From 05a400ede667a9d8b6e4b72b979a0c9ff758472d Mon Sep 17 00:00:00 2001 From: ansstuff Date: Tue, 1 May 2012 21:05:35 +0000 Subject: [PATCH] * 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.]] --- help/6502CPU.html | 1738 +++++++++++----------- help/AutoFireConfigurations.html | 2 +- help/CheatSearch.html | 14 +- help/CommandLineOptions.html | 116 +- help/Commands.html | 6 +- help/Config.html | 22 +- help/CustomizingthroughtheConfigFil.html | 2 +- help/Debug.html | 14 +- help/FAQGuides.html | 10 +- help/General.html | 10 +- help/Gettingstarted.html | 2 +- help/HexEditor.html | 6 +- help/Input.html | 10 +- help/LuaFunctionsList.html | 1350 ++++++++--------- help/LuaGettingStarted.html | 16 +- help/LuaScripting.html | 8 +- help/MemoryWatch.html | 14 +- help/Movieformats.html | 6 +- help/NES.html | 2 +- help/NESRAMMappingFindingValues.html | 64 +- help/NESSound.html | 24 +- help/NSFFormat.html | 2 +- help/NameTableViewer.html | 2 +- help/OverviewofIncludedScripts.html | 10 +- help/Palette.html | 2 +- help/RAMSearch.html | 2 +- help/TASEditor.html | 2 +- help/TextHooker.html | 6 +- help/ToggleSwitchesHideMenuetc.html | 28 +- help/Tools2.html | 18 +- help/TraceLogger.html | 2 +- help/Troubleshooting.html | 20 +- help/Video.html | 6 +- help/WhatsNew200.html | 4 +- help/WhatsNew216.html | 5 +- help/css/hnd.css | 141 +- help/fm2.html | 104 +- help/js/searchdata.js | 2 +- 38 files changed, 1899 insertions(+), 1893 deletions(-) diff --git a/help/6502CPU.html b/help/6502CPU.html index bddbcf93..fe6d3b90 100644 --- a/help/6502CPU.html +++ b/help/6502CPU.html @@ -42,50 +42,50 @@
-

#

-

# $Id: 6502_cpu.txt,v 1.1.1.1 2004/08/29 01:29:35 bryan Exp $

-

#

-

# This file is part of Commodore 64 emulator

-

#      and Program Development System.

-

#

-

# See README for copyright notice

-

#

-

# This file contains documentation for 6502/6510/8500/8502 instruction set.

-

#

-

#

-

# Written by

-

#   John West       (john@ucc.gu.uwa.edu.au)

-

#   Marko MЉkelЉ    (msmakela@kruuna.helsinki.fi)

-

#

-

#

-

# $Log: 6502_cpu.txt,v $

-

# Revision 1.1.1.1  2004/08/29 01:29:35  bryan

-

# no message

-

#

-

# Revision 1.1  2002/05/21 00:42:27  xodnizel

-

# updates

-

#

-

# Revision 1.8  1994/06/03  19:50:04  jopi

-

# Patchlevel 2

-

#

-

# Revision 1.7  1994/04/15  13:07:04  jopi

-

# 65xx Register descriptions added

-

#

-

# Revision 1.6  1994/02/18  16:09:36  jopi

-

#

-

# Revision 1.5  1994/01/26  16:08:37  jopi

-

# X64 version 0.2 PL 1

-

#

-

# Revision 1.4  1993/11/10  01:55:34  jopi

-

#

-

# Revision 1.3  93/06/21  13:37:18  jopi

-

#  X64 version 0.2 PL 0

-

#

-

# Revision 1.2  93/06/21  13:07:15  jopi

-

# *** empty log message ***

-

#

-

#

-


+

#

+

# $Id: 6502_cpu.txt,v 1.1.1.1 2004/08/29 01:29:35 bryan Exp $

+

#

+

# This file is part of Commodore 64 emulator

+

#      and Program Development System.

+

#

+

# See README for copyright notice

+

#

+

# This file contains documentation for 6502/6510/8500/8502 instruction set.

+

#

+

#

+

# Written by

+

#   John West       (john@ucc.gu.uwa.edu.au)

+

#   Marko MЉkelЉ    (msmakela@kruuna.helsinki.fi)

+

#

+

#

+

# $Log: 6502_cpu.txt,v $

+

# Revision 1.1.1.1  2004/08/29 01:29:35  bryan

+

# no message

+

#

+

# Revision 1.1  2002/05/21 00:42:27  xodnizel

+

# updates

+

#

+

# Revision 1.8  1994/06/03  19:50:04  jopi

+

# Patchlevel 2

+

#

+

# Revision 1.7  1994/04/15  13:07:04  jopi

+

# 65xx Register descriptions added

+

#

+

# Revision 1.6  1994/02/18  16:09:36  jopi

+

#

+

# Revision 1.5  1994/01/26  16:08:37  jopi

+

# X64 version 0.2 PL 1

+

#

+

# Revision 1.4  1993/11/10  01:55:34  jopi

+

#

+

# Revision 1.3  93/06/21  13:37:18  jopi

+

#  X64 version 0.2 PL 0

+

#

+

# Revision 1.2  93/06/21  13:07:15  jopi

+

# *** empty log message ***

+

#

+

#

+


Note: To extract the uuencoded ML programs in this article most

      easily you may use e.g. "uud" by Edwin Kremer ,

      which extracts them all at once.

@@ -110,45 +110,45 @@


6510 Instructions by Addressing Modes


-

off- ++++++++++ Positive ++++++++++  ---------- Negative ----------

-

set  00      20      40      60      80      a0      c0      e0      mode

-


-

+00  BRK     JSR     RTI     RTS     NOP*    LDY     CPY     CPX     Impl/immed

-

+01  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     (indir,x)

-

+02   t       t       t       t      NOP*t   LDX     NOP*t   NOP*t     ? /immed

-

+03  SLO*    RLA*    SRE*    RRA*    SAX*    LAX*    DCP*    ISB*    (indir,x)

-

+04  NOP*    BIT     NOP*    NOP*    STY     LDY     CPY     CPX     Zeropage

-

+05  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Zeropage

-

+06  ASL     ROL     LSR     ROR     STX     LDX     DEC     INC     Zeropage

-

+07  SLO*    RLA*    SRE*    RRA*    SAX*    LAX*    DCP*    ISB*    Zeropage

-


-

+08  PHP     PLP     PHA     PLA     DEY     TAY     INY     INX     Implied

-

+09  ORA     AND     EOR     ADC     NOP*    LDA     CMP     SBC     Immediate

-

+0a  ASL     ROL     LSR     ROR     TXA     TAX     DEX     NOP     Accu/impl

-

+0b  ANC**   ANC**   ASR**   ARR**   ANE**   LXA**   SBX**   SBC*    Immediate

-

+0c  NOP*    BIT     JMP     JMP ()  STY     LDY     CPY     CPX     Absolute

-

+0d  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Absolute

-

+0e  ASL     ROL     LSR     ROR     STX     LDX     DEC     INC     Absolute

-

+0f  SLO*    RLA*    SRE*    RRA*    SAX*    LAX*    DCP*    ISB*    Absolute

-


-

+10  BPL     BMI     BVC     BVS     BCC     BCS     BNE     BEQ     Relative

-

+11  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     (indir),y

-

+12   t       t       t       t       t       t       t       t         ?

-

+13  SLO*    RLA*    SRE*    RRA*    SHA**   LAX*    DCP*    ISB*    (indir),y

-

+14  NOP*    NOP*    NOP*    NOP*    STY     LDY     NOP*    NOP*    Zeropage,x

-

+15  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Zeropage,x

-

+16  ASL     ROL     LSR     ROR     STX  y) LDX  y) DEC     INC     Zeropage,x

-

+17  SLO*    RLA*    SRE*    RRA*    SAX* y) LAX* y) DCP*    ISB*    Zeropage,x

-


-

+18  CLC     SEC     CLI     SEI     TYA     CLV     CLD     SED     Implied

-

+19  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Absolute,y

-

+1a  NOP*    NOP*    NOP*    NOP*    TXS     TSX     NOP*    NOP*    Implied

-

+1b  SLO*    RLA*    SRE*    RRA*    SHS**   LAS**   DCP*    ISB*    Absolute,y

-

+1c  NOP*    NOP*    NOP*    NOP*    SHY**   LDY     NOP*    NOP*    Absolute,x

-

+1d  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Absolute,x

-

+1e  ASL     ROL     LSR     ROR     SHX**y) LDX  y) DEC     INC     Absolute,x

-

+1f  SLO*    RLA*    SRE*    RRA*    SHA**y) LAX* y) DCP*    ISB*    Absolute,x

-


+

off- ++++++++++ Positive ++++++++++  ---------- Negative ----------

+

set  00      20      40      60      80      a0      c0      e0      mode

+


+

+00  BRK     JSR     RTI     RTS     NOP*    LDY     CPY     CPX     Impl/immed

+

+01  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     (indir,x)

+

+02   t       t       t       t      NOP*t   LDX     NOP*t   NOP*t     ? /immed

+

+03  SLO*    RLA*    SRE*    RRA*    SAX*    LAX*    DCP*    ISB*    (indir,x)

+

+04  NOP*    BIT     NOP*    NOP*    STY     LDY     CPY     CPX     Zeropage

+

+05  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Zeropage

+

+06  ASL     ROL     LSR     ROR     STX     LDX     DEC     INC     Zeropage

+

+07  SLO*    RLA*    SRE*    RRA*    SAX*    LAX*    DCP*    ISB*    Zeropage

+


+

+08  PHP     PLP     PHA     PLA     DEY     TAY     INY     INX     Implied

+

+09  ORA     AND     EOR     ADC     NOP*    LDA     CMP     SBC     Immediate

+

+0a  ASL     ROL     LSR     ROR     TXA     TAX     DEX     NOP     Accu/impl

+

+0b  ANC**   ANC**   ASR**   ARR**   ANE**   LXA**   SBX**   SBC*    Immediate

+

+0c  NOP*    BIT     JMP     JMP ()  STY     LDY     CPY     CPX     Absolute

+

+0d  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Absolute

+

+0e  ASL     ROL     LSR     ROR     STX     LDX     DEC     INC     Absolute

+

+0f  SLO*    RLA*    SRE*    RRA*    SAX*    LAX*    DCP*    ISB*    Absolute

+


+

+10  BPL     BMI     BVC     BVS     BCC     BCS     BNE     BEQ     Relative

+

+11  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     (indir),y

+

+12   t       t       t       t       t       t       t       t         ?

+

+13  SLO*    RLA*    SRE*    RRA*    SHA**   LAX*    DCP*    ISB*    (indir),y

+

+14  NOP*    NOP*    NOP*    NOP*    STY     LDY     NOP*    NOP*    Zeropage,x

+

+15  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Zeropage,x

+

+16  ASL     ROL     LSR     ROR     STX  y) LDX  y) DEC     INC     Zeropage,x

+

+17  SLO*    RLA*    SRE*    RRA*    SAX* y) LAX* y) DCP*    ISB*    Zeropage,x

+


+

+18  CLC     SEC     CLI     SEI     TYA     CLV     CLD     SED     Implied

+

+19  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Absolute,y

+

+1a  NOP*    NOP*    NOP*    NOP*    TXS     TSX     NOP*    NOP*    Implied

+

+1b  SLO*    RLA*    SRE*    RRA*    SHS**   LAS**   DCP*    ISB*    Absolute,y

+

+1c  NOP*    NOP*    NOP*    NOP*    SHY**   LDY     NOP*    NOP*    Absolute,x

+

+1d  ORA     AND     EOR     ADC     STA     LDA     CMP     SBC     Absolute,x

+

+1e  ASL     ROL     LSR     ROR     SHX**y) LDX  y) DEC     INC     Absolute,x

+

+1f  SLO*    RLA*    SRE*    RRA*    SHA**y) LAX* y) DCP*    ISB*    Absolute,x

+


       ROR intruction is available on MC650x microprocessors after

       June, 1976.


@@ -323,9 +323,9 @@


-- A brief explanation about what may happen while using don't care states.


-

       ANE $8B         A = (A | #$EE) & X & #byte

-

                       same as

-

                       A = ((A & #$11 & X) | ( #$EE & X)) & #byte

+

       ANE $8B         A = (A | #$EE) & X & #byte

+

                       same as

+

                       A = ((A & #$11 & X) | ( #$EE & X)) & #byte


                       In real 6510/8502 the internal parameter #$11

                       may occasionally be #$10, #$01 or even #$00.

@@ -334,15 +334,15 @@

                       of the instruction.  The value probably depends

                       on the data that was left on the bus by the VIC-II.


-

       LXA $AB         C=Lehti:   A = X = ANE

-

                       Alternate: A = X = (A & #byte)

+

       LXA $AB         C=Lehti:   A = X = ANE

+

                       Alternate: A = X = (A & #byte)


                       TXA and TAX have to be responsible for these.


-

       SHA $93,$9F     Store (A & X & (ADDR_HI + 1))

-

       SHX $9E         Store (X & (ADDR_HI + 1))

-

       SHY $9C         Store (Y & (ADDR_HI + 1))

-

       SHS $9B         SHA and TXS, where X is replaced by (A & X).

+

       SHA $93,$9F     Store (A & X & (ADDR_HI + 1))

+

       SHX $9E         Store (X & (ADDR_HI + 1))

+

       SHY $9C         Store (Y & (ADDR_HI + 1))

+

       SHS $9B         SHA and TXS, where X is replaced by (A & X).


                       Note: The value to be stored is copied also

                       to ADDR_HI if page boundary is crossed.

@@ -367,7 +367,7 @@

More fortunate is its opposite, 'LAX' which just loads a byte

simultaneously into both A and X.


-

       $6B  ARR

+

       $6B  ARR


This instruction seems to be a harmless combination of AND and ROR at

first sight, but it turns out that it affects the V flag and also has

@@ -405,36 +405,36 @@

To help you understand this description, here is a C routine that

illustrates the ARR operation in Decimal mode:


-

       unsigned

-

          A,  /* Accumulator */

-

          AL, /* low nybble of accumulator */

-

          AH, /* high nybble of accumulator */

-


-

          C,  /* Carry flag */

-

          Z,  /* Zero flag */

-

          V,  /* oVerflow flag */

-

          N,  /* Negative flag */

-


-

          t,  /* temporary value */

-

          s;  /* value to be ARRed with Accumulator */

-


-

       t = A & s;                      /* Perform the AND. */

-


-

       AH = t >> 4;                    /* Separate the high */

-

       AL = t & 15;                    /* and low nybbles. */

-


-

       N = C;                          /* Set the N and */

-

       Z = !(A = (t >> 1) | (C << 7)); /* Z flags traditionally */

-

       V = (t ^ A) & 64;               /* and V flag in a weird way. */

-


-

       if (AL + (AL & 1) > 5)          /* BCD "fixup" for low nybble. */

-

         A = (A & 0xF0) | ((A + 6) & 0xF);

-


-

       if (C = AH + (AH & 1) > 5)      /* Set the Carry flag. */

-

         A = (A + 0x60) & 0xFF;        /* BCD "fixup" for high nybble. */

-


-

       $CB  SBX   X <- (A & X) - Immediate

-


+

       unsigned

+

          A,  /* Accumulator */

+

          AL, /* low nybble of accumulator */

+

          AH, /* high nybble of accumulator */

+


+

          C,  /* Carry flag */

+

          Z,  /* Zero flag */

+

          V,  /* oVerflow flag */

+

          N,  /* Negative flag */

+


+

          t,  /* temporary value */

+

          s;  /* value to be ARRed with Accumulator */

+


+

       t = A & s;                      /* Perform the AND. */

+


+

       AH = t >> 4;                    /* Separate the high */

+

       AL = t & 15;                    /* and low nybbles. */

+


+

       N = C;                          /* Set the N and */

+

       Z = !(A = (t >> 1) | (C << 7)); /* Z flags traditionally */

+

       V = (t ^ A) & 64;               /* and V flag in a weird way. */

+


+

       if (AL + (AL & 1) > 5)          /* BCD "fixup" for low nybble. */

+

         A = (A & 0xF0) | ((A + 6) & 0xF);

+


+

       if (C = AH + (AH & 1) > 5)      /* Set the Carry flag. */

+

         A = (A + 0x60) & 0xFF;        /* BCD "fixup" for high nybble. */

+


+

       $CB  SBX   X <- (A & X) - Immediate

+


The 'SBX' ($CB) may seem to be very complex operation, even though it

is a combination of the subtraction of accumulator and parameter, as

in the 'CMP' instruction, and the command 'DEX'. As a result, both A

@@ -447,23 +447,23 @@


Proof:


-

begin 644 vsbx

-

M`0@9$,D'GL(H-#,IJC(U-JS"*#0T*:HR-@```*D`H#V1*Z`_D2N@09$KJ0>%

-

M^QBE^VEZJ+$KH#F1*ZD`2"BI`*(`RP`(:-B@.5$K*4#P`E@`H#VQ*SAI`)$K

-

JD-Z@/[$K:0"1*Y#4J2X@TO\XH$&Q*VD`D2N0Q,;[$+188/_^]_:_OK>V

-

`

-

end

-


-

and

-


-

begin 644 sbx

-

M`0@9$,D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'BI`*!-D2N@3Y$KH%&1*ZD#

-

MA?L8I?M*2)`#J1@LJ3B@29$K:$J0`ZGX+*G8R)$K&/BXJ?2B8\L)AOP(:(7]

-

MV#B@3;$KH$\Q*Z!1\2L(1?SP`0!H1?TIM]#XH$VQ*SAI`)$KD,N@3[$K:0"1

-

9*Y#!J2X@TO\XH%&Q*VD`D2N0L<;[$))88-#X

-

`

-

end

-


+

begin 644 vsbx

+

M`0@9$,D'GL(H-#,IJC(U-JS"*#0T*:HR-@```*D`H#V1*Z`_D2N@09$KJ0>%

+

M^QBE^VEZJ+$KH#F1*ZD`2"BI`*(`RP`(:-B@.5$K*4#P`E@`H#VQ*SAI`)$K

+

JD-Z@/[$K:0"1*Y#4J2X@TO\XH$&Q*VD`D2N0Q,;[$+188/_^]_:_OK>V

+

`

+

end

+


+

and

+


+

begin 644 sbx

+

M`0@9$,D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'BI`*!-D2N@3Y$KH%&1*ZD#

+

MA?L8I?M*2)`#J1@LJ3B@29$K:$J0`ZGX+*G8R)$K&/BXJ?2B8\L)AOP(:(7]

+

MV#B@3;$KH$\Q*Z!1\2L(1?SP`0!H1?TIM]#XH$VQ*SAI`)$KD,N@3[$K:0"1

+

9*Y#!J2X@TO\XH%&Q*VD`D2N0L<;[$))88-#X

+

`

+

end

+


These test programs show if your machine is compatible with ours

regarding the opcode $CB. The first test, vsbx, proves that SBX does

not affect the V flag. The latter one, sbx, proves the rest of our

@@ -494,10 +494,10 @@

language monitor, as it makes use of the BRK instruction. The result

tables will be written on pages $C2 and $C3.


-

begin 644 sbx-c100

-

M`,%XH`",#L&,$,&,$L&XJ8*B@LL7AOL(:(7\N#BM#L$M$,'M$L$(Q?OP`B@`

-

M:$7\\`,@4,'N#L'0U.X0P=#/SB#0[A+!T,<``````````````)BJ\!>M#L$M

-

L$,'=_\'0":T2P=W_PM`!8,K0Z:T.P2T0P9D`PID`!*T2P9D`PYD`!

+

begin 644 sbx-c100

+

M`,%XH`",#L&,$,&,$L&XJ8*B@LL7AOL(:(7\N#BM#L$M$,'M$L$(Q?OP`B@`

+

M:$7\\`,@4,'N#L'0U.X0P=#/SB#0[A+!T,<``````````````)BJ\!>M#L$M

+

L$,'=_\'0":T2P=W_PM`!8,K0Z:T.P2T0P9D`PID`!*T2P9D`PYD`!


Other undocumented instructions usually cause two preceding opcodes

being executed. However 'NOP' seems to completely disappear from 'SBC'

@@ -589,11 +589,11 @@


Register selection for load and store


-

  bit1 bit0     A  X  Y

-

   0    0             x

-

   0    1          x

-

   1    0       x

-

   1    1       x  x

+

  bit1 bit0     A  X  Y

+

   0    0             x

+

   0    1          x

+

   1    0       x

+

   1    1       x  x


So, A and X are selected by bits 1 and 0 respectively, while

~(bit1|bit0) enables Y.

