Directdraw: Error creating secondary surface"</span></p>
<p><br></p>
<p>Currently this error will happen when attempting to do Full screen mode on Windows Vista. &nbsp;In addition, there has been one reported case of this happening on the 32-bit version of Windows XP. &nbsp;This is a known issue with FCEUX that has not yet been resolved.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts43">"Can't find FDS Bios image when I attempt to load a .fds game!"</span></p>
<p><span class="rvts44">"Can't find FDS Bios image when I attempt to load a .fds game!"</span></p>
<p><br></p>
<p>FCEUX requires the FDS Bios to be named disksys.rom. &nbsp;It must be located in the root directory (where fceux.exe is stored) or in the folder of the FDS Directory override (see <a class="rvts18" href="Directories.html">Directory overrides</a>).</p>
<p><br></p>
<p>In addition, there are some bad versions of disksys.rom. &nbsp;The one FDS requires is 8192 bytes.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts43">"How can I use Netplay / Where can I get FCEU Server?"</span></p>
<p><span class="rvts44">"How can I use Netplay / Where can I get FCEU Server?"</span></p>
<p><br></p>
<p>Currently FCEUX is not compatible with the FCEU-server code. &nbsp;This is a known issue and will be resolved in a future release.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts43">"I have a Game Genie rom, how can I use it with FCEUX?" </span></p>
<p><span class="rvts44">"I have a Game Genie rom, how can I use it with FCEUX?" </span></p>
<p><br></p>
<p>While FCEUX has a <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie code converter</a>, you can also use game genie codes with the game genie rom. &nbsp;It must be named gg.rom and be placed in the root directory (where fceux.exe is stored). &nbsp;You must also check NES &gt; Game Genie in the main menu.</p>
<p><br></p>

View File

@ -64,7 +64,7 @@
<p><span class="rvts10">Disable Hardware Acceleration</span></p>
<p>If full screen is causing problems, checking this might fix it.</p>
<p><br></p>
<p><span class="rvts29">Custom Video Mode</span></p>
<p><span class="rvts30">Custom Video Mode</span></p>
<p><br></p>
<p><span class="rvts10">Mode:</span></p>
<p>Sets the image size during full screen mode, if custom is selected under Full Screen Settings.</p>
@ -103,7 +103,7 @@
<p>This is checked by default. &nbsp;Slower computers my experience slow emulation and should uncheck this option. &nbsp;The video will be blurred somewhat with this option checked.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts29">Drawing Area</span></p>
<p><span class="rvts30">Drawing Area</span></p>
<p><br></p>
<p><span class="rvts10">First Line</span></p>
<p>Sets the first scan line for NTSC and PAL Modes. &nbsp;This should be left on the default of 8.</p>
@ -114,7 +114,7 @@
<p><span class="rvts10">Clip Left and Right Sides</span> (8 columns each)</p>
<p>If enabled, 8 pixels from each side of the windows will be removed. &nbsp;Who knows why you would want to!</p>
<p><br></p>
<p><span class="rvts29">Emulation</span></p>
<p><span class="rvts30">Emulation</span></p>
<p><br></p>
<p><span class="rvts10">Allow More than 8 sprites per scanline.</span></p>
<p>On real NES hardware, more than 8 sprites on the screen causes flickering. &nbsp;Enabling this can cause less flickering by allowing more sprites to be visible at once. &nbsp;If you prefer to say "true" to NES hardware, this should not be checked.</p>

View File

@ -96,9 +96,9 @@
<p><br></p>
<p><span class="rvts21">New Tools</span></p>
<p><br></p>
<p><a class="rvts27" href="TASEditor.html">TAS Edit</a> - a revolutionary new way of making TAS movies.</p>
<p><a class="rvts28" href="TASEditor.html">TAS Edit</a> - a revolutionary new way of making TAS movies.</p>
<p><br></p>
<p><a class="rvts27" href="Input.html">Input Presets</a> - a system for quickly toggling different input configurations.</p>
<p><a class="rvts28" href="Input.html">Input Presets</a> - a system for quickly toggling different input configurations.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts21">Tool Upgrades</span></p>