@@ -618,39 +618,39 @@

how it can do that all in a single cycle. Here's a C code version of

the instruction:


-

       unsigned

-

          A,  /* Accumulator */

-

          AL, /* low nybble of accumulator */

-

          AH, /* high nybble of accumulator */

-


-

          C,  /* Carry flag */

-

          Z,  /* Zero flag */

-

          V,  /* oVerflow flag */

-

          N,  /* Negative flag */

-


-

          s;  /* value to be added to Accumulator */

-


-

       AL = (A & 15) + (s & 15) + C;         /* Calculate the lower nybble. */

-


-

       AH = (A >> 4) + (s >> 4) + (AL > 15); /* Calculate the upper nybble. */

-


-

       if (AL > 9) AL += 6;                  /* BCD fixup for lower nybble. */

-


-

       Z = ((A + s + C) & 255 != 0);         /* Zero flag is set just

-

                                                like in Binary mode. */

-


-

       /* Negative and Overflow flags are set with the same logic than in

-

          Binary mode, but after fixing the lower nybble. */

-


-

       N = (AH & 8 != 0);

-

       V = ((AH << 4) ^ A) & 128 && !((A ^ s) & 128);

-


-

       if (AH > 9) AH += 6;                  /* BCD fixup for upper nybble. */

-


-

       /* Carry is the only flag set after fixing the result. */

-


-

       C = (AH > 15);

-

       A = ((AH << 4) | (AL & 15)) & 255;

+

       unsigned

+

          A,  /* Accumulator */

+

          AL, /* low nybble of accumulator */

+

          AH, /* high nybble of accumulator */

+


+

          C,  /* Carry flag */

+

          Z,  /* Zero flag */

+

          V,  /* oVerflow flag */

+

          N,  /* Negative flag */

+


+

          s;  /* value to be added to Accumulator */

+


+

       AL = (A & 15) + (s & 15) + C;         /* Calculate the lower nybble. */

+


+

       AH = (A >> 4) + (s >> 4) + (AL > 15); /* Calculate the upper nybble. */

+


+

       if (AL > 9) AL += 6;                  /* BCD fixup for lower nybble. */

+


+

       Z = ((A + s + C) & 255 != 0);         /* Zero flag is set just

+

                                                like in Binary mode. */

+


+

       /* Negative and Overflow flags are set with the same logic than in

+

          Binary mode, but after fixing the lower nybble. */

+


+

       N = (AH & 8 != 0);

+

       V = ((AH << 4) ^ A) & 128 && !((A ^ s) & 128);

+


+

       if (AH > 9) AH += 6;                  /* BCD fixup for upper nybble. */

+


+

       /* Carry is the only flag set after fixing the result. */

+


+

       C = (AH > 15);

+

       A = ((AH << 4) | (AL & 15)) & 255;


 The C flag is set as the quiche eaters expect, but the N and V flags

are set after fixing the lower nybble but before fixing the upper one.

@@ -661,14 +661,14 @@

      Decimal mode, and aborts with BRK if anything breaks this theory.

      If everything goes well, it ends in RTS.


-

begin 600 dadc

-

M 0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@   'BI&*  A/N$_$B@+)$KH(V1

-

M*Q@(I?PI#X7]I?LI#V7]R0J0 FD%J"D/A?VE^RGP9?PI\ C $) ":0^JL @H

-

ML ?)H) &""@X:5\X!?V%_0AH*3W@ ! ""8"HBD7[$ JE^T7\, 28"4"H**7[

-

M9?S0!)@) J@8N/BE^V7\V A%_= G:(3]1?W0(.;[T(?F_-"#:$D8\ )88*D=

-

0&&4KA?NI &4LA?RI.&S[  A%

-


-

end

+

begin 600 dadc

+

M 0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@   'BI&*  A/N$_$B@+)$KH(V1

+

M*Q@(I?PI#X7]I?LI#V7]R0J0 FD%J"D/A?VE^RGP9?PI\ C $) ":0^JL @H

+

ML ?)H) &""@X:5\X!?V%_0AH*3W@ ! ""8"HBD7[$ JE^T7\, 28"4"H**7[

+

M9?S0!)@) J@8N/BE^V7\V A%_= G:(3]1?W0(.;[T(?F_-"#:$D8\ )88*D=

+

0&&4KA?NI &4LA?RI.&S[  A%

+


+

end


 All programs in this chapter have been successfully tested on a Vic20

and a Commodore 64 and a Commodore 128D in C64 mode. They should run on

@@ -681,45 +681,45 @@


Proof:


-

begin 600 dsbc-cmp-flags

-

M 0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@   'B@ (3[A/RB XH8:66HL2N@

-

M09$KH$R1*XII::BQ*Z!%D2N@4)$K^#BXI?OE_-@(:(7].+BE^^7\"&A%_? !

-

5 .;[T./F_-#?RA"_8!@X&#CEY<7%

-


-

end

+

begin 600 dsbc-cmp-flags

+

M 0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@   'B@ (3[A/RB XH8:66HL2N@

+

M09$KH$R1*XII::BQ*Z!%D2N@4)$K^#BXI?OE_-@(:(7].+BE^^7\"&A%_? !

+

5 .;[T./F_-#?RA"_8!@X&#CEY<7%

+


+

end


 The only difference in SBC's operation in decimal mode from binary mode

is the result-fixup:


-

       unsigned

-

          A,  /* Accumulator */

-

          AL, /* low nybble of accumulator */

-

          AH, /* high nybble of accumulator */

-


-

          C,  /* Carry flag */

-

          Z,  /* Zero flag */

-

          V,  /* oVerflow flag */

-

          N,  /* Negative flag */

-


-

          s;  /* value to be added to Accumulator */

-


-

       AL = (A & 15) - (s & 15) - !C;        /* Calculate the lower nybble. */

-


-

       if (AL & 16) AL -= 6;                 /* BCD fixup for lower nybble. */

-


-

       AH = (A >> 4) - (s >> 4) - (AL & 16); /* Calculate the upper nybble. */

-


-

       if (AH & 16) AH -= 6;                 /* BCD fixup for upper nybble. */

-


-

       /* The flags are set just like in Binary mode. */

-


-

       C = (A - s - !C) & 256 != 0;

-

       Z = (A - s - !C) & 255 != 0;

-

       V = ((A - s - !C) ^ s) & 128 && (A ^ s) & 128;

-

       N = (A - s - !C) & 128 != 0;

-


-

       A = ((AH << 4) | (AL & 15)) & 255;

-


+

       unsigned

+

          A,  /* Accumulator */

+

          AL, /* low nybble of accumulator */

+

          AH, /* high nybble of accumulator */

+


+

          C,  /* Carry flag */

+

          Z,  /* Zero flag */

+

          V,  /* oVerflow flag */

+

          N,  /* Negative flag */

+


+

          s;  /* value to be added to Accumulator */

+


+

       AL = (A & 15) - (s & 15) - !C;        /* Calculate the lower nybble. */

+


+

       if (AL & 16) AL -= 6;                 /* BCD fixup for lower nybble. */

+


+

       AH = (A >> 4) - (s >> 4) - (AL & 16); /* Calculate the upper nybble. */

+


+

       if (AH & 16) AH -= 6;                 /* BCD fixup for upper nybble. */

+


+

       /* The flags are set just like in Binary mode. */

+


+

       C = (A - s - !C) & 256 != 0;

+

       Z = (A - s - !C) & 255 != 0;

+

       V = ((A - s - !C) ^ s) & 128 && (A ^ s) & 128;

+

       N = (A - s - !C) & 128 != 0;

+


+

       A = ((AH << 4) | (AL & 15)) & 255;

+


 Again Z flag is set before any BCD fixup. The N and V flags are set

at any time before fixing the high nybble. The C flag may be set in any

phase.

@@ -742,13 +742,13 @@

 The following program, which tests SBC's result and flags,

contains the 6502 version of the pseudo code example above.


-

begin 600 dsbc

-

M 0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@   'BI&*  A/N$_$B@+)$KH':1

-

M*S@(I?PI#X7]I?LI#^7]L /I!1@I#ZBE_"GPA?VE^RGP"#CE_2GPL KI7RBP

-

M#ND/.+ )*+ &Z0^P NE?A/T%_87]*+BE^^7\"&BH.+CXI?OE_-@(1?W0FVB$

-

8_47]T)3F^]">YOS0FFA)&- $J3C0B%A@

-


-

end

+

begin 600 dsbc

+

M 0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@   'BI&*  A/N$_$B@+)$KH':1

+

M*S@(I?PI#X7]I?LI#^7]L /I!1@I#ZBE_"GPA?VE^RGP"#CE_2GPL KI7RBP

+

M#ND/.+ )*+ &Z0^P NE?A/T%_87]*+BE^^7\"&BH.+CXI?OE_-@(1?W0FVB$

+

8_47]T)3F^]">YOS0FFA)&- $J3C0B%A@

+


+

end


 Obviously the undocumented instructions RRA (ROR+ADC) and ISB

(INC+SBC) have inherited also the decimal operation from the official

@@ -757,29 +757,29 @@

dincsbc-deccmp proves that ISB's and DCP's (DEC+CMP) flags are not

affected by the D flag.


-

begin 644 droradc

-

M`0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'BI&*``A/N$_$B@+)$KH(V1

-

M*S@(I?PI#X7]I?LI#V7]R0J0`FD%J"D/A?VE^RGP9?PI\`C`$)`":0^JL`@H

-

ML`?)H)`&""@X:5\X!?V%_0AH*3W@`!`""8"HBD7[$`JE^T7\,`28"4"H**7[

-

M9?S0!)@)`J@XN/BE^R;\9_S8"$7]T"=HA/U%_=`@YOO0A>;\T(%H21CP`EA@

-

2J1T892N%^ZD`92R%_*DX;/L`

-

`

-

end

-


-

begin 644 dincsbc

-

M`0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'BI&*``A/N$_$B@+)$KH':1

-

M*S@(I?PI#X7]I?LI#^7]L`/I!1@I#ZBE_"GPA?VE^RGP"#CE_2GPL`KI7RBP

-

M#ND/.+`)*+`&Z0^P`NE?A/T%_87]*+BE^^7\"&BH.+CXI?O&_.?\V`A%_="9

-

::(3]1?W0DN;[T)SF_-"8:$D8T`2I.-"&6&#\

-

`

-

end

-


-

begin 644 dincsbc-deccmp

-

M`0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'B@`(3[A/RB`XH8:7>HL2N@

-

M3Y$KH%R1*XII>ZBQ*Z!3D2N@8)$KBFE_J+$KH%61*Z!BD2OX.+BE^^;\Q_S8

-

L"&B%_3BXI?OF_,?\"&A%_?`!`.;[T-_F_-#;RA"M8!@X&#CFYL;&Q\?GYP#8

-

`

-

end

+

begin 644 droradc

+

M`0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'BI&*``A/N$_$B@+)$KH(V1

+

M*S@(I?PI#X7]I?LI#V7]R0J0`FD%J"D/A?VE^RGP9?PI\`C`$)`":0^JL`@H

+

ML`?)H)`&""@X:5\X!?V%_0AH*3W@`!`""8"HBD7[$`JE^T7\,`28"4"H**7[

+

M9?S0!)@)`J@XN/BE^R;\9_S8"$7]T"=HA/U%_=`@YOO0A>;\T(%H21CP`EA@

+

2J1T892N%^ZD`92R%_*DX;/L`

+

`

+

end

+


+

begin 644 dincsbc

+

M`0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'BI&*``A/N$_$B@+)$KH':1

+

M*S@(I?PI#X7]I?LI#^7]L`/I!1@I#ZBE_"GPA?VE^RGP"#CE_2GPL`KI7RBP

+

M#ND/.+`)*+`&Z0^P`NE?A/T%_87]*+BE^^7\"&BH.+CXI?O&_.?\V`A%_="9

+

::(3]1?W0DN;[T)SF_-"8:$D8T`2I.-"&6&#\

+

`

+

end

+


+

begin 644 dincsbc-deccmp

+

M`0@9",D'GL(H-#,IJC(U-JS"*#0T*:HR-@```'B@`(3[A/RB`XH8:7>HL2N@

+

M3Y$KH%R1*XII>ZBQ*Z!3D2N@8)$KBFE_J+$KH%61*Z!BD2OX.+BE^^;\Q_S8

+

L"&B%_3BXI?OF_,?\"&A%_?`!`.;[T-_F_-#;RA"M8!@X&#CFYL;&Q\?GYP#8

+

`

+

end



6510 features

@@ -940,617 +940,617 @@


 Instructions accessing the stack


-

    BRK

-


-

       #  address R/W description

-

      --- ------- --- -----------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  read next instruction byte (and throw it away),

-

                      increment PC

-

       3  $0100,S  W  push PCH on stack (with B flag set), decrement S

-

       4  $0100,S  W  push PCL on stack, decrement S

-

       5  $0100,S  W  push P on stack, decrement S

-

       6   $FFFE   R  fetch PCL

-

       7   $FFFF   R  fetch PCH

-


-

    RTI

-


-

       #  address R/W description

-

      --- ------- --- -----------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  read next instruction byte (and throw it away)

-

       3  $0100,S  R  increment S

-

       4  $0100,S  R  pull P from stack, increment S

-

       5  $0100,S  R  pull PCL from stack, increment S

-

       6  $0100,S  R  pull PCH from stack

-


-

    RTS

-


-

       #  address R/W description

-

      --- ------- --- -----------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  read next instruction byte (and throw it away)

-

       3  $0100,S  R  increment S

-

       4  $0100,S  R  pull PCL from stack, increment S

-

       5  $0100,S  R  pull PCH from stack

-

       6    PC     R  increment PC

-


-

    PHA, PHP

-


-

       #  address R/W description

-

      --- ------- --- -----------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  read next instruction byte (and throw it away)

-

       3  $0100,S  W  push register on stack, decrement S

-


-

    PLA, PLP

-


-

       #  address R/W description

-

      --- ------- --- -----------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  read next instruction byte (and throw it away)

-

       3  $0100,S  R  increment S

-

       4  $0100,S  R  pull register from stack

-


-

    JSR

-


-

       #  address R/W description

-

      --- ------- --- -------------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch low address byte, increment PC

-

       3  $0100,S  R  internal operation (predecrement S?)

-

       4  $0100,S  W  push PCH on stack, decrement S

-

       5  $0100,S  W  push PCL on stack, decrement S

-

       6    PC     R  copy low address byte to PCL, fetch high address

-

                      byte to PCH

-


-

 Accumulator or implied addressing

-


-

       #  address R/W description

-

      --- ------- --- -----------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  read next instruction byte (and throw it away)

-


-

 Immediate addressing

-


-

       #  address R/W description

-

      --- ------- --- ------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch value, increment PC

-


-

 Absolute addressing

-


-

    JMP

-


-

       #  address R/W description

-

      --- ------- --- -------------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch low address byte, increment PC

-

       3    PC     R  copy low address byte to PCL, fetch high address

-

                      byte to PCH

-


-

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

-

                       LAX, NOP)

-


-

       #  address R/W description

-

      --- ------- --- ------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch low byte of address, increment PC

-

       3    PC     R  fetch high byte of address, increment PC

-

       4  address  R  read from effective address

-


-

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

-

                                    SLO, SRE, RLA, RRA, ISB, DCP)

-


-

       #  address R/W description

-

      --- ------- --- ------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch low byte of address, increment PC

-

       3    PC     R  fetch high byte of address, increment PC

-

       4  address  R  read from effective address

-

       5  address  W  write the value back to effective address,

-

                      and do the operation on it

-

       6  address  W  write the new value to effective address

-


-

    Write instructions (STA, STX, STY, SAX)

-


-

       #  address R/W description

-

      --- ------- --- ------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch low byte of address, increment PC

-

       3    PC     R  fetch high byte of address, increment PC

-

       4  address  W  write register to effective address

-


-

 Zero page addressing

-


-

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

-

                       LAX, NOP)

-


-

       #  address R/W description

-

      --- ------- --- ------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch address, increment PC

-

       3  address  R  read from effective address

-


-

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

-

                                    SLO, SRE, RLA, RRA, ISB, DCP)

-


-

       #  address R/W description

-

      --- ------- --- ------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch address, increment PC

-

       3  address  R  read from effective address

-

       4  address  W  write the value back to effective address,

-

                      and do the operation on it

-

       5  address  W  write the new value to effective address

-


-

    Write instructions (STA, STX, STY, SAX)

-


-

       #  address R/W description

-

      --- ------- --- ------------------------------------------

-

       1    PC     R  fetch opcode, increment PC

-

       2    PC     R  fetch address, increment PC

-

       3  address  W  write register to effective address

-


-

 Zero page indexed addressing

-


-

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

-

                       LAX, NOP)

-


-

       #   address  R/W description

-

      --- --------- --- ------------------------------------------

-

       1     PC      R  fetch opcode, increment PC

-

       2     PC      R  fetch address, increment PC

-

       3   address   R  read from address, add index register to it

-

       4  address+I* R  read from effective address

-


-

      Notes: I denotes either index register (X or Y).

-


-

             * The high byte of the effective address is always zero,

-

               i.e. page boundary crossings are not handled.

-


-

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

-

                                    SLO, SRE, RLA, RRA, ISB, DCP)

-


-

       #   address  R/W description

-

      --- --------- --- ---------------------------------------------

-

       1     PC      R  fetch opcode, increment PC

-

       2     PC      R  fetch address, increment PC

-

       3   address   R  read from address, add index register X to it

-

       4  address+X* R  read from effective address

-

       5  address+X* W  write the value back to effective address,

-

                        and do the operation on it

-

       6  address+X* W  write the new value to effective address

-


-

      Note: * The high byte of the effective address is always zero,

-

              i.e. page boundary crossings are not handled.

-


-

    Write instructions (STA, STX, STY, SAX)

-


-

       #   address  R/W description

-

      --- --------- --- -------------------------------------------

-

       1     PC      R  fetch opcode, increment PC

-

       2     PC      R  fetch address, increment PC

-

       3   address   R  read from address, add index register to it

-

       4  address+I* W  write to effective address

-


-

      Notes: I denotes either index register (X or Y).

-


-

             * The high byte of the effective address is always zero,

-

               i.e. page boundary crossings are not handled.

-


-

 Absolute indexed addressing

-


-

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

-

                       LAX, LAE, SHS, NOP)

-


-

       #   address  R/W description

-

      --- --------- --- ------------------------------------------

-

       1     PC      R  fetch opcode, increment PC

-

       2     PC      R  fetch low byte of address, increment PC

-

       3     PC      R  fetch high byte of address,

-

                        add index register to low address byte,

-

                        increment PC

-

       4  address+I* R  read from effective address,

-

                        fix the high byte of effective address

-

       5+ address+I  R  re-read from effective address

-


-

      Notes: I denotes either index register (X or Y).

-


-

             * The high byte of the effective address may be invalid

-

               at this time, i.e. it may be smaller by $100.

-


-

             + This cycle will be executed only if the effective address

-

               was invalid during cycle #4, i.e. page boundary was crossed.

-


-

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

-

                                    SLO, SRE, RLA, RRA, ISB, DCP)

-


-

       #   address  R/W description

-

      --- --------- --- ------------------------------------------

-

       1    PC       R  fetch opcode, increment PC

-

       2    PC       R  fetch low byte of address, increment PC

-

       3    PC       R  fetch high byte of address,

-

                        add index register X to low address byte,

-

                        increment PC

-

       4  address+X* R  read from effective address,

-

                        fix the high byte of effective address

-

       5  address+X  R  re-read from effective address

-

       6  address+X  W  write the value back to effective address,

-

                        and do the operation on it

-

       7  address+X  W  write the new value to effective address

-


-

      Notes: * The high byte of the effective address may be invalid

-

               at this time, i.e. it may be smaller by $100.

-


-

    Write instructions (STA, STX, STY, SHA, SHX, SHY)

-


-

       #   address  R/W description

-

      --- --------- --- ------------------------------------------

-

       1     PC      R  fetch opcode, increment PC

-

       2     PC      R  fetch low byte of address, increment PC

-

       3     PC      R  fetch high byte of address,

-

                        add index register to low address byte,

-

                        increment PC

-

       4  address+I* R  read from effective address,

-

                        fix the high byte of effective address

-

       5  address+I  W  write to effective address

-


-

      Notes: I denotes either index register (X or Y).

-


-

             * The high byte of the effective address may be invalid

-

               at this time, i.e. it may be smaller by $100. Because

-

               the processor cannot undo a write to an invalid

-

               address, it always reads from the address first.

-


-

 Relative addressing (BCC, BCS, BNE, BEQ, BPL, BMI, BVC, BVS)

-


-

       #   address  R/W description

-

      --- --------- --- ---------------------------------------------

-

       1     PC      R  fetch opcode, increment PC

-

       2     PC      R  fetch operand, increment PC

-

       3     PC      R  Fetch opcode of next instruction,

-

                        If branch is taken, add operand to PCL.

-

                        Otherwise increment PC.

-

       4+    PC*     R  Fetch opcode of next instruction.

-

                        Fix PCH. If it did not change, increment PC.

-

       5!    PC      R  Fetch opcode of next instruction,

-

                        increment PC.

-


-

      Notes: The opcode fetch of the next instruction is included to

-

             this diagram for illustration purposes. When determining

-

             real execution times, remember to subtract the last

-

             cycle.

-


-

             * The high byte of Program Counter (PCH) may be invalid

-

               at this time, i.e. it may be smaller or bigger by $100.

-


-

             + If branch is taken, this cycle will be executed.

-


-

             ! If branch occurs to different page, this cycle will be

-

               executed.

-


-

 Indexed indirect addressing

-


-

    Read instructions (LDA, ORA, EOR, AND, ADC, CMP, SBC, LAX)

-


-

       #    address   R/W description

-

      --- ----------- --- ------------------------------------------

-

       1      PC       R  fetch opcode, increment PC

-

       2      PC       R  fetch pointer address, increment PC

-

       3    pointer    R  read from the address, add X to it

-

       4   pointer+X   R  fetch effective address low

-

       5  pointer+X+1  R  fetch effective address high

-

       6    address    R  read from effective address

-


-

      Note: The effective address is always fetched from zero page,

-

            i.e. the zero page boundary crossing is not handled.

-


-

    Read-Modify-Write instructions (SLO, SRE, RLA, RRA, ISB, DCP)

-


-

       #    address   R/W description

-

      --- ----------- --- ------------------------------------------

-

       1      PC       R  fetch opcode, increment PC

-

       2      PC       R  fetch pointer address, increment PC

-

       3    pointer    R  read from the address, add X to it

-

       4   pointer+X   R  fetch effective address low

-

       5  pointer+X+1  R  fetch effective address high

-

       6    address    R  read from effective address

-

       7    address    W  write the value back to effective address,

-

                          and do the operation on it

-

       8    address    W  write the new value to effective address

-


-

      Note: The effective address is always fetched from zero page,

-

            i.e. the zero page boundary crossing is not handled.

-


-

    Write instructions (STA, SAX)

-


-

       #    address   R/W description

-

      --- ----------- --- ------------------------------------------

-

       1      PC       R  fetch opcode, increment PC

-

       2      PC       R  fetch pointer address, increment PC

-

       3    pointer    R  read from the address, add X to it

-

       4   pointer+X   R  fetch effective address low

-

       5  pointer+X+1  R  fetch effective address high

-

       6    address    W  write to effective address

-


-

      Note: The effective address is always fetched from zero page,

-

            i.e. the zero page boundary crossing is not handled.

-


-

 Indirect indexed addressing

-


-

    Read instructions (LDA, EOR, AND, ORA, ADC, SBC, CMP)

-


-

       #    address   R/W description

-

      --- ----------- --- ------------------------------------------

-

       1      PC       R  fetch opcode, increment PC

-

       2      PC       R  fetch pointer address, increment PC

-

       3    pointer    R  fetch effective address low

-

       4   pointer+1   R  fetch effective address high,

-

                          add Y to low byte of effective address

-

       5   address+Y*  R  read from effective address,

-

                          fix high byte of effective address

-

       6+  address+Y   R  read from effective address

-


-

      Notes: The effective address is always fetched from zero page,

-

             i.e. the zero page boundary crossing is not handled.

-


-

             * The high byte of the effective address may be invalid

-

               at this time, i.e. it may be smaller by $100.

-


-

             + This cycle will be executed only if the effective address

-

               was invalid during cycle #5, i.e. page boundary was crossed.

-


-

    Read-Modify-Write instructions (SLO, SRE, RLA, RRA, ISB, DCP)

-


-

       #    address   R/W description

-

      --- ----------- --- ------------------------------------------

-

       1      PC       R  fetch opcode, increment PC

-

       2      PC       R  fetch pointer address, increment PC

-

       3    pointer    R  fetch effective address low

-

       4   pointer+1   R  fetch effective address high,

-

                          add Y to low byte of effective address

-

       5   address+Y*  R  read from effective address,

-

                          fix high byte of effective address

-

       6   address+Y   R  read from effective address

-

       7   address+Y   W  write the value back to effective address,

-

                          and do the operation on it

-

       8   address+Y   W  write the new value to effective address

-


-

      Notes: The effective address is always fetched from zero page,

-

             i.e. the zero page boundary crossing is not handled.

-


-

             * The high byte of the effective address may be invalid

-

               at this time, i.e. it may be smaller by $100.

-


-

    Write instructions (STA, SHA)

-


-

       #    address   R/W description

-

      --- ----------- --- ------------------------------------------

-

       1      PC       R  fetch opcode, increment PC

-

       2      PC       R  fetch pointer address, increment PC

-

       3    pointer    R  fetch effective address low

-

       4   pointer+1   R  fetch effective address high,

-

                          add Y to low byte of effective address

-

       5   address+Y*  R  read from effective address,

-

                          fix high byte of effective address

-

       6   address+Y   W  write to effective address

-


-

      Notes: The effective address is always fetched from zero page,

-

             i.e. the zero page boundary crossing is not handled.

-


-

             * The high byte of the effective address may be invalid

-

               at this time, i.e. it may be smaller by $100.

-


-

 Absolute indirect addressing (JMP)

-


-

       #   address  R/W description

-

      --- --------- --- ------------------------------------------

-

       1     PC      R  fetch opcode, increment PC

-

       2     PC      R  fetch pointer address low, increment PC

-

       3     PC      R  fetch pointer address high, increment PC

-

       4   pointer   R  fetch low address to latch

-

       5  pointer+1* R  fetch PCH, copy latch to PCL

-


-

      Note: * The PCH will always be fetched from the same page

-

              than PCL, i.e. page boundary crossing is not handled.

-


-

               How Real Programmers Acknowledge Interrupts

-


-

 With RMW instructions:

-


-

       ; beginning of combined raster/timer interrupt routine

-

       LSR $D019       ; clear VIC interrupts, read raster interrupt flag to C

-

       BCS raster      ; jump if VIC caused an interrupt

-

       ...             ; timer interrupt routine

-


-

       Operational diagram of LSR $D019:

-


-

         #  data  address  R/W

-

        --- ----  -------  ---  ---------------------------------

-

         1   4E     PC      R   fetch opcode

-

         2   19    PC+1     R   fetch address low

-

         3   D0    PC+2     R   fetch address high

-

         4   xx    $D019    R   read memory

-

         5   xx    $D019    W   write the value back, rotate right

-

         6  xx/2   $D019    W   write the new value back

-


-

       The 5th cycle acknowledges the interrupt by writing the same

-

       value back. If only raster interrupts are used, the 6th cycle

-

       has no effect on the VIC. (It might acknowledge also some

-

       other interrupts.)

-


-

 With indexed addressing:

-


-

       ; acknowledge interrupts to both CIAs

-

       LDX #$10

-

       LDA $DCFD,X

-


-

       Operational diagram of LDA $DCFD,X:

-


-

         #  data  address  R/W  description

-

        --- ----  -------  ---  ---------------------------------

-

         1   BD     PC      R   fetch opcode

-

         2   FD    PC+1     R   fetch address low

-

         3   DC    PC+2     R   fetch address high, add X to address low

-

         4   xx    $DC0D    R   read from address, fix high byte of address

-

         5   yy    $DD0D    R   read from right address

-


-

       ; acknowledge interrupts to CIA 2

-

       LDX #$10

-

       STA $DDFD,X

-


-

       Operational diagram of STA $DDFD,X:

-


-

         #  data  address  R/W  description

-

        --- ----  -------  ---  ---------------------------------

-

         1   9D     PC      R   fetch opcode

-

         2   FD    PC+1     R   fetch address low

-

         3   DC    PC+2     R   fetch address high, add X to address low

-

         4   xx    $DD0D    R   read from address, fix high byte of address

-

         5   ac    $DE0D    W   write to right address

-


-

 With branch instructions:

-


-

       ; acknowledge interrupts to CIA 2

-

               LDA #$00  ; clear N flag

-

               JMP $DD0A

-

       DD0A    BPL $DC9D ; branch

-

       DC9D    BRK       ; return

-


-

       You need the following preparations to initialize the CIA registers:

-


-

               LDA #$91  ; argument of BPL

-

               STA $DD0B

-

               LDA #$10  ; BPL

-

               STA $DD0A

-

               STA $DD08 ; load the ToD values from the latches

-

               LDA $DD0B ; freeze the ToD display

-

               LDA #$7F

-

               STA $DC0D ; assure that $DC0D is $00

-


-

       Operational diagram of BPL $DC9D:

-


-

         #  data  address  R/W  description

-

        --- ----  -------  ---  ---------------------------------

-

         1   10    $DD0A    R   fetch opcode

-

         2   91    $DD0B    R   fetch argument

-

         3   xx    $DD0C    R   fetch opcode, add argument to PCL

-

         4   yy    $DD9D    R   fetch opcode, fix PCH

-

       ( 5   00    $DC9D    R   fetch opcode )

-


-

       ; acknowledge interrupts to CIA 1

-

               LSR       ; clear N flag

-

               JMP $DCFA

-

       DCFA    BPL $DD0D

-

       DD0D    BRK

-


-

       ; Again you need to set the ToD registers of CIA 1 and the

-

       ; Interrupt Control Register of CIA 2 first.

-


-

       Operational diagram of BPL $DD0D:

-


-

         #  data  address  R/W  description

-

        --- ----  -------  ---  ---------------------------------

-

         1   10    $DCFA    R   fetch opcode

-

         2   11    $DCFB    R   fetch argument

-

         3   xx    $DCFC    R   fetch opcode, add argument to PCL

-

         4   yy    $DC0D    R   fetch opcode, fix PCH

-

       ( 5   00    $DD0D    R   fetch opcode )

-


-

       ; acknowledge interrupts to CIA 2 automagically

-

               ; preparations

-

               LDA #$7F

-

               STA $DD0D       ; disable all interrupt sources of CIA2

-

               LDA $DD0E

-

               AND #$BE        ; ensure that $DD0C remains constant

-

               STA $DD0E       ; and stop the timer

-

               LDA #$FD

-

               STA $DD0C       ; parameter of BPL

-

               LDA #$10

-

               STA $DD0B       ; BPL

-

               LDA #$40

-

               STA $DD0A       ; RTI/parameter of LSR

-

               LDA #$46

-

               STA $DD09       ; LSR

-

               STA $DD08       ; load the ToD values from the latches

-

               LDA $DD0B       ; freeze the ToD display

-

               LDA #$09

-

               STA $0318

-

               LDA #$DD

-

               STA $0319       ; change NMI vector to $DD09

-

               LDA #$FF        ; Try changing this instruction's operand

-

               STA $DD05       ; (see comment below).

-

               LDA #$FF

-

               STA $DD04       ; set interrupt frequency to 1/65536 cycles

-

               LDA $DD0E

-

               AND #$80

-

               ORA #$11

-

               LDX #$81

-

               STX $DD0D       ; enable timer interrupt

-

               STA $DD0E       ; start timer

-


-

               LDA #$00        ; To see that the interrupts really occur,

-

               STA $D011       ; use something like this and see how

-

       LOOP    DEC $D020       ; changing the byte loaded to $DD05 from

-

               BNE LOOP        ; #$FF to #$0F changes the image.

-


-

       When an NMI occurs, the processor jumps to Kernal code, which jumps to

-

       ($0318), which points to the following routine:

-


-

       DD09    LSR $40         ; clear N flag

-

               BPL $DD0A       ; Note: $DD0A contains RTI.

-


-

       Operational diagram of BPL $DD0A:

-


-

         #  data  address  R/W  description

-

        --- ----  -------  ---  ---------------------------------

-

         1   10    $DD0B    R   fetch opcode

-

         2   11    $DD0C    R   fetch argument

-

         3   xx    $DD0D    R   fetch opcode, add argument to PCL

-

         4   40    $DD0A    R   fetch opcode, (fix PCH)

-


-

 With RTI:

-


-

       ; the fastest possible interrupt handler in the 6500 family

-

               ; preparations

-

               SEI

-

               LDA $01         ; disable ROM and enable I/O

-

               AND #$FD

-

               ORA #$05

-

               STA $01

-

               LDA #$7F

-

               STA $DD0D       ; disable CIA 2's all interrupt sources

-

               LDA $DD0E

-

               AND #$BE        ; ensure that $DD0C remains constant

-

               STA $DD0E       ; and stop the timer

-

               LDA #$40

-

               STA $DD0C       ; store RTI to $DD0C

-

               LDA #$0C

-

               STA $FFFA

-

               LDA #$DD

-

               STA $FFFB       ; change NMI vector to $DD0C

-

               LDA #$FF        ; Try changing this instruction's operand

-

               STA $DD05       ; (see comment below).

-

               LDA #$FF

-

               STA $DD04       ; set interrupt frequency to 1/65536 cycles

-

               LDA $DD0E

-

               AND #$80

-

               ORA #$11

-

               LDX #$81

-

               STX $DD0D       ; enable timer interrupt

-

               STA $DD0E       ; start timer

-


-

               LDA #$00        ; To see that the interrupts really occur,

-

               STA $D011       ; use something like this and see how

-

       LOOP    DEC $D020       ; changing the byte loaded to $DD05 from

-

               BNE LOOP        ; #$FF to #$0F changes the image.

-


+

    BRK

+


+

       #  address R/W description

+

      --- ------- --- -----------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  read next instruction byte (and throw it away),

+

                      increment PC

+

       3  $0100,S  W  push PCH on stack (with B flag set), decrement S

+

       4  $0100,S  W  push PCL on stack, decrement S

+

       5  $0100,S  W  push P on stack, decrement S

+

       6   $FFFE   R  fetch PCL

+

       7   $FFFF   R  fetch PCH

+


+

    RTI

+


+

       #  address R/W description

+

      --- ------- --- -----------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  read next instruction byte (and throw it away)

+

       3  $0100,S  R  increment S

+

       4  $0100,S  R  pull P from stack, increment S

+

       5  $0100,S  R  pull PCL from stack, increment S

+

       6  $0100,S  R  pull PCH from stack

+


+

    RTS

+


+

       #  address R/W description

+

      --- ------- --- -----------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  read next instruction byte (and throw it away)

+

       3  $0100,S  R  increment S

+

       4  $0100,S  R  pull PCL from stack, increment S

+

       5  $0100,S  R  pull PCH from stack

+

       6    PC     R  increment PC

+


+

    PHA, PHP

+


+

       #  address R/W description

+

      --- ------- --- -----------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  read next instruction byte (and throw it away)

+

       3  $0100,S  W  push register on stack, decrement S

+


+

    PLA, PLP

+


+

       #  address R/W description

+

      --- ------- --- -----------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  read next instruction byte (and throw it away)

+

       3  $0100,S  R  increment S

+

       4  $0100,S  R  pull register from stack

+


+

    JSR

+


+

       #  address R/W description

+

      --- ------- --- -------------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch low address byte, increment PC

+

       3  $0100,S  R  internal operation (predecrement S?)

+

       4  $0100,S  W  push PCH on stack, decrement S

+

       5  $0100,S  W  push PCL on stack, decrement S

+

       6    PC     R  copy low address byte to PCL, fetch high address

+

                      byte to PCH

+


+

 Accumulator or implied addressing

+


+

       #  address R/W description

+

      --- ------- --- -----------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  read next instruction byte (and throw it away)

+


+

 Immediate addressing

+


+

       #  address R/W description

+

      --- ------- --- ------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch value, increment PC

+


+

 Absolute addressing

+


+

    JMP

+


+

       #  address R/W description

+

      --- ------- --- -------------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch low address byte, increment PC

+

       3    PC     R  copy low address byte to PCL, fetch high address

+

                      byte to PCH

+


+

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

+

                       LAX, NOP)

+


+

       #  address R/W description

+

      --- ------- --- ------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch low byte of address, increment PC

+

       3    PC     R  fetch high byte of address, increment PC

+

       4  address  R  read from effective address

+


+

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

+

                                    SLO, SRE, RLA, RRA, ISB, DCP)

+


+

       #  address R/W description

+

      --- ------- --- ------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch low byte of address, increment PC

+

       3    PC     R  fetch high byte of address, increment PC

+

       4  address  R  read from effective address

+

       5  address  W  write the value back to effective address,

+

                      and do the operation on it

+

       6  address  W  write the new value to effective address

+


+

    Write instructions (STA, STX, STY, SAX)

+


+

       #  address R/W description

+

      --- ------- --- ------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch low byte of address, increment PC

+

       3    PC     R  fetch high byte of address, increment PC

+

       4  address  W  write register to effective address

+


+

 Zero page addressing

+


+

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

+

                       LAX, NOP)

+


+

       #  address R/W description

+

      --- ------- --- ------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch address, increment PC

+

       3  address  R  read from effective address

+


+

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

+

                                    SLO, SRE, RLA, RRA, ISB, DCP)

+


+

       #  address R/W description

+

      --- ------- --- ------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch address, increment PC

+

       3  address  R  read from effective address

+

       4  address  W  write the value back to effective address,

+

                      and do the operation on it

+

       5  address  W  write the new value to effective address

+


+

    Write instructions (STA, STX, STY, SAX)

+


+

       #  address R/W description

+

      --- ------- --- ------------------------------------------

+

       1    PC     R  fetch opcode, increment PC

+

       2    PC     R  fetch address, increment PC

+

       3  address  W  write register to effective address

+


+

 Zero page indexed addressing

+


+

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

+

                       LAX, NOP)

+


+

       #   address  R/W description

+

      --- --------- --- ------------------------------------------

+

       1     PC      R  fetch opcode, increment PC

+

       2     PC      R  fetch address, increment PC

+

       3   address   R  read from address, add index register to it

+

       4  address+I* R  read from effective address

+


+

      Notes: I denotes either index register (X or Y).

+


+

             * The high byte of the effective address is always zero,

+

               i.e. page boundary crossings are not handled.

+


+

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

+

                                    SLO, SRE, RLA, RRA, ISB, DCP)

+


+

       #   address  R/W description

+

      --- --------- --- ---------------------------------------------

+

       1     PC      R  fetch opcode, increment PC

+

       2     PC      R  fetch address, increment PC

+

       3   address   R  read from address, add index register X to it

+

       4  address+X* R  read from effective address

+

       5  address+X* W  write the value back to effective address,

+

                        and do the operation on it

+

       6  address+X* W  write the new value to effective address

+


+

      Note: * The high byte of the effective address is always zero,

+

              i.e. page boundary crossings are not handled.

+


+

    Write instructions (STA, STX, STY, SAX)

+


+

       #   address  R/W description

+

      --- --------- --- -------------------------------------------

+

       1     PC      R  fetch opcode, increment PC

+

       2     PC      R  fetch address, increment PC

+

       3   address   R  read from address, add index register to it

+

       4  address+I* W  write to effective address

+


+

      Notes: I denotes either index register (X or Y).

+


+

             * The high byte of the effective address is always zero,

+

               i.e. page boundary crossings are not handled.

+


+

 Absolute indexed addressing

+


+

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

+

                       LAX, LAE, SHS, NOP)

+


+

       #   address  R/W description

+

      --- --------- --- ------------------------------------------

+

       1     PC      R  fetch opcode, increment PC

+

       2     PC      R  fetch low byte of address, increment PC

+

       3     PC      R  fetch high byte of address,

+

                        add index register to low address byte,

+

                        increment PC

+

       4  address+I* R  read from effective address,

+

                        fix the high byte of effective address

+

       5+ address+I  R  re-read from effective address

+


+

      Notes: I denotes either index register (X or Y).

+


+

             * The high byte of the effective address may be invalid

+

               at this time, i.e. it may be smaller by $100.

+


+

             + This cycle will be executed only if the effective address

+

               was invalid during cycle #4, i.e. page boundary was crossed.

+


+

    Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC,

+

                                    SLO, SRE, RLA, RRA, ISB, DCP)

+


+

       #   address  R/W description

+

      --- --------- --- ------------------------------------------

+

       1    PC       R  fetch opcode, increment PC

+

       2    PC       R  fetch low byte of address, increment PC

+

       3    PC       R  fetch high byte of address,

+

                        add index register X to low address byte,

+

                        increment PC

+

       4  address+X* R  read from effective address,

+

                        fix the high byte of effective address

+

       5  address+X  R  re-read from effective address

+

       6  address+X  W  write the value back to effective address,

+

                        and do the operation on it

+

       7  address+X  W  write the new value to effective address

+


+

      Notes: * The high byte of the effective address may be invalid

+

               at this time, i.e. it may be smaller by $100.

+


+

    Write instructions (STA, STX, STY, SHA, SHX, SHY)

+


+

       #   address  R/W description

+

      --- --------- --- ------------------------------------------

+

       1     PC      R  fetch opcode, increment PC

+

       2     PC      R  fetch low byte of address, increment PC

+

       3     PC      R  fetch high byte of address,

+

                        add index register to low address byte,

+

                        increment PC

+

       4  address+I* R  read from effective address,

+

                        fix the high byte of effective address

+

       5  address+I  W  write to effective address

+


+

      Notes: I denotes either index register (X or Y).

+


+

             * The high byte of the effective address may be invalid

+

               at this time, i.e. it may be smaller by $100. Because

+

               the processor cannot undo a write to an invalid

+

               address, it always reads from the address first.

+


+

 Relative addressing (BCC, BCS, BNE, BEQ, BPL, BMI, BVC, BVS)

+


+

       #   address  R/W description

+

      --- --------- --- ---------------------------------------------

+

       1     PC      R  fetch opcode, increment PC

+

       2     PC      R  fetch operand, increment PC

+

       3     PC      R  Fetch opcode of next instruction,

+

                        If branch is taken, add operand to PCL.

+

                        Otherwise increment PC.

+

       4+    PC*     R  Fetch opcode of next instruction.

+

                        Fix PCH. If it did not change, increment PC.