View File

@ -67,12 +67,12 @@
<li><span class="rvts22">Fixed newppu bug which prevented metroid from booting, CHR RAM was not getting initialized to anything</span></li>
<li><span class="rvts22">Newppu - fix bug in scroll reg logic causing mis-scrolls in p'radikus conflict</span></li>
<li><span class="rvts22">Datalatch mapper - fix bug where wramless games would be able to do something to unmapped host emulator memory</span></li>
<li><span class="rvts22">fixed mappers 242, 227, 115, 248, 12, 164</span></li>
</ul>
<p><span class="rvts24"><br></span></p>
<p><span class="rvts24">Movies</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Fixed old bug in "Play Movie From Beginning"</span></li>
<li><span class="rvts22">Straighten out binary format support for fm2/fm3</span></li>
<li><span class="rvts22">Added support for HUD recording in AVI dumping</span></li>
<li><span class="rvts22">Rerecord counter display</span></li>
<li><span class="rvts22">Config-&gt;Movie options-&gt;Always suggest Read-Only replay (for Replay dialog). No more accidental rewrites!</span></li>
@ -112,7 +112,7 @@
<li><span class="rvts22">Fixed crashes and bugs caused by 2.1.5 allowing hotkeys without ROM loaded</span></li>
<li><span class="rvts22">Fixed context menus to use rightclicks in context menus correctly</span></li>
<li><span class="rvts22">Reload hotkey now also supports removing invalid filenames in Recent ROMs</span></li>
<li><span class="rvts22">Replay dialog speedup</span></li>
<li><span class="rvts22">Replay dialog speedup, it doesn't search for movies in fceux root folder anymore</span></li>
</ul>
<p><span class="rvts24"><br></span></p>
<p><span class="rvts23">Debugger</span></p>
@ -128,6 +128,7 @@
<p><span class="rvts23">Ram Watch / Ram Search</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Updating list when emulator is paused (on Power or when resetting search)</span></li>
<li><span class="rvts22">Fixed loading Data Size and Data Type from a .wch, now corrupted .wch won't crash</span></li>
</ul>
<p><span class="rvts24"><br></span></p>
<p><span class="rvts23">TAS Editor</span></p>

View File

@ -136,13 +136,11 @@ a.rvts26, span.rvts26
text-decoration: underline;
}
a.rvts26:hover { color: #0000ff; }
a.rvts27, span.rvts27
span.rvts27
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
font-size: 8pt;
font-family: 'Courier New', 'Courier', monospace;
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a.rvts27:hover { color: #0000ff; }
a.rvts28, span.rvts28
{
font-size: 12pt;
@ -150,223 +148,230 @@ a.rvts28, span.rvts28
text-decoration: underline;
}
a.rvts28:hover { color: #0000ff; }
span.rvts29
a.rvts29, span.rvts29
{
font-size: 12pt;
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a.rvts29:hover { color: #0000ff; }
span.rvts30
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span.rvts30
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font-family: 'Lucida Console', 'Monaco', monospace;
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span.rvts31
span.rvts32
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font-style: italic;
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span.rvts32
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font-family: 'Times New Roman', 'Times', serif;
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span.rvts33
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font-size: 11pt;
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a.rvts35, span.rvts35
a.rvts36, span.rvts36
{
font-size: 12pt;
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a.rvts35:hover { color: #0000ff; }
span.rvts36
a.rvts36:hover { color: #0000ff; }
span.rvts37
{
font-size: 24pt;
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span.rvts38
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span.rvts39
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{
font-size: 9pt;
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a.rvts41, span.rvts41
{
font-size: 9pt;
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a.rvts41:hover { color: #0000ff; }
a.rvts42, span.rvts42
{
font-size: 12pt;
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a.rvts42:hover { color: #0000ff; }
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a.rvts43, span.rvts43
{
font-size: 12pt;
font-weight: bold;
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a.rvts43:hover { color: #0000ff; }
span.rvts44
{
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font-size: 12pt;
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a.rvts45, span.rvts45
a.rvts46, span.rvts46
{
font-size: 12pt;
color: #0000ff;
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a.rvts45:hover { color: #0000ff; }
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a.rvts46:hover { color: #0000ff; }
span.rvts47
{
font-size: 22pt;
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a.rvts47, span.rvts47
a.rvts48, span.rvts48
{
font-size: 12pt;
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a.rvts47:hover { color: #0000ff; }
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a.rvts48:hover { color: #0000ff; }
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font-size: 18pt;
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{
font-size: 12pt;
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{
font-size: 12pt;
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span.rvts52
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
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color: #000080;
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span.rvts53
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #333399;
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span.rvts54
{
font-size: 14pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
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{
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
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span.rvts55
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{
font-size: 16pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
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span.rvts56
{
font-size: 11pt;
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font-size: 11pt;
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font-family: 'Courier New', 'Courier', monospace;
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font-family: 'Courier New', 'Courier', monospace;
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span.rvts60
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
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a.rvts60, span.rvts60
a.rvts61, span.rvts61
{
font-family: 'Courier New', 'Courier', monospace;
color: #0000ff;
text-decoration: underline;
}
a.rvts60:hover { color: #0000ff; }
a.rvts61, span.rvts61
a.rvts61:hover { color: #0000ff; }
a.rvts62, span.rvts62
{
font-size: 12pt;
color: #0000ff;
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a.rvts61:hover { color: #0000ff; }
span.rvts62
a.rvts62:hover { color: #0000ff; }
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{
font-family: 'Lucida Console', 'Monaco', monospace;
text-decoration: underline;
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span.rvts63
span.rvts64
{
font-style: italic;
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View File

@ -62,7 +62,7 @@
<p>The header is always in ASCII plain text format. It consists of several key-value pairs.</p>
<p>The input log section can be identified by it starting with a | (pipe).</p>
<p>The input log section can be either in ASCII plain text format or in binary format.</p>
<p>The input log section terminates at EOF, unless the <span class="rvts39">length</span> key is specified in header.</p>
<p>The input log section terminates at EOF, unless the <span class="rvts40">length</span> key is specified in header.</p>
<p>Newlines may be \r\n or \n.</p>
<p><br></p>
<p><br></p>
@ -75,54 +75,54 @@
<p><br></p>
<p>Integer keys (also used for booleans, with a 1 for true and 0 for false) must have a value that can be stored as int32:</p>
<p><br></p>
<p> <span class="rvts39">- version</span> (required) - the version of the movie file format; for now it is always 3</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- emuVersion</span> (required) - the version of the emulator used to produce the movie</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- rerecordCount</span> (optional) - the rerecord count</p>
<p><span class="rvts66"><br></span></p>
<p> -<span class="rvts39"> palFlag</span> (bool) (optional) - true if the movie uses PAL timing</p>
<p><span class="rvts66"><br></span></p>
<p> -<span class="rvts39"> NewPPU</span> (bool) (optional) - true if the movie uses New PPU</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- FDS</span> (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- fourscore</span> (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- port0 </span>- indicates the type of input device attached to the port 0. Supported values are:</p>
<p> <span class="rvts40">- version</span> (required) - the version of the movie file format; for now it is always 3</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- emuVersion</span> (required) - the version of the emulator used to produce the movie</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- rerecordCount</span> (optional) - the rerecord count</p>
<p><span class="rvts67"><br></span></p>
<p> -<span class="rvts40"> palFlag</span> (bool) (optional) - true if the movie uses PAL timing</p>
<p><span class="rvts67"><br></span></p>
<p> -<span class="rvts40"> NewPPU</span> (bool) (optional) - true if the movie uses New PPU</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- FDS</span> (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- fourscore</span> (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- port0 </span>- indicates the type of input device attached to the port 0. Supported values are:</p>
<p> &nbsp; &nbsp; SI_NONE = 0</p>
<p> &nbsp; &nbsp; SI_GAMEPAD = 1</p>
<p> &nbsp; &nbsp; SI_ZAPPER = 2</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- port1</span> - indicates the type of input device attached to the port 1. Supported values are:</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- port1</span> - indicates the type of input device attached to the port 1. Supported values are:</p>
<p> &nbsp; &nbsp; SI_NONE = 0</p>
<p> &nbsp; &nbsp; SI_GAMEPAD = 1</p>
<p> &nbsp; &nbsp; SI_ZAPPER = 2</p>
<p><span class="rvts66"><br></span></p>
<p><span class="rvts39"> - port2</span> (required) - indicates the type of the FCExp port device which was attached. Supported values are:</p>
<p><span class="rvts67"><br></span></p>
<p><span class="rvts40"> - port2</span> (required) - indicates the type of the FCExp port device which was attached. Supported values are:</p>
<p> &nbsp; &nbsp; SIFC_NONE = 0</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- binary</span> (bool) (optional) - true if input log is stored in binary format</p>
<p><span class="rvts66"><br></span></p>
<p> <span class="rvts39">- length</span> (optional) - movie size (number of frames in the input log). If this key is specified and the number is &gt;= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in <span class="rvts64">fm3</span> format to allow storing extra data after the end of input log</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- binary</span> (bool) (optional) - true if input log is stored in binary format</p>
<p><span class="rvts67"><br></span></p>
<p> <span class="rvts40">- length</span> (optional) - movie size (number of frames in the input log). If this key is specified and the number is &gt;= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in <span class="rvts65">fm3</span> format to allow storing extra data after the end of input log</p>