+

       5!    PC      R  Fetch opcode of next instruction,

+

                        increment PC.

+


+

      Notes: The opcode fetch of the next instruction is included to

+

             this diagram for illustration purposes. When determining

+

             real execution times, remember to subtract the last

+

             cycle.

+


+

             * The high byte of Program Counter (PCH) may be invalid

+

               at this time, i.e. it may be smaller or bigger by $100.

+


+

             + If branch is taken, this cycle will be executed.

+


+

             ! If branch occurs to different page, this cycle will be

+

               executed.

+


+

 Indexed indirect addressing

+


+

    Read instructions (LDA, ORA, EOR, AND, ADC, CMP, SBC, LAX)

+


+

       #    address   R/W description

+

      --- ----------- --- ------------------------------------------

+

       1      PC       R  fetch opcode, increment PC

+

       2      PC       R  fetch pointer address, increment PC

+

       3    pointer    R  read from the address, add X to it

+

       4   pointer+X   R  fetch effective address low

+

       5  pointer+X+1  R  fetch effective address high

+

       6    address    R  read from effective address

+


+

      Note: The effective address is always fetched from zero page,

+

            i.e. the zero page boundary crossing is not handled.

+


+

    Read-Modify-Write instructions (SLO, SRE, RLA, RRA, ISB, DCP)

+


+

       #    address   R/W description

+

      --- ----------- --- ------------------------------------------

+

       1      PC       R  fetch opcode, increment PC

+

       2      PC       R  fetch pointer address, increment PC

+

       3    pointer    R  read from the address, add X to it

+

       4   pointer+X   R  fetch effective address low

+

       5  pointer+X+1  R  fetch effective address high

+

       6    address    R  read from effective address

+

       7    address    W  write the value back to effective address,

+

                          and do the operation on it

+

       8    address    W  write the new value to effective address

+


+

      Note: The effective address is always fetched from zero page,

+

            i.e. the zero page boundary crossing is not handled.

+


+

    Write instructions (STA, SAX)

+


+

       #    address   R/W description

+

      --- ----------- --- ------------------------------------------

+

       1      PC       R  fetch opcode, increment PC

+

       2      PC       R  fetch pointer address, increment PC

+

       3    pointer    R  read from the address, add X to it

+

       4   pointer+X   R  fetch effective address low

+

       5  pointer+X+1  R  fetch effective address high

+

       6    address    W  write to effective address

+


+

      Note: The effective address is always fetched from zero page,

+

            i.e. the zero page boundary crossing is not handled.

+


+

 Indirect indexed addressing

+


+

    Read instructions (LDA, EOR, AND, ORA, ADC, SBC, CMP)

+


+

       #    address   R/W description

+

      --- ----------- --- ------------------------------------------

+

       1      PC       R  fetch opcode, increment PC

+

       2      PC       R  fetch pointer address, increment PC

+

       3    pointer    R  fetch effective address low

+

       4   pointer+1   R  fetch effective address high,

+

                          add Y to low byte of effective address

+

       5   address+Y*  R  read from effective address,

+

                          fix high byte of effective address

+

       6+  address+Y   R  read from effective address

+


+

      Notes: The effective address is always fetched from zero page,

+

             i.e. the zero page boundary crossing is not handled.

+


+

             * The high byte of the effective address may be invalid

+

               at this time, i.e. it may be smaller by $100.

+


+

             + This cycle will be executed only if the effective address

+

               was invalid during cycle #5, i.e. page boundary was crossed.

+


+

    Read-Modify-Write instructions (SLO, SRE, RLA, RRA, ISB, DCP)

+


+

       #    address   R/W description

+

      --- ----------- --- ------------------------------------------

+

       1      PC       R  fetch opcode, increment PC

+

       2      PC       R  fetch pointer address, increment PC

+

       3    pointer    R  fetch effective address low

+

       4   pointer+1   R  fetch effective address high,

+

                          add Y to low byte of effective address

+

       5   address+Y*  R  read from effective address,

+

                          fix high byte of effective address

+

       6   address+Y   R  read from effective address

+

       7   address+Y   W  write the value back to effective address,

+

                          and do the operation on it

+

       8   address+Y   W  write the new value to effective address

+


+

      Notes: The effective address is always fetched from zero page,

+

             i.e. the zero page boundary crossing is not handled.

+


+

             * The high byte of the effective address may be invalid

+

               at this time, i.e. it may be smaller by $100.

+


+

    Write instructions (STA, SHA)

+


+

       #    address   R/W description

+

      --- ----------- --- ------------------------------------------

+

       1      PC       R  fetch opcode, increment PC

+

       2      PC       R  fetch pointer address, increment PC

+

       3    pointer    R  fetch effective address low

+

       4   pointer+1   R  fetch effective address high,

+

                          add Y to low byte of effective address

+

       5   address+Y*  R  read from effective address,

+

                          fix high byte of effective address

+

       6   address+Y   W  write to effective address

+


+

      Notes: The effective address is always fetched from zero page,

+

             i.e. the zero page boundary crossing is not handled.

+


+

             * The high byte of the effective address may be invalid

+

               at this time, i.e. it may be smaller by $100.

+


+

 Absolute indirect addressing (JMP)

+


+

       #   address  R/W description

+

      --- --------- --- ------------------------------------------

+

       1     PC      R  fetch opcode, increment PC

+

       2     PC      R  fetch pointer address low, increment PC

+

       3     PC      R  fetch pointer address high, increment PC

+

       4   pointer   R  fetch low address to latch

+

       5  pointer+1* R  fetch PCH, copy latch to PCL

+


+

      Note: * The PCH will always be fetched from the same page

+

              than PCL, i.e. page boundary crossing is not handled.

+


+

               How Real Programmers Acknowledge Interrupts

+


+

 With RMW instructions:

+


+

       ; beginning of combined raster/timer interrupt routine

+

       LSR $D019       ; clear VIC interrupts, read raster interrupt flag to C

+

       BCS raster      ; jump if VIC caused an interrupt

+

       ...             ; timer interrupt routine

+


+

       Operational diagram of LSR $D019:

+


+

         #  data  address  R/W

+

        --- ----  -------  ---  ---------------------------------

+

         1   4E     PC      R   fetch opcode

+

         2   19    PC+1     R   fetch address low

+

         3   D0    PC+2     R   fetch address high

+

         4   xx    $D019    R   read memory

+

         5   xx    $D019    W   write the value back, rotate right

+

         6  xx/2   $D019    W   write the new value back

+


+

       The 5th cycle acknowledges the interrupt by writing the same

+

       value back. If only raster interrupts are used, the 6th cycle

+

       has no effect on the VIC. (It might acknowledge also some

+

       other interrupts.)

+


+

 With indexed addressing:

+


+

       ; acknowledge interrupts to both CIAs

+

       LDX #$10

+

       LDA $DCFD,X

+


+

       Operational diagram of LDA $DCFD,X:

+


+

         #  data  address  R/W  description

+

        --- ----  -------  ---  ---------------------------------

+

         1   BD     PC      R   fetch opcode

+

         2   FD    PC+1     R   fetch address low

+

         3   DC    PC+2     R   fetch address high, add X to address low

+

         4   xx    $DC0D    R   read from address, fix high byte of address

+

         5   yy    $DD0D    R   read from right address

+


+

       ; acknowledge interrupts to CIA 2

+

       LDX #$10

+

       STA $DDFD,X

+


+

       Operational diagram of STA $DDFD,X:

+


+

         #  data  address  R/W  description

+

        --- ----  -------  ---  ---------------------------------

+

         1   9D     PC      R   fetch opcode

+

         2   FD    PC+1     R   fetch address low

+

         3   DC    PC+2     R   fetch address high, add X to address low

+

         4   xx    $DD0D    R   read from address, fix high byte of address

+

         5   ac    $DE0D    W   write to right address

+


+

 With branch instructions:

+


+

       ; acknowledge interrupts to CIA 2

+

               LDA #$00  ; clear N flag

+

               JMP $DD0A

+

       DD0A    BPL $DC9D ; branch

+

       DC9D    BRK       ; return

+


+

       You need the following preparations to initialize the CIA registers:

+


+

               LDA #$91  ; argument of BPL

+

               STA $DD0B

+

               LDA #$10  ; BPL

+

               STA $DD0A

+

               STA $DD08 ; load the ToD values from the latches

+

               LDA $DD0B ; freeze the ToD display

+

               LDA #$7F

+

               STA $DC0D ; assure that $DC0D is $00

+


+

       Operational diagram of BPL $DC9D:

+


+

         #  data  address  R/W  description

+

        --- ----  -------  ---  ---------------------------------

+

         1   10    $DD0A    R   fetch opcode

+

         2   91    $DD0B    R   fetch argument

+

         3   xx    $DD0C    R   fetch opcode, add argument to PCL

+

         4   yy    $DD9D    R   fetch opcode, fix PCH

+

       ( 5   00    $DC9D    R   fetch opcode )

+


+

       ; acknowledge interrupts to CIA 1

+

               LSR       ; clear N flag

+

               JMP $DCFA

+

       DCFA    BPL $DD0D

+

       DD0D    BRK

+


+

       ; Again you need to set the ToD registers of CIA 1 and the

+

       ; Interrupt Control Register of CIA 2 first.

+


+

       Operational diagram of BPL $DD0D:

+


+

         #  data  address  R/W  description

+

        --- ----  -------  ---  ---------------------------------

+

         1   10    $DCFA    R   fetch opcode

+

         2   11    $DCFB    R   fetch argument

+

         3   xx    $DCFC    R   fetch opcode, add argument to PCL

+

         4   yy    $DC0D    R   fetch opcode, fix PCH

+

       ( 5   00    $DD0D    R   fetch opcode )

+


+

       ; acknowledge interrupts to CIA 2 automagically

+

               ; preparations

+

               LDA #$7F

+

               STA $DD0D       ; disable all interrupt sources of CIA2

+

               LDA $DD0E

+

               AND #$BE        ; ensure that $DD0C remains constant

+

               STA $DD0E       ; and stop the timer

+

               LDA #$FD

+

               STA $DD0C       ; parameter of BPL

+

               LDA #$10

+

               STA $DD0B       ; BPL

+

               LDA #$40

+

               STA $DD0A       ; RTI/parameter of LSR

+

               LDA #$46

+

               STA $DD09       ; LSR

+

               STA $DD08       ; load the ToD values from the latches

+

               LDA $DD0B       ; freeze the ToD display

+

               LDA #$09

+

               STA $0318

+

               LDA #$DD

+

               STA $0319       ; change NMI vector to $DD09

+

               LDA #$FF        ; Try changing this instruction's operand

+

               STA $DD05       ; (see comment below).

+

               LDA #$FF

+

               STA $DD04       ; set interrupt frequency to 1/65536 cycles

+

               LDA $DD0E

+

               AND #$80

+

               ORA #$11

+

               LDX #$81

+

               STX $DD0D       ; enable timer interrupt

+

               STA $DD0E       ; start timer

+


+

               LDA #$00        ; To see that the interrupts really occur,

+

               STA $D011       ; use something like this and see how

+

       LOOP    DEC $D020       ; changing the byte loaded to $DD05 from

+

               BNE LOOP        ; #$FF to #$0F changes the image.

+


+

       When an NMI occurs, the processor jumps to Kernal code, which jumps to

+

       ($0318), which points to the following routine:

+


+

       DD09    LSR $40         ; clear N flag

+

               BPL $DD0A       ; Note: $DD0A contains RTI.

+


+

       Operational diagram of BPL $DD0A:

+


+

         #  data  address  R/W  description

+

        --- ----  -------  ---  ---------------------------------

+

         1   10    $DD0B    R   fetch opcode

+

         2   11    $DD0C    R   fetch argument

+

         3   xx    $DD0D    R   fetch opcode, add argument to PCL

+

         4   40    $DD0A    R   fetch opcode, (fix PCH)

+


+

 With RTI:

+


+

       ; the fastest possible interrupt handler in the 6500 family

+

               ; preparations

+

               SEI

+

               LDA $01         ; disable ROM and enable I/O

+

               AND #$FD

+

               ORA #$05

+

               STA $01

+

               LDA #$7F

+

               STA $DD0D       ; disable CIA 2's all interrupt sources

+

               LDA $DD0E

+

               AND #$BE        ; ensure that $DD0C remains constant

+

               STA $DD0E       ; and stop the timer

+

               LDA #$40

+

               STA $DD0C       ; store RTI to $DD0C

+

               LDA #$0C

+

               STA $FFFA

+

               LDA #$DD

+

               STA $FFFB       ; change NMI vector to $DD0C

+

               LDA #$FF        ; Try changing this instruction's operand

+

               STA $DD05       ; (see comment below).

+

               LDA #$FF

+

               STA $DD04       ; set interrupt frequency to 1/65536 cycles

+

               LDA $DD0E

+

               AND #$80

+

               ORA #$11

+

               LDX #$81

+

               STX $DD0D       ; enable timer interrupt

+

               STA $DD0E       ; start timer

+


+

               LDA #$00        ; To see that the interrupts really occur,

+

               STA $D011       ; use something like this and see how

+

       LOOP    DEC $D020       ; changing the byte loaded to $DD05 from

+

               BNE LOOP        ; #$FF to #$0F changes the image.

+


       When an NMI occurs, the processor jumps to Kernal code, which

       jumps to ($0318), which points to the following routine:


-

       DD0C    RTI

-


+

       DD0C    RTI

+


       How on earth can this clear the interrupts? Remember, the

       processor always fetches two successive bytes for each

       instruction.

@@ -1562,13 +1562,13 @@

       you used when writing the RTI.


       Or you can combine the latter two methods:

-


-

       DD09    LSR $xx  ; xx is any appropriate BCD value 00-59.

-

               BPL $DCFC

-

       DCFC    RTI

-


+


+

       DD09    LSR $xx  ; xx is any appropriate BCD value 00-59.

+

               BPL $DCFC

+

       DCFC    RTI

+


       This example acknowledges interrupts to both CIAs.

-


+


 If you want to confuse the examiners of your code, you can use any

of these techniques. Although these examples use no undefined opcodes,

they do not necessarily run correctly on CMOS processors. However, the

diff --git a/help/AutoFireConfigurations.html b/help/AutoFireConfigurations.html index 14cb2a33..f70ff8ab 100644 --- a/help/AutoFireConfigurations.html +++ b/help/AutoFireConfigurations.html @@ -42,7 +42,7 @@
-

Auto Fire Settings

+

Auto Fire Settings


Autofire Pattern


diff --git a/help/CheatSearch.html b/help/CheatSearch.html index 55d94bff..1ec5dd4a 100644 --- a/help/CheatSearch.html +++ b/help/CheatSearch.html @@ -74,7 +74,7 @@


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).


-

Active Cheats

+

Active Cheats


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.


@@ -91,7 +91,7 @@

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.

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.


-

Cheat Search

+

Cheat Search


The cheat search is used to find a specific value in the games RAM by process of elimination.


@@ -120,22 +120,22 @@

Any value in the possibilities list can be sent to memory watch by double clicking it.  

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.


-

Example

+

Example


Here is an example of cheat search in action.


Let's say I am playing Mega man 3 and I want to find Mega man's energy level in the game's ram.  I will start by opening the ROM and selecting a level.  At this point, I know Mega man's energy address is active.  So I will pause the game and open the cheat search and hit the reset button.  The game uses SRAM so the possibilities window will say 10240 "possibilities".  

Next I will frame advance (or briefly unpause) the game.  At this point I know Mega man's energy level is still the same as it was.  So I click the "equal" button.   Next I want to take damage.  I know for sure now that the energy level has decreased so after the "ouch" animation, I click the "Less than button".  This will cut the possibilities down significantly.  Next I will advance some more and click the "Equal" button since I know the value is still the previous value.  I will repeat this cycle until I am down to 1 or just a few values.  From there I can double click the values to send them to memory watch to monitor them more closely to weed them out.  (Note:  Mega man's energy is located in $00A2).


-

Context Menu

+

Context Menu


Right-clicking in the active cheats list brings up the context menu.


-

Toggle Cheat - does the same thing as double clicking

+

Toggle Cheat - does the same thing as double clicking


-

Poke cheat value - 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.  It has the same affect as typing in values in the Hex Editor.

+

Poke cheat value - 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.  It has the same affect as typing in values in the Hex Editor.


-

Goto In Hex Editor - Opens the Hex editor dialog to the position of the selected RAM value.

+

Goto In Hex Editor - Opens the Hex editor dialog to the position of the selected RAM value.


Created with the Personal Edition of HelpNDoc: Easily create iPhone documentation

diff --git a/help/CommandLineOptions.html b/help/CommandLineOptions.html index 8b7bd98c..62b3dab9 100644 --- a/help/CommandLineOptions.html +++ b/help/CommandLineOptions.html @@ -51,148 +51,148 @@

ROM name

Plays specified ROM (ROM name must always be put last in command line arguments)


-

fceux path\rom.nes (or rom.zip)

+

fceux path\rom.nes (or rom.zip)


-

       fceux smb.nes

-

       fceux c:\fceux\roms\smb.zip

+

       fceux smb.nes

+

       fceux c:\fceux\roms\smb.zip



Play Movie File

Plays a specified movie (.fm2) file.  A valid ROM must be specified or movie will not be played.


-

fcuex -playmovie path\movie.fm2 romname

+

fcuex -playmovie path\movie.fm2 romname


-

       fceux -playmovie smb.fm2 smb.nes

+

       fceux -playmovie smb.fm2 smb.nes



Read-only Status

Specifies whether a movie will be in "read-only" or "read & write" mode.  (Note: a specified movie is not required to be used in conjunction with this command). 1 specifies read only status, 0 specifies read & write.


-

fceux -readonly flag

+

fceux -readonly flag


-

       fceux -readonly 1

-

       fceux -readonly 0 -playmovie smb.fm2 smb.nes

-

       fceux -readonly 1 -playmovie c:\fceux\movies\smb.fm2 c:\fceux\roms\smb.nes

+

       fceux -readonly 1

+

       fceux -readonly 0 -playmovie smb.fm2 smb.nes

+

       fceux -readonly 1 -playmovie c:\fceux\movies\smb.fm2 c:\fceux\roms\smb.nes



Stop Movie at frame x

Specifies that the movie will automatically stop at the specified frame.  (A movie must be specified with -playmovie for this command to work)


-

fceux -playmovie path\movie.fm2 -stopframe framenumber romname

+

fceux -playmovie path\movie.fm2 -stopframe framenumber romname


-

       fceux -playmovie smb.fm2 -stopframe 10000 smb.nes

+

       fceux -playmovie smb.fm2 -stopframe 10000 smb.nes



Load State

Specifies FCEUX to automatically load a specified savestate file.  (Must have a specified ROM for this to work).


-

fceux -loadstate path\savestatefile romname

+

fceux -loadstate path\savestatefile romname


-

       fceux -loadstate smb0.fc0 smb.nes

-

       fceux -playmovie smb.fm2 -readonly 0 -loadstate smb0.fc0 smb.nes

+

       fceux -loadstate smb0.fc0 smb.nes

+

       fceux -playmovie smb.fm2 -readonly 0 -loadstate smb0.fc0 smb.nes



Pause Movie After Playback

Sets the "Pause Movie After Playback" switch on/off.  1 sets it to enabled, 0 sets it to disabled.


-

fceux -stopmovie flag

+

fceux -stopmovie flag


-

       fceux -stopmovie 1

-

       fceux -playmovie smb.fm2 -readonly 0 - stopmovie 1 smb0.nes

+

       fceux -stopmovie 1

+

       fceux -playmovie smb.fm2 -readonly 0 - stopmovie 1 smb0.nes



Frame Display Toggle

Toggles whether or not the frame count will be displayed.  1 sets it to on, 0 sets it to off.


-

fceux -framedisplay flag

+

fceux -framedisplay flag


-

       fceux -framedisplay 1

-

       fceux -playmovie smb2.fm2 -framedisplay 1 smb0.nes

+

       fceux -framedisplay 1

+

       fceux -playmovie smb2.fm2 -framedisplay 1 smb0.nes



Input Display Toggle

Toggles whether the movie input will be displayed.  1 sets it to on, 0 sets it to off.


-

fceux -inputdisplay flag

+

fceux -inputdisplay flag


-

       fceux -inputdisplay 1

-

       fceux -playmovie smb2.fm2 -inputdisplay 1 smb0.nes

+

       fceux -inputdisplay 1

+

       fceux -playmovie smb2.fm2 -inputdisplay 1 smb0.nes



Allow L+R/U+D

Sets whether or not the game will allow L+R/U+D input (see Input config).  1 enables L+R, 0 disables it.


-

fceux -allowUDLR flag

+

fceux -allowUDLR flag


-

       fceux -allowUDLR 1

-

       fceux -allowUDLR 0 smb0.nes

+

       fceux -allowUDLR 1

+

       fceux -allowUDLR 0 smb0.nes



Enable Background Input

Sets the "Enable Background Input" switch on/off.  1 sets it to enabled, 0 sets it to disabled.