<p><br></p>
<p><br></p>
<p>String keys have values that consist of the remainder of the key-value pair line. As a consequence, string values cannot contain newlines.</p>
<p><br></p>
<p><span class="rvts39"> - romFilename</span> (required) - the name of the file used to record the movie</p>
<p><span class="rvts66"><br></span></p>
<p><span class="rvts39"> - comment </span>(optional) - simply a memo</p>
<p><span class="rvts40"> - romFilename</span> (required) - the name of the file used to record the movie</p>
<p><span class="rvts67"><br></span></p>
<p><span class="rvts40"> - comment </span>(optional) - simply a memo</p>
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
<li>by convention, the first token in the comment value is the subject of the comment</li>
<li>by convention, subsequent comments with the same subject should have their ordering preserved and may be used to approximate multi-line comments</li>
<li>by convention, the author of the movie should be stored in comment(s) with a subject of: <span class="rvts39">author</span></li>
<li>by convention, the author of the movie should be stored in comment(s) with a subject of: <span class="rvts40">author</span></li>
</ul>
<p>Example:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>comment author adelikat</li>
</ul>
<p><span class="rvts66"><br></span></p>
<p><span class="rvts39"> - subtitle </span>(optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see <a class="rvts18" href="MovieOptions.html">Movie options</a>)</p>
<p><span class="rvts67"><br></span></p>
<p><span class="rvts40"> - subtitle </span>(optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see <a class="rvts18" href="MovieOptions.html">Movie options</a>)</p>
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
<li>by convention, subtitles begin with the word "subtitle"</li>
<li>by convention, an integer value following the word "subtitle" indicates the frame that the subtitle will be displayed</li>
@ -133,13 +133,13 @@
<li>subtitle 1000 Level Two</li>
</ul>
<p>At frame 1000 the words "Level Two" will be displayed on the screen</p>
<p><span class="rvts66"><br></span></p>
<p><span class="rvts39"> - guid </span>(required) - a unique identifier for a movie, generated when the movie is created, which is used when loading a savestate to make sure it belongs to the current movie</p>
<p><span class="rvts67"><br></span></p>
<p><span class="rvts40"> - guid </span>(required) - a unique identifier for a movie, generated when the movie is created, which is used when loading a savestate to make sure it belongs to the current movie</p>
<p>GUID keys have a value which is in the standard guide format: 452DE2C3-EF43-2FA9-77AC-0677FC51543B</p>
<p><span class="rvts69"><br></span></p>
<p><span class="rvts39"> - romChecksum </span>(required) - the MD5 hash of the ROM which was used to record the movie</p>
<p><span class="rvts66"><br></span></p>
<p><span class="rvts39"> - savestate </span>(optional) - a <a class="rvts18" href="fcs.html">fcs</a> savestate blob, in case a movie was recorded from savestate &nbsp;</p>
<p><span class="rvts70"><br></span></p>
<p><span class="rvts40"> - romChecksum </span>(required) - the MD5 hash of the ROM which was used to record the movie</p>
<p><span class="rvts67"><br></span></p>
<p><span class="rvts40"> - savestate </span>(optional) - a <a class="rvts18" href="fcs.html">fcs</a> savestate blob, in case a movie was recorded from savestate &nbsp;</p>
<p>Hex string keys (used for binary blobs) have a value that is like 0x0123456789ABCDEF...</p>
<p><br></p>
<p><br></p>
@ -148,13 +148,13 @@
<p>The input log section consists of movie records either in the form of text lines or in the form of binary data.</p>
<p><br></p>
<p><br></p>
<p><span class="rvts65">Text format (default format):</span></p>
<p><span class="rvts66">Text format (default format):</span></p>
<p><br></p>
<p>Every frame of the movie is represented by line of text beginning and ending with a | (pipe).</p>
<p>The fields in the line are as follows, except when fourscore is used.</p>
<p><span class="rvts70">|commands|port0|port1|port2|</span></p>
<p><span class="rvts71">|commands|port0|port1|port2|</span></p>
<p><br></p>
<p>Field <span class="rvts39">commands</span> is a variable length decimal integer which is interpreted as a bit field corresponding to miscellaneous input states which are valid at the start of the frame. Current values for this are:</p>