-

fceux -bginput flag

+

fceux -bginput flag


-

       fceux -bginput 0

-

       fceux -playmovie smb.fm2 -readonly 0 -bginput 1 smb0.nes

+

       fceux -bginput 0

+

       fceux -playmovie smb.fm2 -readonly 0 -bginput 1 smb0.nes



Use Game Genie

Sets the Game Genie Flag (see Toggle Switches).  1 sets it to enabled, 0 sets it to disabled.


-

fceux -gg flag

-


-

       fceux -gg 1

-

       fceux -gg 1 smb0.nes

+

fceux -gg flag

+


+

       fceux -gg 1

+

       fceux -gg 1 smb0.nes


PAL Emulation

Sets the PAL Emulation Toggle (see Toggle Switches).  1 sets it to enabled, 0 sets it to disabled.

(note: FCEUX will assign PAL emulation automatically if a PAL ROM is loaded)


-

fceux -pal flag

-


-

       fceux -pal 1

-

       fceux -pal 1 smb0.nes

+

fceux -pal flag

+


+

       fceux -pal 1

+

       fceux -pal 1 smb0.nes


Movie Status Icon Toggle

Sets the Status Icon Toggle (see Toggle Switches).  1 turns off the status icon, 0 turns it on.


-

fceux -noicon flag

-


-

       fceux -noicon 1

-

       fceux -noicon 0 smb0.nes

+

fceux -noicon flag

+


+

       fceux -noicon 1

+

       fceux -noicon 0 smb0.nes



Clip Left and Right Sides

Sets the Clip Left and Right Sides Toggle (see Video Config).  1 turns on clipping, 0 turns it off.


-

fceux -clipsides flag

-


-

       fceux -clipsides 0 smb0.nes

+

fceux -clipsides flag

+


+

       fceux -clipsides 0 smb0.nes



Allow More than 8 Sprites per Scanline

Sets the 8 Sprites per scanline flag (see Video Config).  1 turns on extra sprites, 0 turns it off.


-

fceux -no8lim flag

-


-

       fceux -no8lim 0 smb0.nes

-


-


+

fceux -no8lim flag

+


+

       fceux -no8lim 0 smb0.nes

+


+


Disable Speed Throttling

Sets the Disable Speed Throttling When Sound is Disabled flag (see Timing Config).  1 disables throttling, 0 leaves it on.


-

fceux -nothrottle flag

-


-

       fceux -nothrottle 0 smb0.nes

-


-


+

fceux -nothrottle flag

+


+

       fceux -nothrottle 0 smb0.nes

+


+


Turbo Toggle

Sets the Turbo Toggle.  1 Sets Turbo on, 0 leaves it off.


-

fceux  -turbo flag

+

fceux  -turbo flag


-

       fceux -turbo 1 smb0.nes

+

       fceux -turbo 1 smb0.nes



Load Config File

@@ -202,7 +202,7 @@


fceux -cfg filename


-

       fceux -cfg fceux-smbconfig.cfg smb.nes

+

       fceux -cfg fceux-smbconfig.cfg smb.nes



Load Lua Script

@@ -210,7 +210,7 @@


fceux -lua filename


-

       fceux -lua memwatch.lua

+

       fceux -lua memwatch.lua


Created with the Personal Edition of HelpNDoc: Easily create Help documents

diff --git a/help/Commands.html b/help/Commands.html index 9eea147e..2e061b54 100644 --- a/help/Commands.html +++ b/help/Commands.html @@ -44,7 +44,7 @@

(written by qFox)


-

Introduction

+

Introduction


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.


@@ -60,7 +60,7 @@

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.

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 :)


-

Syntax

+

Syntax


Now then. Just like any other language, Lua has a few quirks you should be aware of.


@@ -163,7 +163,7 @@


For easy reference to the standard libraries look on the bottom half of this page: http://www.lua.org/manual/5.1/


-

Lua in FCEUX

+

Lua in FCEUX


Now then, let's get to the emulator specifics!


diff --git a/help/Config.html b/help/Config.html index 96b3711a..2dbfac79 100644 --- a/help/Config.html +++ b/help/Config.html @@ -43,53 +43,53 @@


These chapters explain options under FCEUX's Config menu.


-

Menu Items & Sub-menus

+

Menu Items & Sub-menus


Explains the basic menu items and sub-menu items in the top of the menu.


-

GUI

+

GUI


Settings related to the FCEU emulator window.



-

Directories

+

Directories


Sets Directory override assignments.



-

Input

+

Input


Assigns keys/joypad buttons to emulated controllers.



-

Network Play

+

Network Play


Various settings related to playing over the internet.


-

Palette

+

Palette


Palette options.


-

Sound

+

Sound


Sets sound configuration options.



-

Timing

+

Timing


Settings related to emulation timing.


-

Video

+

Video


Sets video & graphics configuration options.



-

Movie Options

+

Movie Options


Sets options related to playing/recording movie files



-

Map Hotkeys

+

Map Hotkeys


Sets Hotkey assignments.

Created with the Personal Edition of HelpNDoc: Full featured Help generator

diff --git a/help/CustomizingthroughtheConfigFil.html b/help/CustomizingthroughtheConfigFil.html index c832a0bd..d1c064df 100644 --- a/help/CustomizingthroughtheConfigFil.html +++ b/help/CustomizingthroughtheConfigFil.html @@ -51,7 +51,7 @@


Emulator background Color when Graphics Background is disabled


-

gNoBGFillColor

+

gNoBGFillColor


When you disable the backgrounds (Config > Display > Graphics: GB), the default color is black.  You can change that color by modifying this value.  By default it is 255 (black).


diff --git a/help/Debug.html b/help/Debug.html index df69a36a..4c6e6ddb 100644 --- a/help/Debug.html +++ b/help/Debug.html @@ -42,38 +42,38 @@


Guides for the specific tools and settings under FCEUX's Debug menu.


-

Debugger

+

Debugger


A tool for looking at game instructions in assembly language. With experience,

one can use it to fix game patching errors, or find RAM and Game Genie codes.


-

PPU Viewer

+

PPU Viewer


A tool that displays the current PPU contents and related information. The PPU

viewer allows you to view the graphic squares that make up what's displayed.


-

Name Table Viewer

+

Name Table Viewer


A tool for displaying the current Name Table contents. Helps to isolate PPU

and tile information, which allows the debugger to be used to check PPU coding.


-

Hex Editor

+

Hex Editor


A tool for displaying a game's RAM contents and for memory poking. Also allows

for reading in the raw PPU data, copy/paste-ing RAM, and visually debugging RAM.


-

Trace Logger

+

Trace Logger


Captures assembly code instructions and outputs them to a file or the window. Very

useful for modifying code, finding crash addresses, fixing transferred routines, and

for comparing routine function between a game and a persistently buggy NSF.


-

Code/Data Logger

+

Code/Data Logger


Allows you to extract the data used by a game. Make patch demos, find data

loaded by a game around a certain point, or just map out a single routine run.


-

Game Genie Encoder/Decoder

+

Game Genie Encoder/Decoder


Allows you to add Game Genie codes to the Cheats menu, decode existing

ones to their component information, and (re)create a code with desired values.

diff --git a/help/FAQGuides.html b/help/FAQGuides.html index 190e8733..935f3aa4 100644 --- a/help/FAQGuides.html +++ b/help/FAQGuides.html @@ -42,27 +42,27 @@


Information regarding various concepts such as TAS, ROM Hacking, RAM Mapping.


-

Troubleshooting FAQ

+

Troubleshooting FAQ


A guide to common problems people experience, and what to do about them.



-

Tool Assisted Speedruns (TAS)

+

Tool Assisted Speedruns (TAS)


Information regarding Tool Assisted Speedruns and the TAS community.



-

ROM Hacking

+

ROM Hacking


Information regarding making ROM Hacks and the ROM Hacking community.



-

NES RAM Mapping

+

NES RAM Mapping


A guide to the layout of NES RAM, and how to interpret its contents.



-

Debugger Usage Guide (Intermediate)

+

Debugger Usage Guide (Intermediate)


This is a guide that explains some of the debugging features in terms that someone

with previous experience with assembly can understand, and delves into the most

diff --git a/help/General.html b/help/General.html index 32ac8cda..e4155b45 100644 --- a/help/General.html +++ b/help/General.html @@ -42,27 +42,27 @@


Guides for general uses of FCEUX.


-

Getting Started

+

Getting Started


A guide for loading games, setting up controls, etc.



-

Command Line Options

+

Command Line Options


FCEUX as an extensive set of options for running from command line (or .bat file).  This guide explains all command options available.



-

Famicom Disk System

+

Famicom Disk System


A guide for playing Famicom (.fds) games.



-

Movie Recording

+

Movie Recording


A guide for playing and recording movie input files (.fm2).



-

AVI Capturing

+

AVI Capturing


A guide for capturing a game/movie file into an AVI file.

Created with the Personal Edition of HelpNDoc: Free iPhone documentation generator

diff --git a/help/Gettingstarted.html b/help/Gettingstarted.html index f175a5ef..2299e128 100644 --- a/help/Gettingstarted.html +++ b/help/Gettingstarted.html @@ -44,7 +44,7 @@

Getting Started


-

Playing Games

+

Playing Games


The most basic function of FCEUX is to play Nintendo Entertainment System (NES) and Famicom Disk System (FDS) games.


diff --git a/help/HexEditor.html b/help/HexEditor.html index 02354912..c90e38fc 100644 --- a/help/HexEditor.html +++ b/help/HexEditor.html @@ -57,13 +57,13 @@


The Hex Editor lets you edit three major areas:


-

1. NES MEMORY

+

1. NES MEMORY

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.  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.  If you want to edit the ROM itself, right-click on the offset and select  "Go here in ROM file"; that will take you directly to where you need to be so you can start editing.  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.  Finally, the right-click menu can be used to quickly add a read or write breakpoint to the debugger.


-

2. PPU MEMORY

+

2. PPU MEMORY

This allows you to directly view and write to PPU memory (VRAM).


-

3. THE ROM FILE

+

3. THE ROM FILE

This is possibly the coolest part of FCEUXD:  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->Undo to undo your change (then load a save-state if the game crashed).  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.


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.  I have also added an extension to represent the Return key:  xx=ret whereby pressing the Return key will enter that value into the ROM.  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->Find feature that you can use to search for data. This feature should be fairly intuitive, so I won't bother to explain it.

diff --git a/help/Input.html b/help/Input.html index b5262b13..6f9e3f63 100644 --- a/help/Input.html +++ b/help/Input.html @@ -45,7 +45,7 @@

Input Configuration



-

Setting up controllers

+

Setting up controllers


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.

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.

@@ -74,17 +74,17 @@


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.


-

Input Presets

-


+

Input Presets

+


This feature allow you to set the current input configuration to one of three presets.  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).


To assign the current input configuration to a preset press the down arrow next to one of the presets.  To assign the preset as the current input configuration press the up arrow or use the hotkey assigned to that specific preset.  Preset hotkeys can be assigned in the Map Hotkeys menu.


-

Disable left+right/up+down

+

Disable left+right/up+down


By default FCEUX allows you to press both the left and right controls at the same time (or up and down).  To disable this feature uncheck the checkbox on the left.


-

Auto-Hold

+

Auto-Hold


Clicking the auto hold button will allow you to assign a hotkey to the auto-hold feature.  

Clicking the clear button will allow you to assign a hotkey to the clear auto-holds feature.

diff --git a/help/LuaFunctionsList.html b/help/LuaFunctionsList.html index 7990b2c7..f65e9444 100644 --- a/help/LuaFunctionsList.html +++ b/help/LuaFunctionsList.html @@ -47,683 +47,683 @@

The following functions are available in FCEUX, in addition to standard LUA capabilities:



-

Emu library

+

Emu library


-

emu.poweron()

-


-

Executes a power cycle.

-


-

emu.softreset()

-


-

Executes a (soft) reset.

+

emu.poweron()

+


+

Executes a power cycle.

+


+

emu.softreset()

+


+

Executes a (soft) reset.


-

emu.speedmode(string mode)

-


-

Set the emulator to given speed. The mode argument can be one of these:

-

       - "normal"

-

       - "nothrottle" (same as turbo on fceux)

-

       - "turbo"

-

       - "maximum"

-


-

emu.frameadvance()

-


-

Advance the emulator by one frame. It's like pressing the frame advance button once.

-


-

Most scripts use this function in their main game loop to advance frames. Note that you can also register functions by various methods that run "dead", returning control to the emulator and letting the emulator advance the frame.  For most people, using frame advance in an endless while loop is easier to comprehend so I suggest  starting with that.  This makes more sense when creating bots. Once you move to creating auxillary libraries, try the register() methods.

-


-

emu.pause()

-


-

Pauses the emulator. FCEUX will not unpause until you manually unpause it.

-


-

emu.unpause()

-


-

Unpauses the emulator.

-


-

emu.exec_count(int count, function func)

-


-

Calls given function, restricting its working time to given number of lua cycles. Using this method you can ensure that some heavy operation (like Lua bot) won't freeze FCEUX.

-


-

emu.exec_time(int time, function func)

-


-

Windows-only. Calls given function, restricting its working time to given number of milliseconds (approximate). Using this method you can ensure that some heavy operation (like Lua bot) won't freeze FCEUX.

-


-

emu.setrenderplanes(bool sprites, bool background)

-


-

Toggles the drawing of the sprites and background planes. Set to false or nil to disable a pane, anything else will draw them.

-


-

emu.message(string message)

-


-

Displays given message on screen in the standard messages position. Use gui.text() when you need to position text.

-


-

int emu.framecount()

-


-

Returns the framecount value. The frame counter runs without a movie running so this always returns a value.

-


-

int emu.lagcount()

-


-

Returns the number of lag frames encountered. Lag frames are frames where the game did not poll for input because it missed the vblank. This happens when it has to compute too much within the frame boundary. This returns the number indicated on the lag counter.

-


-

bool emu.lagged()

-


-

Returns true if currently in a lagframe, false otherwise.

-


-

bool emu.emulating()

-


-

Returns true if emulation has started, or false otherwise. Certain operations such as using savestates are invalid to attempt before emulation has started. You probably won't need to use this function unless you want to make your script extra-robust to being started too early.

-


-

bool emu.paused()

-


-

Returns true if emulator is paused, false otherwise.

-


-

bool emu.readonly()

-

Alias: movie.readonly

-


-

Returns whether the emulator is in read-only state.  

-


-

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

-


-

emu.setreadonly(bool state)

-

Alias: movie.setreadonly

-


-

Sets the read-only status to read-only if argument is true and read+write if false.

-

Note: This might result in an error if the medium of the movie file is not writeable (such as in an archive file).

-


-

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

-


-

emu.registerbefore(function func)

-


-

Registers a callback function to run immediately before each frame gets emulated. This runs after the next frame's input is known but before it's used, so this is your only chance to set the next frame's input using the next frame's would-be input. For example, if you want to make a script that filters or modifies ongoing user input, such as making the game think "left" is pressed whenever you press "right", you can do it easily with this.

-


-

Note that this is not quite the same as code that's placed before a call to emu.frameadvance. This callback runs a little later than that. Also, you cannot safely assume that this will only be called once per frame. Depending on the emulator's options, every frame may be simulated multiple times and your callback will be called once per simulation. If for some reason you need to use this callback to keep track of a stateful linear progression of things across frames then you may need to key your calculations to the results of emu.framecount.

-


-

Like other callback-registering functions provided by FCEUX, there is only one registered callback at a time per registering function per script. If you register two callbacks, the second one will replace the first, and the call to emu.registerbefore will return the old callback. You may register nil instead of a function to clear a previously-registered callback. If a script returns while it still has registered callbacks, FCEUX will keep it alive to call those callbacks when appropriate, until either the script is stopped by the user or all of the callbacks are de-registered.

-


-

emu.registerafter(function func)

-


-

Registers a callback function to run immediately after each frame gets emulated. It runs at a similar time as (and slightly before) gui.register callbacks, except unlike with gui.register it doesn't also get called again whenever the screen gets redrawn. Similar caveats as those mentioned in emu.registerbefore apply.

-


-

emu.registerexit(function func)

-


-

Registers a callback function that runs when the script stops. Whether the script stops on its own or the user tells it to stop, or even if the script crashes or the user tries to close the emulator, FCEUX will try to run whatever Lua code you put in here first. So if you want to make sure some code runs that cleans up some external resources or saves your progress to a file or just says some last words, you could put it here. (Of course, a forceful termination of the application or a crash from inside the registered exit function will still prevent the code from running.)

-


-

Suppose you write a script that registers an exit function and then enters an infinite loop. If the user clicks "Stop" your script will be forcefully stopped, but then it will start running its exit function. If your exit function enters an infinite loop too, then the user will have to click "Stop" a second time to really stop your script. That would be annoying. So try to avoid doing too much inside the exit function.

-


-

Note that restarting a script counts as stopping it and then starting it again, so doing so (either by clicking "Restart" or by editing the script while it is running) will trigger the callback. Note also that returning from a script generally does NOT count as stopping (because your script is still running or waiting to run its callback functions and thus does not stop... see here for more information), even if the exit callback is the only one you have registered.

-


-

bool emu.addgamegenie(string str)

-


-

Adds a Game Genie code to the Cheats menu. Returns false and an error message if the code can't be decoded. Returns false if the code couldn't be added. Returns true if the code already existed, or if it was added.

-


-

Usage: emu.addgamegenie("NUTANT")

-


-

Note that the Cheats Dialog Box won't show the code unless you close and reopen it.

-


-

bool emu.delgamegenie(string str)

-


-

Removes a Game Genie code from the Cheats menu. Returns false and an error message if the code can't be decoded. Returns false if the code couldn't be deleted. Returns true if the code didn't exist, or if it was deleted.

-


-

Usage: emu.delgamegenie("NUTANT")

-


-

Note that the Cheats Dialog Box won't show the code unless you close and reopen it.

-


-

emu.print(string str)

-


-

Puts a message into the Output Console area of the Lua Script control window. Useful for displaying usage instructions to the user when a script gets run.

-


-

emu.getscreenpixel(int x, int y, bool getemuscreen)

-


-

Returns the separate RGB components of the given screen pixel, and the palette. Can be 0-255 by 0-239, but NTSC only displays 0-255 x 8-231 of it. If getemuscreen is false, this gets background colors from either the screen pixel or the LUA pixels set, but LUA data may not match the information used to put the data to the screen. If getemuscreen is true, this gets background colors from anything behind an LUA screen element.

-


-

Usage is local r,g,b,palette = emu.getscreenpixel(5, 5, false) to retrieve the current red/green/blue colors and palette value of the pixel at 5x5.

-


-

Palette value can be 0-63, or 254 if there was an error.

-


-

You can avoid getting LUA data by putting the data into a function, and feeding the function name to emu.registerbefore.

-


-

FCEU library

-


-

The FCEU library is the same as the emu library. It is left in for backwards compatibility. However, the emu library is preferred.

-


-

ROM Library

-


-

rom.readbyte(int address)

-

rom.readbyteunsigned(int address)

-


-

Get an unsigned byte from the actual ROM file at the given address.  

-


-

This includes the header! It's the same as opening the file in a hex-editor.

-


-

rom.readbytesigned(int address)

-


-

Get a signed byte from the actual ROM file at the given address. Returns a byte that is signed.

-


-

This includes the header! It's the same as opening the file in a hex-editor.

-


-

Memory Library

-


-

memory.readbyte(int address)

-

memory.readbyteunsigned(int address)

-


-

Get an unsigned byte from the RAM at the given address. Returns a byte regardless of emulator. The byte will always be positive.

-


-

memory.readbyterange(int address, int length)

-


-

Get a length bytes starting at the given address and return it as a string. Convert to table to access the individual bytes.

-


-

memory.readbytesigned(int address)

-


-

Get a signed byte from the RAM at the given address. Returns a byte regardless of emulator. The most significant bit will serve as the sign.

-


-

memory.writebyte(int address, int value)

-


-

Write the value to the RAM at the given address. The value is modded with 256 before writing (so writing 257 will actually write 1). Negative values allowed.

-


-

int memory.getregister(cpuregistername)

-


-

Returns the current value of the given hardware register.

-

For example, memory.getregister("pc") will return the main CPU's current Program Counter.

-


-

Valid registers are: "a", "x", "y", "s", "p", and "pc".

-


-

memory.setregister(string cpuregistername, int value)

-


-

Sets the current value of the given hardware register.

-

For example, memory.setregister("pc",0x200) will change the main CPU's current Program Counter to 0x200.

-


-

Valid registers are: "a", "x", "y", "s", "p", and "pc".

-


-

You had better know exactly what you're doing or you're probably just going to crash the game if you try to use this function. That applies to the other memory.write functions as well, but to a lesser extent.

-


-

memory.register(int address, [int size,] function func)

-

memory.registerwrite(int address, [int size,] function func)

-


-

Registers a function to be called immediately whenever the given memory address range is written to.

-


-

size is the number of bytes to "watch". For example, if size is 100 and address is 0x0200, then you will register the function across all 100 bytes from 0x0200 to 0x0263. A write to any of those bytes will trigger the function. Having callbacks on a large range of memory addresses can be expensive, so try to use the smallest range that's necessary for whatever it is you're trying to do. If you don't specify any size then it defaults to 1.

-


-

The callback function will receive two arguments, (address, size) indicating what write operation triggered the callback. If you don't care about that extra information then you can ignore it and define your callback function to not take any arguments. The value that was written is NOT passed into the callback function, but you can easily use any of the memory.read functions to retrieve it.

-


-

You may use a memory.write function from inside the callback to change the value that just got written. However, keep in mind that doing so will trigger your callback again, so you must have a "base case" such as checking to make sure that the value is not already what you want it to be before writing it. Another, more drastic option is to de-register the current callback before performing the write.

-


-

If func is nil that means to de-register any memory write callbacks that the current script has already registered on the given range of bytes.

-


-

memory.registerexec(int address, [int size,] function func)

-

memory.registerrun(int address, [int size,] function func)

-

memory.registerexecute(int address, [int size,] function func)

-


-

Registers a function to be called immediately whenever the emulated system runs code located in the given memory address range.

-


-

Besides that, most of the information about memory.register applies to this function as well.

-


-

Joypad Library

-


-

table joypad.get(int player)

-

table joypad.read(int player)

-


-

Returns a table of every game button, where each entry is true if that button is currently held (as of the last time the emulation checked), or false if it is not held. This takes keyboard inputs, not Lua. The table keys look like this (case sensitive):

-


-

up, down, left, right, A, B, start, select

-


-

Where a Lua truthvalue true means that the button is set, false means the button is unset. Note that only "false" and "nil" are considered a false value by Lua.  Anything else is true, even the number 0.

-


-

joypad.read left in for backwards compatibility with older versions of FCEU/FCEUX.

-


-

table joypad.getimmediate(int player)

-

table joypad.readimmediate(int player)

-


-

Returns a table of every game button, where each entry is true if that button is held at the moment of calling the function, or false if it is not held. This function polls keyboard input immediately, allowing Lua to interact with user even when emulator is paused.

-


-

As of FCEUX 2.1.6, the function only works in Windows. In Linux this function will return nil.

-


-

table joypad.getdown(int player)

-

table joypad.readdown(int player)

-


-

Returns a table of only the game buttons that are currently held. Each entry is true if that button is currently held (as of the last time the emulation checked), or nil if it is not held.

-


-

table joypad.getup(int player)

-

table joypad.readup(int player)

-


-

Returns a table of only the game buttons that are not currently held. Each entry is nil if that button is currently held (as of the last time the emulation checked), or false if it is not held.

-


-

joypad.set(int player, table input)

-

joypad.write(int player, table input)

-


-

Set the inputs for the given player. Table keys look like this (case sensitive):

-


-

up, down, left, right, A, B, start, select

-


-

There are 4 possible values: true, false, nil, and "invert".

-

true    - Forces the button on

-

false   - Forces the button off

-

nil     - User's button press goes through unchanged

-

"invert"- Reverses the user's button press

-


-

Any string works in place of "invert".  It is suggested as a convention to use "invert" for readability, but strings like "inv", "Weird switchy mechanism", "", or "true or false" works as well as "invert".

-


-

nil and "invert" exists so the script can control individual buttons of the controller without entirely blocking the user from having any control. Perhaps there is a process which can be automated by the script, like an optimal firing pattern, but the user still needs some manual control, such as moving the character around.

-


-

joypad.write left in for backwards compatibility with older versions of FCEU/FCEUX.

-


-


-

Zapper Library

-


-

table zapper.read()

-


-

Returns the zapper data

-

When no movie is loaded this input is the same as the internal mouse input (which is used to generate zapper input, as well as the arkanoid paddle).

-


-

When a movie is playing, it returns the zapper data in the movie code.

-


-

The return table consists of 3 values: x, y, and fire.  x and y are the x,y coordinates of the zapper target in terms of pixels.  fire represents the zapper firing.  0 = not firing, 1 = firing

-


-


-

Note: The zapper is always controller 2 on the NES so there is no player argument to this function.

-


-


-

Input Library

-


-

table input.get()

-

table input.read()

-


-

Reads input from keyboard and mouse. Returns pressed keys and the position of mouse in pixels on game screen.  The function returns a table with at least two properties; table.xmouse and table.ymouse.  Additionally any of these keys will be set to true if they were held at the time of executing this function:

-

leftclick, rightclick, middleclick, capslock, numlock, scrolllock, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, F1, F2, F3, F4, F5, F6,  F7, F8, F9, F10, F11, F12, F13, F14, F15, F16, F17, F18, F19, F20, F21, F22, F23, F24, backspace, tab, enter, shift, control, alt, pause, escape, space, pageup, pagedown, end, home, left, up, right, down, numpad0, numpad1, numpad2, numpad3, numpad4, numpad5, numpad6, numpad7, numpad8, numpad9, numpad*, insert, delete, numpad+, numpad-, numpad., numpad/, semicolon, plus, minus, comma, period, slash, backslash, tilde, quote, leftbracket, rightbracket.

-


-

string input.popup

-

Alias: gui.popup

-


-

Requests input from the user using a multiple-option message box. See gui.popup for complete usage and returns.

-


-

Savestate Library

-


-

object savestate.object(int slot = nil)

-


-

Create a new savestate object. Optionally you can save the current state to one of the predefined slots(1-10) using the range 1-9 for slots 1-9, and 10 for 0, QWERTY style. Using no number will create an "anonymous" savestate.

-

Note that this does not actually save the current state! You need to create this value and pass it on to the load and save functions in order to save it.

-


-

Anonymous savestates are temporary, memory only states. You can make them persistent by calling memory.persistent(state). Persistent anonymous states are deleted from disk once the script exits.

-


-

object savestate.create(int slot = nil)

-


-

savestate.create is identical to savestate.object, except for the numbering for predefined slots(1-10, 1 refers to slot 0, 2-10 refer to 1-9). It's being left in for compatibility with older scripts, and potentially for platforms with different internal predefined slot numbering.

-


-

savestate.save(object savestate)

-


-

Save the current state object to the given savestate. The argument is the result of savestate.create(). You can load this state back up by calling savestate.load(savestate) on the same object.

-


-

savestate.load(object savestate)

-


-

Load the the given state. The argument is the result of savestate.create() and has been passed to savestate.save() at least once.

-


-

If this savestate is not persistent and not one of the predefined states, the state will be deleted after loading.

-


-

savestate.persist(object savestate)

-


-

Set the given savestate to be persistent. It will not be deleted when you load this state but at the exit of this script instead, unless it's one of the predefined states.  If it is one of the predefined savestates it will be saved as a file on disk.

-


-

savestate.registersave(function func)

-


-

Registers a callback function that runs whenever the user saves a state. This won't actually be called when the script itself makes a savestate, so none of those endless loops due to a misplaced savestate.save.

-


-

As with other callback-registering functions provided by FCEUX, there is only one registered callback at a time per registering function per script. Upon registering a second callback, the first is kicked out to make room for the second. In this case, it will return the first function instead of nil, letting you know what was kicked out. Registering nil will clear the previously-registered callback.

-


-

savestate.registerload(function func)

-


-

Registers a callback function that runs whenever the user loads a previously saved state. It's not called when the script itself loads a previous state, so don't worry about your script interrupting itself just because it's loading something.

-


-

The state's data is loaded before this function runs, so you can read the RAM immediately after the user loads a state, or check the new framecount. Particularly useful if you want to update lua's display right away instead of showing junk from before the loadstate.

-


-

savestate.loadscriptdata(int location)

-


-

Accuracy not yet confirmed.

-


-

Intended Function, according to snes9x LUA documentation:

-

Returns the data associated with the given savestate (data that was earlier returned by a registered save callback) without actually loading the rest of that savestate or calling any callbacks. location should be a save slot number.

-


-


-

Movie Library

-


-

bool movie.active()

-


-

Returns true if a movie is currently loaded and false otherwise.  (This should be used to guard against Lua errors when attempting to retrieve movie information).

-


-

int movie.framecount()

-


-

Returns the current frame count. (Has the same affect as emu.framecount)

-


-

string movie.mode()

-


-

Returns the current state of movie playback. Returns one of the following:

-


-

- "record"

-

- "playback"

-

- "finished"

-

- "taseditor"

-

- nil

-


-

movie.rerecordcounting(bool counting)

-


-

Turn the rerecord counter on or off. Allows you to do some brute forcing without inflating the rerecord count.

-


-

movie.stop()

-

movie.close()

-


-

Stops movie playback. If no movie is loaded, it throws a Lua error.

-


-

int movie.length()

-


-

Returns the total number of frames of the current movie. Throws a Lua error if no movie is loaded.

-


-

string movie.name()

-

string movie.getname()

-


-

Returns the filename of the current movie with path. Throws a Lua error if no movie is loaded.

-


-

movie.getfilename()

-


-

Returns the filename of the current movie with no path. Throws a Lua error if no movie is loaded.

-


-

movie.rerecordcount()

-


-

Returns the rerecord count of the current movie. Throws a Lua error if no movie is loaded.

-


-

movie.replay()

-

movie.playbeginning()

-


-

Performs the Play from Beginning function. Movie mode is switched to read-only and the movie loaded will begin playback from frame 1.

-


-

If no movie is loaded, no error is thrown and no message appears on screen.

-


-

bool movie.readonly()

-

bool movie.getreadonly()

-

Alias: emu.getreadonly

-


-

FCEUX keeps the read-only status even without a movie loaded.

-


-

Returns whether the emulator is in read-only state.  

-


-

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

-


-

movie.setreadonly(bool state)

-

Alias: emu.setreadonly

-


-

FCEUX keeps the read-only status even without a movie loaded.

-


-

Sets the read-only status to read-only if argument is true and read+write if false.

-

Note: This might result in an error if the medium of the movie file is  not writeable (such as in an archive file).

-


-

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

-


-

bool movie.recording()

-


-

Returns true if there is a movie loaded and in record mode.

-


-

bool movie.playing()

-


-

Returns true if there is a movie loaded and in play mode.

-


-

bool movie.ispoweron()

-


-

Returns true if the movie recording or loaded started from 'Start'.

-

Returns false if the movie uses a save state.

-

Opposite of movie.isfromsavestate()

-


-

bool movie.isfromsavestate()

-


-

Returns true if the movie recording or loaded started from 'Now'.

-

Returns false if the movie was recorded from a reset.

-

Opposite of movie.ispoweron()

-


-

string movie.name()

-


-

If a movie is loaded it returns the name of the movie, else it throws an error.

-


-

bool movie.readonly()

-


-

Returns the state of read-only. True if in playback mode, false if in record mode.

-


-

GUI Library

-


-

gui.pixel(int x, int y, type color)

-

gui.drawpixel(int x, int y, type color)

-

gui.setpixel(int x, int y, type color)

-

gui.writepixel(int x, int y, type color)

-


-

Draw one pixel of a given color at the given position on the screen. See drawing notes and color notes at the bottom of the page.  

-


-

gui.getpixel(int x, int y)

-


-

Returns the separate RGBA components of the given pixel set by gui.pixel. This only gets LUA pixels set, not background colors.

-


-

Usage is local r,g,b,a = gui.getpixel(5, 5) to retrieve the current red/green/blue/alpha values of the LUA pixel at 5x5.

-


-

See emu.getscreenpixel() for an emulator screen variant.

-


-

gui.line(int x1, int y1, int x2, int y2 [, color [, skipfirst]])

-

gui.drawline(int x1, int y1, int x2, int y2 [, color [, skipfirst]])

-


-

Draws a line between the two points. The x1,y1 coordinate specifies one end of the line segment, and the x2,y2 coordinate specifies the other end. If skipfirst is true then this function will not draw anything at the pixel x1,y1, otherwise it will. skipfirst is optional and defaults to false. The default color for the line is solid white, but you may optionally override that using a color of your choice. See also drawing notes and color notes at the bottom of the page.

-


-

gui.box(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

-

gui.drawbox(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

-

gui.rect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

-

gui.drawrect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

-


-

Draws a rectangle between the given coordinates of the emulator screen for one frame. The x1,y1 coordinate specifies any corner of the rectangle (preferably the top-left corner), and the x2,y2 coordinate specifies the opposite corner.

-


-

The default color for the box is transparent white with a solid white outline, but you may optionally override those using colors of your choice. Also see drawing notes and color notes.

-


-

gui.text(int x, int y, string str [, textcolor [, backcolor]])

-

gui.drawtext(int x, int y, string str [, textcolor [, backcolor]])

-


-

Draws a given string at the given position. textcolor and backcolor are optional. See 'on colors' at the end of this page for information. Using nil as the input or not including an optional field will make it use the default.

-


-

gui.parsecolor(color)

-


-

Returns the separate RGBA components of the given color.

-

For example, you can say local r,g,b,a = gui.parsecolor('orange') to retrieve the red/green/blue values of the preset color orange. (You could also omit the a in cases like this.) This uses the same conversion method that FCEUX uses internally to support the different representations of colors that the GUI library uses. Overriding this function will not change how FCEUX interprets color values, however.

-


-

gui.savescreenshot()

-

Makes a screenshot of the FCEUX emulated screen, and saves it to the appropriate folder. Performs identically to pressing the Screenshot hotkey.

-


-

gui.savescreenshotas(string name)

-

Makes a screenshot of the FCEUX emulated screen, and saves it to the appropriate folder. However, this one receives a file name for the screenshot.

-

-

string gui.gdscreenshot()

-


-

Takes a screen shot of the image and returns it in the form of a string which can be imported by the gd library using the gd.createFromGdStr() function.

-


-

This function is provided so as to allow FCEUX to not carry a copy of the gd library itself. If you want raw RGB32 access, skip the first 11 bytes (header) and then read pixels as Alpha (always 0), Red, Green, Blue, left to right then top to bottom, range is 0-255 for all colors.

-


-

Warning: Storing screen shots in memory is not recommended. Memory usage will blow up pretty quick. One screen shot string eats around 230 KB of RAM.

-


-

gui.gdoverlay([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])

-

gui.image([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])

-

gui.drawimage([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])

-


-

Draws an image on the screen. gdimage must be in truecolor gd string format.

-


-

Transparency is fully supported. Also, if alphamul is specified then it will modulate the transparency of the image even if it's originally fully opaque. (alphamul=1.0 is normal, alphamul=0.5 is doubly transparent, alphamul=3.0 is triply opaque, etc.)

-


-

dx,dy determines the top-left corner of where the image should draw. If they are omitted, the image will draw starting at the top-left corner of the screen.

-


-

gui.gdoverlay is an actual drawing function (like gui.box and friends) and thus must be called every frame, preferably inside a gui.register'd function, if you want it to appear as a persistent image onscreen.

-


-

Here is an example that loads a PNG from file, converts it to gd string format, and draws it once on the screen:

-

local gdstr = gd.createFromPng("myimage.png"):gdStr()

-

gui.gdoverlay(gdstr)

-


-

gui.opacity(int alpha)

-


-

Scales the transparency of subsequent draw calls. An alpha of 0.0 means completely transparent, and an alpha of 1.0 means completely unchanged (opaque). Non-integer values are supported and meaningful, as are values greater than 1.0. It is not necessary to use this function (or the less-recommended gui.transparency) to perform drawing with transparency, because you can provide an alpha value in the color argument of each draw call. However, it can sometimes be convenient to be able to globally modify the drawing transparency.

-


-

gui.transparency(int trans)

-


-

Scales the transparency of subsequent draw calls. Exactly the same as gui.opacity, except the range is different: A trans of 4.0 means completely transparent, and a trans of 0.0 means completely unchanged (opaque).

-


-

function gui.register(function func)

-


-

Register a function to be called between a frame being prepared for displaying on your screen and it actually happening. Used when that 1 frame delay for rendering is not acceptable.

-


-

string gui.popup(string message [, string type = "ok" [, string icon = "message"]])

-

string input.popup(string message [, string type = "yesno" [, string icon = "question"]])

-


-

Brings up a modal popup dialog box (everything stops until the user dismisses it). The box displays the message tostring(msg). This function returns the name of the button the user clicked on (as a string).

-


-

type determines which buttons are on the dialog box, and it can be one of the following: 'ok', 'yesno', 'yesnocancel', 'okcancel', 'abortretryignore'.

-

type defaults to 'ok' for gui.popup, or to 'yesno' for input.popup.

-


-

icon indicates the purpose of the dialog box (or more specifically it dictates which title and icon is displayed in the box), and it can be one of the following: 'message', 'question', 'warning', 'error'.

-

icon defaults to 'message' for gui.popup, or to 'question' for input.popup.

-


-

Try to avoid using this function much if at all, because modal dialog boxes can be irritating.

-


-

Linux users might want to install xmessage to perform the work. Otherwise the dialog will appear on the shell and that's less noticeable.

-


-


-

Sound Library

-


-

table sound.get()

-


-

Returns current state of PSG channels in big array.

-


-

table:

-

{

-

 rp2a03:

-

 {

-

   square1:

-

   {

-

     volume, -- 0.0-1.0

-

     frequency, -- in hertz

-

     midikey, -- 0-127

-

     duty, -- 0:12.5% 1:25% 2:50% 3:75%

-

     regs: -- raw register values

-

     {

-

       frequency -- raw freq register value

-

     }

-

   },

-

   square2:

-

   {

-

     volume, -- 0.0-1.0

-

     frequency, -- in hertz

-

     midikey, -- 0-127

-

     duty, -- 0:12.5% 1:25% 2:50% 3:75%

-

     regs: -- raw register values

-

     {

-

       frequency -- raw freq register value

-

     }

-

   },

-

   triangle:

-

   {

-

     volume, -- 0.0-1.0

-

     frequency, -- in hertz (correct?)

-

     midikey, -- 0-127 (correct?)

-

     regs: -- raw register values

-

     {

-

       frequency -- raw freq register value

-

     }

-

   },

-

   noise:

-

   {

-

     volume, -- 0.0-1.0

-

       short, -- true or false

-

     frequency, -- in hertz (correct?)

-

     midikey, -- 0-127 (correct?)

-

     regs: -- raw register values

-

     {

-

       frequency -- raw freq register value

-

     }

-

   },

-

   dpcm:

-

   {

-

     volume, -- 0.0-1.0

-

     frequency, -- in hertz (correct?)

-

     midikey, -- 0-127 (correct?)

-

     dmcaddress, -- start position of the sample

-

     dmcsize, -- size of the sample, in bytes

-

     dmcloop, -- true:looped sample, false:oneshot

-

     dmcseed, -- InitialRawDALatch

-

     regs: -- raw register values

-

     {

-

       frequency -- raw freq register value

-

     }

-

   }

-

 }

-

}

-


-


-

TAS Editor Library

-


-

taseditor.registerauto(function func)

-

taseditor.registermanual(function func)

-

bool taseditor.engaged()

-

bool taseditor.markedframe(int frame)

-

int taseditor.getmarker(int frame)

-

int taseditor.setmarker(int frame)

-

taseditor.clearmarker(int frame)

-

string taseditor.getnote(int index)

-

taseditor.setnote(int index, string newtext)

-

int taseditor.getcurrentbranch()

-

string taseditor.getrecordermode()

-

int taseditor.getsuperimpose()

-

int taseditor.getlostplayback()

-

int taseditor.getplaybacktarget()

-

taseditor.setplayback(int frame)

-

taseditor.stopseeking()

-

taseditor.getselection()

-

taseditor.setselection()

-

int taseditor.getinput(int frame, int joypad)

-

taseditor.submitinputchange(int frame, int joypad, int input)

-

taseditor.submitinsertframes(int frame, int number)

-

taseditor.submitdeleteframes(int frame, int number)

-

int taseditor.applyinputchanges([string name])

-

taseditor.clearinputchanges()

-


-

For full description of these functions refer to TAS Editor Manual.

-


-


-

Bitwise Operations

-


-

All the following functions are left for backward compatibility, since LuaBitOp is embedded in FCEUX.

-


-

int AND(int n1, int n2, ..., int nn)

-


-

Binary logical AND of all the given integers. This function compensates for Lua's lack of it.

-


-

int OR(int n1, int n2, ..., int nn)

-


-

Binary logical OR of all the given integers. This function compensates for Lua's lack of it.

-


-

int XOR(int n1, int n2, ..., int nn)

-


-

Binary logical XOR of all the given integers. This function compensates for Lua's lack of it.

-


-

int BIT(int n1, int n2, ..., int nn)

-


-

Returns an integer with the given bits turned on. Parameters should be smaller than 31.

-


-

Appendix

-


-

On drawing

-


-

A general warning about drawing is that it is always one frame behind unless you use gui.register. This is because you tell the emulator to paint something but it will actually paint it when generating the image for the next frame. So you see your painting, except it will be on the image of the next frame. You can prevent this with gui.register because it gives you a quick chance to paint before blitting.

-


-

Dimensions & color depths you can paint in:

-

--320x239, 8bit color (confirm?)

-

256x224, 8bit color (confirm?)

-


-

On colors

-


-

Colors can be of a few types.

-

Int: use the a formula to compose the color as a number (depends on color depth)

-

String: Can either be a HTML colors, simple colors, or internal palette colors.

-

HTML string: "#rrggbb" ("#228844") or #rrggbbaa if alpha is supported.

-

Simple colors: "clear", "red", "green", "blue", "white", "black", "gray", "grey", "orange", "yellow", "green", "teal", "cyan", "purple", "magenta".