<p>Field <span class="rvts40">commands</span> is a variable length decimal integer which is interpreted as a bit field corresponding to miscellaneous input states which are valid at the start of the frame. Current values for this are:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>1 = Soft Reset</li>
<li>2 = Hard Reset (Power)</li>
@ -168,31 +168,31 @@
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>the field consists of eight characters which constitute a bit field</li>
<li>any character other than ' ' or '.' means that the button was pressed</li>
<li>by convention, the following mnemonics are used in a column to remind us of which button corresponds to which column: <span class="rvts39">RLDUTSBA</span> (Right, Left, Down, Up, sTart, Select, B, A)</li>
<li>by convention, the following mnemonics are used in a column to remind us of which button corresponds to which column: <span class="rvts40">RLDUTSBA</span> (Right, Left, Down, Up, sTart, Select, B, A)</li>
</ul>
<p><br></p>
<p>SI_ZAPPER:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts39">XXX YYY B Q Z</span></li>
<li><span class="rvts40">XXX YYY B Q Z</span></li>
</ul>
<p><span class="rvts39">XXX: </span>%03d, the x position of the mouse</p>
<p><span class="rvts39">YYY: </span>%03d, the y position of the mouse</p>
<p><span class="rvts39">B: </span>%1d, 1 if the mouse button is pressed; 0 if not</p>
<p><span class="rvts39">Q: </span>%1d, an internal value used by the emulator's zapper code</p>
<p><span class="rvts39">Z: </span>%d, a variable-length decimal integer; an internal value used by the emulator's zapper code</p>
<p><span class="rvts40">XXX: </span>%03d, the x position of the mouse</p>
<p><span class="rvts40">YYY: </span>%03d, the y position of the mouse</p>
<p><span class="rvts40">B: </span>%1d, 1 if the mouse button is pressed; 0 if not</p>
<p><span class="rvts40">Q: </span>%1d, an internal value used by the emulator's zapper code</p>
<p><span class="rvts40">Z: </span>%d, a variable-length decimal integer; an internal value used by the emulator's zapper code</p>
<p><br></p>
<p>SI_NONE:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>the field must be empty</li>
</ul>
<p><br></p>
<p>If a <span class="rvts39">fourscore</span> is used, then port0 and port1 are irrelevant and ignored.</p>
<p>If a <span class="rvts40">fourscore</span> is used, then port0 and port1 are irrelevant and ignored.</p>
<p>The input types must all be gamepads, and each input log record must be in the following format:</p>
<p><span class="rvts70">|commands|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|</span></p>
<p><span class="rvts71">|commands|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|</span></p>
<p>{commands, player1, player2, player3, player4, port2}</p>
<p><br></p>
<p><br></p>
<p><span class="rvts65">Binary format:</span></p>
<p><span class="rvts66">Binary format:</span></p>
<p><br></p>
<p>Input log section starts with a | (pipe).</p>
<p>Every frame of the movie is represented by a record of a fixed length which can be determined by the devices on port0 and port1.</p>
@ -228,12 +228,12 @@
<li>0 bytes added to the size of record</li>
</ul>
<p><br></p>
<p>If a <span class="rvts39">fourscore</span> is used, then port0 and port1 are irrelevant and ignored. 4 bytes are added to the size of record. The bits of the 1st byte represent the state of buttons of the 1st joypad (bit0 = A, bit1 = B, bit2 = Select, bit3 = sTart, bit4 = Up, bit5 = Down, bit6 = Left, bit7 = Right); bits of the 2nd byte represent the state of buttons of the 2nd joypad, and so on.</p>
<p>If a <span class="rvts40">fourscore</span> is used, then port0 and port1 are irrelevant and ignored. 4 bytes are added to the size of record. The bits of the 1st byte represent the state of buttons of the 1st joypad (bit0 = A, bit1 = B, bit2 = Select, bit3 = sTart, bit4 = Up, bit5 = Down, bit6 = Left, bit7 = Right); bits of the 2nd byte represent the state of buttons of the 2nd joypad, and so on.</p>
<p><br></p>
<p><br></p>
<hr style="height: 1px; color : #000000; background-color : #000000; border-width : 0px;">
<p><span class="rvts43">Notes:</span></p>
<p><span class="rvts43"><br></span></p>
<p><span class="rvts44">Notes:</span></p>
<p><span class="rvts44"><br></span></p>
<p>A. All movies start from power-on, unless a savestate key-value is present.</p>
<p><br></p>
<p>B. The emulator uses these framerate constants</p>

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