-

Array: Example: {255,112,48,96} means {red=255, green=112, blue=48, alpha=96}

-

Table: Example: {r=255,g=112,b=48,a=96} means {red=255, green=112, blue=48, alpha=96}

-

Palette: Example: "P00" for Palette 00. "P3F" for palette 3F. P40-P7F are for LUA.

-


-

For transparancy use "clear".

-


+

emu.speedmode(string mode)

+


+

Set the emulator to given speed. The mode argument can be one of these:

+

       - "normal"

+

       - "nothrottle" (same as turbo on fceux)

+

       - "turbo"

+

       - "maximum"

+


+

emu.frameadvance()

+


+

Advance the emulator by one frame. It's like pressing the frame advance button once.

+


+

Most scripts use this function in their main game loop to advance frames. Note that you can also register functions by various methods that run "dead", returning control to the emulator and letting the emulator advance the frame.  For most people, using frame advance in an endless while loop is easier to comprehend so I suggest  starting with that.  This makes more sense when creating bots. Once you move to creating auxillary libraries, try the register() methods.

+


+

emu.pause()

+


+

Pauses the emulator.

+


+

emu.unpause()

+


+

Unpauses the emulator.

+


+

emu.exec_count(int count, function func)

+


+

Calls given function, restricting its working time to given number of lua cycles. Using this method you can ensure that some heavy operation (like Lua bot) won't freeze FCEUX.

+


+

emu.exec_time(int time, function func)

+


+

Windows-only. Calls given function, restricting its working time to given number of milliseconds (approximate). Using this method you can ensure that some heavy operation (like Lua bot) won't freeze FCEUX.

+


+

emu.setrenderplanes(bool sprites, bool background)

+


+

Toggles the drawing of the sprites and background planes. Set to false or nil to disable a pane, anything else will draw them.

+


+

emu.message(string message)

+


+

Displays given message on screen in the standard messages position. Use gui.text() when you need to position text.

+


+

int emu.framecount()

+


+

Returns the framecount value. The frame counter runs without a movie running so this always returns a value.

+


+

int emu.lagcount()

+


+

Returns the number of lag frames encountered. Lag frames are frames where the game did not poll for input because it missed the vblank. This happens when it has to compute too much within the frame boundary. This returns the number indicated on the lag counter.

+


+

bool emu.lagged()

+


+

Returns true if currently in a lagframe, false otherwise.

+


+

bool emu.emulating()

+


+

Returns true if emulation has started, or false otherwise. Certain operations such as using savestates are invalid to attempt before emulation has started. You probably won't need to use this function unless you want to make your script extra-robust to being started too early.

+


+

bool emu.paused()

+


+

Returns true if emulator is paused, false otherwise.

+


+

bool emu.readonly()

+

Alias: movie.readonly

+


+

Returns whether the emulator is in read-only state.  

+


+

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

+


+

emu.setreadonly(bool state)

+

Alias: movie.setreadonly

+


+

Sets the read-only status to read-only if argument is true and read+write if false.

+

Note: This might result in an error if the medium of the movie file is not writeable (such as in an archive file).

+


+

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

+


+

emu.registerbefore(function func)

+


+

Registers a callback function to run immediately before each frame gets emulated. This runs after the next frame's input is known but before it's used, so this is your only chance to set the next frame's input using the next frame's would-be input. For example, if you want to make a script that filters or modifies ongoing user input, such as making the game think "left" is pressed whenever you press "right", you can do it easily with this.

+


+

Note that this is not quite the same as code that's placed before a call to emu.frameadvance. This callback runs a little later than that. Also, you cannot safely assume that this will only be called once per frame. Depending on the emulator's options, every frame may be simulated multiple times and your callback will be called once per simulation. If for some reason you need to use this callback to keep track of a stateful linear progression of things across frames then you may need to key your calculations to the results of emu.framecount.

+


+

Like other callback-registering functions provided by FCEUX, there is only one registered callback at a time per registering function per script. If you register two callbacks, the second one will replace the first, and the call to emu.registerbefore will return the old callback. You may register nil instead of a function to clear a previously-registered callback. If a script returns while it still has registered callbacks, FCEUX will keep it alive to call those callbacks when appropriate, until either the script is stopped by the user or all of the callbacks are de-registered.

+


+

emu.registerafter(function func)

+


+

Registers a callback function to run immediately after each frame gets emulated. It runs at a similar time as (and slightly before) gui.register callbacks, except unlike with gui.register it doesn't also get called again whenever the screen gets redrawn. Similar caveats as those mentioned in emu.registerbefore apply.

+


+

emu.registerexit(function func)

+


+

Registers a callback function that runs when the script stops. Whether the script stops on its own or the user tells it to stop, or even if the script crashes or the user tries to close the emulator, FCEUX will try to run whatever Lua code you put in here first. So if you want to make sure some code runs that cleans up some external resources or saves your progress to a file or just says some last words, you could put it here. (Of course, a forceful termination of the application or a crash from inside the registered exit function will still prevent the code from running.)

+


+

Suppose you write a script that registers an exit function and then enters an infinite loop. If the user clicks "Stop" your script will be forcefully stopped, but then it will start running its exit function. If your exit function enters an infinite loop too, then the user will have to click "Stop" a second time to really stop your script. That would be annoying. So try to avoid doing too much inside the exit function.

+


+

Note that restarting a script counts as stopping it and then starting it again, so doing so (either by clicking "Restart" or by editing the script while it is running) will trigger the callback. Note also that returning from a script generally does NOT count as stopping (because your script is still running or waiting to run its callback functions and thus does not stop... see here for more information), even if the exit callback is the only one you have registered.

+


+

bool emu.addgamegenie(string str)

+


+

Adds a Game Genie code to the Cheats menu. Returns false and an error message if the code can't be decoded. Returns false if the code couldn't be added. Returns true if the code already existed, or if it was added.

+


+

Usage: emu.addgamegenie("NUTANT")

+


+

Note that the Cheats Dialog Box won't show the code unless you close and reopen it.

+


+

bool emu.delgamegenie(string str)

+


+

Removes a Game Genie code from the Cheats menu. Returns false and an error message if the code can't be decoded. Returns false if the code couldn't be deleted. Returns true if the code didn't exist, or if it was deleted.

+


+

Usage: emu.delgamegenie("NUTANT")

+


+

Note that the Cheats Dialog Box won't show the code unless you close and reopen it.

+


+

emu.print(string str)

+


+

Puts a message into the Output Console area of the Lua Script control window. Useful for displaying usage instructions to the user when a script gets run.

+


+

emu.getscreenpixel(int x, int y, bool getemuscreen)

+


+

Returns the separate RGB components of the given screen pixel, and the palette. Can be 0-255 by 0-239, but NTSC only displays 0-255 x 8-231 of it. If getemuscreen is false, this gets background colors from either the screen pixel or the LUA pixels set, but LUA data may not match the information used to put the data to the screen. If getemuscreen is true, this gets background colors from anything behind an LUA screen element.

+


+

Usage is local r,g,b,palette = emu.getscreenpixel(5, 5, false) to retrieve the current red/green/blue colors and palette value of the pixel at 5x5.

+


+

Palette value can be 0-63, or 254 if there was an error.

+


+

You can avoid getting LUA data by putting the data into a function, and feeding the function name to emu.registerbefore.

+


+

FCEU library

+


+

The FCEU library is the same as the emu library. It is left in for backwards compatibility. However, the emu library is preferred.

+


+

ROM Library

+


+

rom.readbyte(int address)

+

rom.readbyteunsigned(int address)

+


+

Get an unsigned byte from the actual ROM file at the given address.  

+


+

This includes the header! It's the same as opening the file in a hex-editor.

+


+

rom.readbytesigned(int address)

+


+

Get a signed byte from the actual ROM file at the given address. Returns a byte that is signed.

+


+

This includes the header! It's the same as opening the file in a hex-editor.

+


+

Memory Library

+


+

memory.readbyte(int address)

+

memory.readbyteunsigned(int address)

+


+

Get an unsigned byte from the RAM at the given address. Returns a byte regardless of emulator. The byte will always be positive.

+


+

memory.readbyterange(int address, int length)

+


+

Get a length bytes starting at the given address and return it as a string. Convert to table to access the individual bytes.

+


+

memory.readbytesigned(int address)

+


+

Get a signed byte from the RAM at the given address. Returns a byte regardless of emulator. The most significant bit will serve as the sign.

+


+

memory.writebyte(int address, int value)

+


+

Write the value to the RAM at the given address. The value is modded with 256 before writing (so writing 257 will actually write 1). Negative values allowed.

+


+

int memory.getregister(cpuregistername)

+


+

Returns the current value of the given hardware register.

+

For example, memory.getregister("pc") will return the main CPU's current Program Counter.

+


+

Valid registers are: "a", "x", "y", "s", "p", and "pc".

+


+

memory.setregister(string cpuregistername, int value)

+


+

Sets the current value of the given hardware register.

+

For example, memory.setregister("pc",0x200) will change the main CPU's current Program Counter to 0x200.

+


+

Valid registers are: "a", "x", "y", "s", "p", and "pc".

+


+

You had better know exactly what you're doing or you're probably just going to crash the game if you try to use this function. That applies to the other memory.write functions as well, but to a lesser extent.

+


+

memory.register(int address, [int size,] function func)

+

memory.registerwrite(int address, [int size,] function func)

+


+

Registers a function to be called immediately whenever the given memory address range is written to.

+


+

size is the number of bytes to "watch". For example, if size is 100 and address is 0x0200, then you will register the function across all 100 bytes from 0x0200 to 0x0263. A write to any of those bytes will trigger the function. Having callbacks on a large range of memory addresses can be expensive, so try to use the smallest range that's necessary for whatever it is you're trying to do. If you don't specify any size then it defaults to 1.

+


+

The callback function will receive two arguments, (address, size) indicating what write operation triggered the callback. If you don't care about that extra information then you can ignore it and define your callback function to not take any arguments. The value that was written is NOT passed into the callback function, but you can easily use any of the memory.read functions to retrieve it.

+


+

You may use a memory.write function from inside the callback to change the value that just got written. However, keep in mind that doing so will trigger your callback again, so you must have a "base case" such as checking to make sure that the value is not already what you want it to be before writing it. Another, more drastic option is to de-register the current callback before performing the write.

+


+

If func is nil that means to de-register any memory write callbacks that the current script has already registered on the given range of bytes.

+


+

memory.registerexec(int address, [int size,] function func)

+

memory.registerrun(int address, [int size,] function func)

+

memory.registerexecute(int address, [int size,] function func)

+


+

Registers a function to be called immediately whenever the emulated system runs code located in the given memory address range.

+


+

Besides that, most of the information about memory.register applies to this function as well.

+


+

Joypad Library

+


+

table joypad.get(int player)

+

table joypad.read(int player)

+


+

Returns a table of every game button, where each entry is true if that button is currently held (as of the last time the emulation checked), or false if it is not held. This takes keyboard inputs, not Lua. The table keys look like this (case sensitive):

+


+

up, down, left, right, A, B, start, select

+


+

Where a Lua truthvalue true means that the button is set, false means the button is unset. Note that only "false" and "nil" are considered a false value by Lua.  Anything else is true, even the number 0.

+


+

joypad.read left in for backwards compatibility with older versions of FCEU/FCEUX.

+


+

table joypad.getimmediate(int player)

+

table joypad.readimmediate(int player)

+


+

Returns a table of every game button, where each entry is true if that button is held at the moment of calling the function, or false if it is not held. This function polls keyboard input immediately, allowing Lua to interact with user even when emulator is paused.

+


+

As of FCEUX 2.1.6, the function only works in Windows. In Linux this function will return nil.

+


+

table joypad.getdown(int player)

+

table joypad.readdown(int player)

+


+

Returns a table of only the game buttons that are currently held. Each entry is true if that button is currently held (as of the last time the emulation checked), or nil if it is not held.

+


+

table joypad.getup(int player)

+

table joypad.readup(int player)

+


+

Returns a table of only the game buttons that are not currently held. Each entry is nil if that button is currently held (as of the last time the emulation checked), or false if it is not held.

+


+

joypad.set(int player, table input)

+

joypad.write(int player, table input)

+


+

Set the inputs for the given player. Table keys look like this (case sensitive):

+


+

up, down, left, right, A, B, start, select

+


+

There are 4 possible values: true, false, nil, and "invert".

+

true    - Forces the button on

+

false   - Forces the button off

+

nil     - User's button press goes through unchanged

+

"invert"- Reverses the user's button press

+


+

Any string works in place of "invert".  It is suggested as a convention to use "invert" for readability, but strings like "inv", "Weird switchy mechanism", "", or "true or false" works as well as "invert".

+


+

nil and "invert" exists so the script can control individual buttons of the controller without entirely blocking the user from having any control. Perhaps there is a process which can be automated by the script, like an optimal firing pattern, but the user still needs some manual control, such as moving the character around.

+


+

joypad.write left in for backwards compatibility with older versions of FCEU/FCEUX.

+


+


+

Zapper Library

+


+

table zapper.read()

+


+

Returns the zapper data

+

When no movie is loaded this input is the same as the internal mouse input (which is used to generate zapper input, as well as the arkanoid paddle).

+


+

When a movie is playing, it returns the zapper data in the movie code.

+


+

The return table consists of 3 values: x, y, and fire.  x and y are the x,y coordinates of the zapper target in terms of pixels.  fire represents the zapper firing.  0 = not firing, 1 = firing

+


+


+

Note: The zapper is always controller 2 on the NES so there is no player argument to this function.

+


+


+

Input Library

+


+

table input.get()

+

table input.read()

+


+

Reads input from keyboard and mouse. Returns pressed keys and the position of mouse in pixels on game screen.  The function returns a table with at least two properties; table.xmouse and table.ymouse.  Additionally any of these keys will be set to true if they were held at the time of executing this function:

+

leftclick, rightclick, middleclick, capslock, numlock, scrolllock, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, F1, F2, F3, F4, F5, F6,  F7, F8, F9, F10, F11, F12, F13, F14, F15, F16, F17, F18, F19, F20, F21, F22, F23, F24, backspace, tab, enter, shift, control, alt, pause, escape, space, pageup, pagedown, end, home, left, up, right, down, numpad0, numpad1, numpad2, numpad3, numpad4, numpad5, numpad6, numpad7, numpad8, numpad9, numpad*, insert, delete, numpad+, numpad-, numpad., numpad/, semicolon, plus, minus, comma, period, slash, backslash, tilde, quote, leftbracket, rightbracket.

+


+

string input.popup

+

Alias: gui.popup

+


+

Requests input from the user using a multiple-option message box. See gui.popup for complete usage and returns.

+


+

Savestate Library

+


+

object savestate.object(int slot = nil)

+


+

Create a new savestate object. Optionally you can save the current state to one of the predefined slots(1-10) using the range 1-9 for slots 1-9, and 10 for 0, QWERTY style. Using no number will create an "anonymous" savestate.

+

Note that this does not actually save the current state! You need to create this value and pass it on to the load and save functions in order to save it.

+


+

Anonymous savestates are temporary, memory only states. You can make them persistent by calling memory.persistent(state). Persistent anonymous states are deleted from disk once the script exits.

+


+

object savestate.create(int slot = nil)

+


+

savestate.create is identical to savestate.object, except for the numbering for predefined slots(1-10, 1 refers to slot 0, 2-10 refer to 1-9). It's being left in for compatibility with older scripts, and potentially for platforms with different internal predefined slot numbering.

+


+

savestate.save(object savestate)

+


+

Save the current state object to the given savestate. The argument is the result of savestate.create(). You can load this state back up by calling savestate.load(savestate) on the same object.

+


+

savestate.load(object savestate)

+


+

Load the the given state. The argument is the result of savestate.create() and has been passed to savestate.save() at least once.

+


+

If this savestate is not persistent and not one of the predefined states, the state will be deleted after loading.

+


+

savestate.persist(object savestate)

+


+

Set the given savestate to be persistent. It will not be deleted when you load this state but at the exit of this script instead, unless it's one of the predefined states.  If it is one of the predefined savestates it will be saved as a file on disk.

+


+

savestate.registersave(function func)

+


+

Registers a callback function that runs whenever the user saves a state. This won't actually be called when the script itself makes a savestate, so none of those endless loops due to a misplaced savestate.save.

+


+

As with other callback-registering functions provided by FCEUX, there is only one registered callback at a time per registering function per script. Upon registering a second callback, the first is kicked out to make room for the second. In this case, it will return the first function instead of nil, letting you know what was kicked out. Registering nil will clear the previously-registered callback.

+


+

savestate.registerload(function func)

+


+

Registers a callback function that runs whenever the user loads a previously saved state. It's not called when the script itself loads a previous state, so don't worry about your script interrupting itself just because it's loading something.

+


+

The state's data is loaded before this function runs, so you can read the RAM immediately after the user loads a state, or check the new framecount. Particularly useful if you want to update lua's display right away instead of showing junk from before the loadstate.

+


+

savestate.loadscriptdata(int location)

+


+

Accuracy not yet confirmed.

+


+

Intended Function, according to snes9x LUA documentation:

+

Returns the data associated with the given savestate (data that was earlier returned by a registered save callback) without actually loading the rest of that savestate or calling any callbacks. location should be a save slot number.

+


+


+

Movie Library

+


+

bool movie.active()

+


+

Returns true if a movie is currently loaded and false otherwise.  (This should be used to guard against Lua errors when attempting to retrieve movie information).

+


+

int movie.framecount()

+


+

Returns the current frame count. (Has the same affect as emu.framecount)

+


+

string movie.mode()

+


+

Returns the current state of movie playback. Returns one of the following:

+


+

- "record"

+

- "playback"

+

- "finished"

+

- "taseditor"

+

- nil

+


+

movie.rerecordcounting(bool counting)

+


+

Turn the rerecord counter on or off. Allows you to do some brute forcing without inflating the rerecord count.

+


+

movie.stop()

+

movie.close()

+


+

Stops movie playback. If no movie is loaded, it throws a Lua error.

+


+

int movie.length()

+


+

Returns the total number of frames of the current movie. Throws a Lua error if no movie is loaded.

+


+

string movie.name()

+

string movie.getname()

+


+

Returns the filename of the current movie with path. Throws a Lua error if no movie is loaded.

+


+

movie.getfilename()

+


+

Returns the filename of the current movie with no path. Throws a Lua error if no movie is loaded.

+


+

movie.rerecordcount()

+


+

Returns the rerecord count of the current movie. Throws a Lua error if no movie is loaded.

+


+

movie.replay()

+

movie.playbeginning()

+


+

Performs the Play from Beginning function. Movie mode is switched to read-only and the movie loaded will begin playback from frame 1.

+


+

If no movie is loaded, no error is thrown and no message appears on screen.

+


+

bool movie.readonly()

+

bool movie.getreadonly()

+

Alias: emu.getreadonly

+


+

FCEUX keeps the read-only status even without a movie loaded.

+


+

Returns whether the emulator is in read-only state.  

+


+

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

+


+

movie.setreadonly(bool state)

+

Alias: emu.setreadonly

+


+

FCEUX keeps the read-only status even without a movie loaded.

+


+

Sets the read-only status to read-only if argument is true and read+write if false.

+

Note: This might result in an error if the medium of the movie file is  not writeable (such as in an archive file).

+


+

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded.  Hence, it is in the emu library rather than the movie library.

+


+

bool movie.recording()

+


+

Returns true if there is a movie loaded and in record mode.

+


+

bool movie.playing()

+


+

Returns true if there is a movie loaded and in play mode.

+


+

bool movie.ispoweron()

+


+

Returns true if the movie recording or loaded started from 'Start'.

+

Returns false if the movie uses a save state.

+

Opposite of movie.isfromsavestate()

+


+

bool movie.isfromsavestate()

+


+

Returns true if the movie recording or loaded started from 'Now'.

+

Returns false if the movie was recorded from a reset.

+

Opposite of movie.ispoweron()

+


+

string movie.name()

+


+

If a movie is loaded it returns the name of the movie, else it throws an error.

+


+

bool movie.readonly()

+


+

Returns the state of read-only. True if in playback mode, false if in record mode.

+


+

GUI Library

+


+

gui.pixel(int x, int y, type color)

+

gui.drawpixel(int x, int y, type color)

+

gui.setpixel(int x, int y, type color)

+

gui.writepixel(int x, int y, type color)

+


+

Draw one pixel of a given color at the given position on the screen. See drawing notes and color notes at the bottom of the page.  

+


+

gui.getpixel(int x, int y)

+


+

Returns the separate RGBA components of the given pixel set by gui.pixel. This only gets LUA pixels set, not background colors.

+


+

Usage is local r,g,b,a = gui.getpixel(5, 5) to retrieve the current red/green/blue/alpha values of the LUA pixel at 5x5.

+


+

See emu.getscreenpixel() for an emulator screen variant.

+


+

gui.line(int x1, int y1, int x2, int y2 [, color [, skipfirst]])

+

gui.drawline(int x1, int y1, int x2, int y2 [, color [, skipfirst]])

+


+

Draws a line between the two points. The x1,y1 coordinate specifies one end of the line segment, and the x2,y2 coordinate specifies the other end. If skipfirst is true then this function will not draw anything at the pixel x1,y1, otherwise it will. skipfirst is optional and defaults to false. The default color for the line is solid white, but you may optionally override that using a color of your choice. See also drawing notes and color notes at the bottom of the page.

+


+

gui.box(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

+

gui.drawbox(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

+

gui.rect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

+

gui.drawrect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))

+


+

Draws a rectangle between the given coordinates of the emulator screen for one frame. The x1,y1 coordinate specifies any corner of the rectangle (preferably the top-left corner), and the x2,y2 coordinate specifies the opposite corner.

+


+

The default color for the box is transparent white with a solid white outline, but you may optionally override those using colors of your choice. Also see drawing notes and color notes.

+


+

gui.text(int x, int y, string str [, textcolor [, backcolor]])

+

gui.drawtext(int x, int y, string str [, textcolor [, backcolor]])

+


+

Draws a given string at the given position. textcolor and backcolor are optional. See 'on colors' at the end of this page for information. Using nil as the input or not including an optional field will make it use the default.

+


+

gui.parsecolor(color)

+


+

Returns the separate RGBA components of the given color.

+

For example, you can say local r,g,b,a = gui.parsecolor('orange') to retrieve the red/green/blue values of the preset color orange. (You could also omit the a in cases like this.) This uses the same conversion method that FCEUX uses internally to support the different representations of colors that the GUI library uses. Overriding this function will not change how FCEUX interprets color values, however.

+


+

gui.savescreenshot()

+

Makes a screenshot of the FCEUX emulated screen, and saves it to the appropriate folder. Performs identically to pressing the Screenshot hotkey.

+


+

gui.savescreenshotas(string name)

+

Makes a screenshot of the FCEUX emulated screen, and saves it to the appropriate folder. However, this one receives a file name for the screenshot.

+

+

string gui.gdscreenshot()

+


+

Takes a screen shot of the image and returns it in the form of a string which can be imported by the gd library using the gd.createFromGdStr() function.

+


+

This function is provided so as to allow FCEUX to not carry a copy of the gd library itself. If you want raw RGB32 access, skip the first 11 bytes (header) and then read pixels as Alpha (always 0), Red, Green, Blue, left to right then top to bottom, range is 0-255 for all colors.

+


+

Warning: Storing screen shots in memory is not recommended. Memory usage will blow up pretty quick. One screen shot string eats around 230 KB of RAM.

+


+

gui.gdoverlay([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])

+

gui.image([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])

+

gui.drawimage([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])

+


+

Draws an image on the screen. gdimage must be in truecolor gd string format.

+


+

Transparency is fully supported. Also, if alphamul is specified then it will modulate the transparency of the image even if it's originally fully opaque. (alphamul=1.0 is normal, alphamul=0.5 is doubly transparent, alphamul=3.0 is triply opaque, etc.)

+


+

dx,dy determines the top-left corner of where the image should draw. If they are omitted, the image will draw starting at the top-left corner of the screen.

+


+

gui.gdoverlay is an actual drawing function (like gui.box and friends) and thus must be called every frame, preferably inside a gui.register'd function, if you want it to appear as a persistent image onscreen.

+


+

Here is an example that loads a PNG from file, converts it to gd string format, and draws it once on the screen:

+

local gdstr = gd.createFromPng("myimage.png"):gdStr()

+

gui.gdoverlay(gdstr)

+


+

gui.opacity(int alpha)

+


+

Scales the transparency of subsequent draw calls. An alpha of 0.0 means completely transparent, and an alpha of 1.0 means completely unchanged (opaque). Non-integer values are supported and meaningful, as are values greater than 1.0. It is not necessary to use this function (or the less-recommended gui.transparency) to perform drawing with transparency, because you can provide an alpha value in the color argument of each draw call. However, it can sometimes be convenient to be able to globally modify the drawing transparency.

+


+

gui.transparency(int trans)

+


+

Scales the transparency of subsequent draw calls. Exactly the same as gui.opacity, except the range is different: A trans of 4.0 means completely transparent, and a trans of 0.0 means completely unchanged (opaque).

+


+

function gui.register(function func)

+


+

Register a function to be called between a frame being prepared for displaying on your screen and it actually happening. Used when that 1 frame delay for rendering is not acceptable.

+


+

string gui.popup(string message [, string type = "ok" [, string icon = "message"]])

+

string input.popup(string message [, string type = "yesno" [, string icon = "question"]])

+


+

Brings up a modal popup dialog box (everything stops until the user dismisses it). The box displays the message tostring(msg). This function returns the name of the button the user clicked on (as a string).

+


+

type determines which buttons are on the dialog box, and it can be one of the following: 'ok', 'yesno', 'yesnocancel', 'okcancel', 'abortretryignore'.

+

type defaults to 'ok' for gui.popup, or to 'yesno' for input.popup.

+


+

icon indicates the purpose of the dialog box (or more specifically it dictates which title and icon is displayed in the box), and it can be one of the following: 'message', 'question', 'warning', 'error'.

+

icon defaults to 'message' for gui.popup, or to 'question' for input.popup.

+


+

Try to avoid using this function much if at all, because modal dialog boxes can be irritating.

+


+

Linux users might want to install xmessage to perform the work. Otherwise the dialog will appear on the shell and that's less noticeable.

+


+


+

Sound Library

+


+

table sound.get()

+


+

Returns current state of PSG channels in big array.

+


+

table:

+

{

+

 rp2a03:

+

 {

+

   square1:

+

   {

+

     volume, -- 0.0-1.0

+

     frequency, -- in hertz

+

     midikey, -- 0-127

+

     duty, -- 0:12.5% 1:25% 2:50% 3:75%

+

     regs: -- raw register values

+

     {

+

       frequency -- raw freq register value

+

     }

+

   },

+

   square2:

+

   {

+

     volume, -- 0.0-1.0

+

     frequency, -- in hertz

+

     midikey, -- 0-127

+

     duty, -- 0:12.5% 1:25% 2:50% 3:75%

+

     regs: -- raw register values

+

     {

+

       frequency -- raw freq register value

+

     }

+

   },

+

   triangle:

+

   {

+

     volume, -- 0.0-1.0

+

     frequency, -- in hertz (correct?)

+

     midikey, -- 0-127 (correct?)

+

     regs: -- raw register values

+

     {

+

       frequency -- raw freq register value

+

     }

+

   },

+

   noise:

+

   {

+

     volume, -- 0.0-1.0

+

       short, -- true or false

+

     frequency, -- in hertz (correct?)

+

     midikey, -- 0-127 (correct?)

+

     regs: -- raw register values

+

     {

+

       frequency -- raw freq register value

+

     }

+

   },

+

   dpcm:

+

   {

+

     volume, -- 0.0-1.0

+

     frequency, -- in hertz (correct?)

+

     midikey, -- 0-127 (correct?)

+

     dmcaddress, -- start position of the sample

+

     dmcsize, -- size of the sample, in bytes

+

     dmcloop, -- true:looped sample, false:oneshot

+

     dmcseed, -- InitialRawDALatch

+

     regs: -- raw register values

+

     {

+

       frequency -- raw freq register value

+

     }

+

   }

+

 }

+

}

+


+


+

TAS Editor Library

+


+

taseditor.registerauto(function func)

+

taseditor.registermanual(function func)

+

bool taseditor.engaged()

+

bool taseditor.markedframe(int frame)

+

int taseditor.getmarker(int frame)

+

int taseditor.setmarker(int frame)

+

taseditor.clearmarker(int frame)

+

string taseditor.getnote(int index)

+

taseditor.setnote(int index, string newtext)

+

int taseditor.getcurrentbranch()

+

string taseditor.getrecordermode()

+

int taseditor.getsuperimpose()

+

int taseditor.getlostplayback()

+

int taseditor.getplaybacktarget()

+

taseditor.setplayback(int frame)

+

taseditor.stopseeking()

+

taseditor.getselection()

+

taseditor.setselection()

+

int taseditor.getinput(int frame, int joypad)

+

taseditor.submitinputchange(int frame, int joypad, int input)

+

taseditor.submitinsertframes(int frame, int number)

+

taseditor.submitdeleteframes(int frame, int number)

+

int taseditor.applyinputchanges([string name])

+

taseditor.clearinputchanges()

+


+

For full description of these functions refer to TAS Editor Manual.

+


+


+

Bitwise Operations

+


+

All the following functions are left for backward compatibility, since LuaBitOp is embedded in FCEUX.

+


+

int AND(int n1, int n2, ..., int nn)

+


+

Binary logical AND of all the given integers. This function compensates for Lua's lack of it.

+


+

int OR(int n1, int n2, ..., int nn)

+


+

Binary logical OR of all the given integers. This function compensates for Lua's lack of it.

+


+

int XOR(int n1, int n2, ..., int nn)

+


+

Binary logical XOR of all the given integers. This function compensates for Lua's lack of it.

+


+

int BIT(int n1, int n2, ..., int nn)

+


+

Returns an integer with the given bits turned on. Parameters should be smaller than 31.

+


+

Appendix

+


+

On drawing

+


+

A general warning about drawing is that it is always one frame behind unless you use gui.register. This is because you tell the emulator to paint something but it will actually paint it when generating the image for the next frame. So you see your painting, except it will be on the image of the next frame. You can prevent this with gui.register because it gives you a quick chance to paint before blitting.

+


+

Dimensions & color depths you can paint in:

+

--320x239, 8bit color (confirm?)

+

256x224, 8bit color (confirm?)

+


+

On colors

+


+

Colors can be of a few types.

+

Int: use the a formula to compose the color as a number (depends on color depth)

+

String: Can either be a HTML colors, simple colors, or internal palette colors.

+

HTML string: "#rrggbb" ("#228844") or #rrggbbaa if alpha is supported.

+

Simple colors: "clear", "red", "green", "blue", "white", "black", "gray", "grey", "orange", "yellow", "green", "teal", "cyan", "purple", "magenta".

+

Array: Example: {255,112,48,96} means {red=255, green=112, blue=48, alpha=96}

+

Table: Example: {r=255,g=112,b=48,a=96} means {red=255, green=112, blue=48, alpha=96}

+

Palette: Example: "P00" for Palette 00. "P3F" for palette 3F. P40-P7F are for LUA.

+


+

For transparancy use "clear".

+


Created with the Personal Edition of HelpNDoc: Easy CHM and documentation editor

diff --git a/help/LuaGettingStarted.html b/help/LuaGettingStarted.html index 7344f91d..6fe5c582 100644 --- a/help/LuaGettingStarted.html +++ b/help/LuaGettingStarted.html @@ -42,19 +42,19 @@
-

Using Lua scripting

-


+

Using Lua scripting

+


Lua is built into FCEUX as of 2.1.2, and luapack DLL files are no longer needed in this and later versions.


To run lua scripts in older versions of FCEUX, you will need the lua pack which can be found here. The .dll files must be unzipped in the same folder as fceux.exe.

-


-

Core Lua Documentation

-


+


+

Core Lua Documentation

+


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.  Try searching on the Internet for "Lua tutorial".  As of this writing, it's official homepage is http://www.lua.org/


If you are familiar with any programming language you will probably not have too much difficulty adjusting to the syntax and structure of Lua.  You will probably also find useful information on the Internet.

-


-

GUI Frontend

+


+

GUI Frontend


To use a Lua script, you need to create one in a text editor.  The name of the file created should end in .lua to indicate that it is a Lua script.


@@ -62,7 +62,7 @@


To end a Lua script, choose "Stop Lua Script" ***from where***.


-

FCEUX Lua Basics

+

FCEUX Lua Basics


Your script will be constructed according to the rules of Lua, but you will use FCEUX-specific functions to interact with the emulator.  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.


diff --git a/help/LuaScripting.html b/help/LuaScripting.html index fbb83b73..e582f0d2 100644 --- a/help/LuaScripting.html +++ b/help/LuaScripting.html @@ -47,19 +47,19 @@

A bit of previous programming knowledge will be useful in taking advantage of this feature, but it is certainly not a requirement.  Lua is specifically written with the intention of being easier than most languages for anyone to understand and use.



-

Getting Started

+

Getting Started


The basics of Lua scripting, its implementation into FCEUX, and how to get started using Lua.


-

Using Lua

+

Using Lua


How to use Lua and basic syntax/commands that are useable under FCEUX.


-

Lua Functions List

+

Lua Functions List


A list of Lua functions available in FCEUX and a brief description of each.


-

Lua Bot

+

Lua Bot


How to use Luau's version of Basic bot.

Created with the Personal Edition of HelpNDoc: Free iPhone documentation generator

diff --git a/help/MemoryWatch.html b/help/MemoryWatch.html index 2ee83a82..c0f3eada 100644 --- a/help/MemoryWatch.html +++ b/help/MemoryWatch.html @@ -54,7 +54,7 @@

To display a ram value, simply type its address into one of the address fields.  The name field allows you to put a brief description of the value.  



-

Prefixes

+

Prefixes


You must put in the hexi-decimal value of the address,  but the value will be displayed will be decimal by default.


@@ -65,20 +65,20 @@

Use a prefix of "X" to watch a 2 byte value in hex.



-

Saving/Loading Watch files

+

Saving/Loading Watch files


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.


FCEUX uses the /memw folder by default but you can specify a new default folder in the Directory Override menu.



-

Options Menu

+

Options Menu


-

If you select Load on Start up, Memory watch will load up automatically when FCEU is started.

+

If you select Load on Start up, Memory watch will load up automatically when FCEU is started.


-

If you select Load Last File on Start up, the most recent file in the Recent folder will be loaded when memory watch is loaded.

+

If you select Load Last File on Start up, the most recent file in the Recent folder will be loaded when memory watch is loaded.


-

If you select Collapse to 1 Column (or press the right arrow button on the bottom left of the dialog), the memory watch dialog is reduced to just 1 column.

+

If you select Collapse to 1 Column (or press the right arrow button on the bottom left of the dialog), the memory watch dialog is reduced to just 1 column.


Frozen Memory Addresses


@@ -98,7 +98,7 @@

Reset will reset the count to 0.



-

Usage Example:

+

Usage Example:


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.

The ram address 001C functions as a "lag flag".  It will remain 0, then change to a positive value on a frame that the game lags.

diff --git a/help/Movieformats.html b/help/Movieformats.html index a47250c6..3828596f 100644 --- a/help/Movieformats.html +++ b/help/Movieformats.html @@ -46,11 +46,11 @@


The Following documentation deals with the specific technical information regarding the format of movie & savestate files.


-

.fm2 - FCEUX Movie file format

+

.fm2 - FCEUX Movie file format


-

.fcm - Movie file format from previous FCEU versions (compatible with FCEUX via Convert FCM)

+

.fcm - Movie file format from previous FCEU versions (compatible with FCEUX via Convert FCM)


-

.fcs - Savestate file format

+

.fcs - Savestate file format

Created with the Personal Edition of HelpNDoc: Easy to use tool to create HTML Help files and Help web sites

diff --git a/help/NES.html b/help/NES.html index 2dce121a..81cd169b 100644 --- a/help/NES.html +++ b/help/NES.html @@ -63,7 +63,7 @@

Emulates the inserting of a coin in an arcade-style game.



-

Emulation Speed Sub Menu

+

Emulation Speed Sub Menu


Speed Up

Speeds up emulation (emulation speed ranges from 1% to 6400%)

diff --git a/help/NESRAMMappingFindingValues.html b/help/NESRAMMappingFindingValues.html index ea28dfd5..6643b4eb 100644 --- a/help/NESRAMMappingFindingValues.html +++ b/help/NESRAMMappingFindingValues.html @@ -50,16 +50,16 @@


Contents


-

Memory Map

+

Memory Map

       Gives a diagram of the 2A03 CPU memory map .


-

2C02 PPU memory map

+

2C02 PPU memory map

       Gives more detailed info about each section of the Memory map diagram


-

Game Ram Details

+

Game Ram Details

       On board RAM Map ($000-$07FF) Map (gives specific info on the how NES games typically layout their ram values)


-

Online Resources

+

Online Resources

NES Programming - Wikipedia

NES Memory Map


@@ -70,7 +70,7 @@

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.


                                                                                                                                           

-

6502 CPU Memory Map                                                                                                                              

+

6502 CPU Memory Map                                                                                                                              

Address Range                Size in bytes        Notes (Page size = 256bytes)

(Hexadecimal)                                                                                                                                                                                    


@@ -157,7 +157,7 @@


Most games use the basic on board ram.  The address range of this ram is $0000-$07FF.  This translates to 2048 possible ram values.


-

Pages

+

Pages


This ram is broken down into 8 pages.  A "page" is a block of 256 ram values.


@@ -175,26 +175,26 @@


There are always the following blocks:


-

Sprite Data                Block 2

+

Sprite Data                Block 2


I've yet to see map a game that does not use this block solely for sprite data.  It will contain the "ID" numbers for all the items currently on the screen.  Simply put, this data is precisely the data you see on the screen.  For making TAS movies this is not useful data.  If you are using cheat search and have narrowed it down your search to a few values, you can immediately discard any $02xx values.


In games with a lot of sprite data, I've seen blocks 1 & 3 also reserved for sprite data.


-

Music & Sound FX        Block 1 or 7, generally

+

Music & Sound FX        Block 1 or 7, generally


This one has more deviation, but almost all games reserve an entire block for memory allocated to the game's Music and Sound FX.  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.   Finding which block is reserved for music is often quite simple with the Hex editor.  Watching the ram values with the game playing, you can see which addresses "move to the beat".  


*Actually they can come in handy for "dancing to the beat"


-

Player & Enemy Stats        Blocks 1,3,4,5 generally (any or all of these)

+

Player & Enemy Stats        Blocks 1,3,4,5 generally (any or all of these)


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.


These values rarely (if at all) reside outside blocks 1, 3, 4, or 5.  This knowledge already reduces your search possibilities in half!


-

Rows

-


+

Rows

+


Each block is broken down into 16 "rows" of addresses.  For example, in block 3, the first row is $030x ($0300-$030F).


Each row of 16* will contain similar data.  For instance all x coordinates will generally be in the same row.  So xxx0 might be the main characters x position.  xxxx1 would be "enemy 1" (1st enemy loaded onto the screen), and so on.

@@ -203,7 +203,7 @@


*Super Mario Bros. 2 (U) is a rare example that uses rows of 10


-

Columns

+

Columns


A column would be all the values of a block that share the same last digit.  So a column would be 16 addresses such as $0300, $0310, $0320, etc.


@@ -213,28 +213,28 @@


If the next row ($031x) is x positions.  $0310 would be the player's x position.  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.


-

Example

+

Example


-

These distinctions are easier to see in a visual example.  This is the enemy/player stats as they are mapped in the game Teenage Mutant Ninja Turtles.

+

These distinctions are easier to see in a visual example.  This is the enemy/player stats as they are mapped in the game Teenage Mutant Ninja Turtles.


-

Block 4

-

                           P  W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X  X  X  X  

-

Sprite ID:        040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00

-

ID counter:       041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-

Timer/sp change:  042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00

-

hit animation:    043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-

characteristics:  044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00

-

characteristics:  045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00

-

Y position:       046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00

-

Y subpixel:       047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-

X position:       048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00

-

X subpixel:       049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00

-

Not used:         04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-

Y pix speed:      04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-

Y subpix speed:   04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-

Not used:         04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-

X pix speed:      04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00

-

X subpix speed:   04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00

+

Block 4

+

                           P  W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X  X  X  X  

+

Sprite ID:        040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00

+

ID counter:       041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

+

Timer/sp change:  042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00

+

hit animation:    043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

+

characteristics:  044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00

+

characteristics:  045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00

+

Y position:       046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00

+

Y subpixel:       047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

+

X position:       048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00

+

X subpixel:       049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00

+

Not used:         04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

+

Y pix speed:      04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

+

Y subpix speed:   04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

+

Not used:         04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

+

X pix speed:      04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00

+

X subpix speed:   04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00


P = current turtle (player)

W = weapon (up to 3 on the screen at one time)

diff --git a/help/NESSound.html b/help/NESSound.html index 0cb56a25..7cb00d31 100644 --- a/help/NESSound.html +++ b/help/NESSound.html @@ -245,18 +245,18 @@

************************

This section will describe the internal components making up each individual channel. Each component will then be described in full detail.


-

Device                                 Triangle Noise  Square

-

------                                 -------- ------ ------

-

triangle step generator                        X

-

linear counter                                X

-

programmable timer                        X      X      X

-

length counter                                X      X      X

-

4-bit DAC                                        X      X      X

-

volume/envelope decay unit                         X      X

-

sweep unit                                                          X

-

duty cycle generator                                          X

-

wavelength converter                                 X

-

random number generator                                 X

+

Device                                 Triangle Noise  Square

+

------                                 -------- ------ ------

+

triangle step generator                        X

+

linear counter                                X

+

programmable timer                        X      X      X

+

length counter                                X      X      X

+

4-bit DAC                                        X      X      X

+

volume/envelope decay unit                         X      X

+

sweep unit                                                          X

+

duty cycle generator                                          X

+

wavelength converter                                 X

+

random number generator                                 X



+-------------------------+

diff --git a/help/NSFFormat.html b/help/NSFFormat.html index 6654b16e..082d9034 100644 --- a/help/NSFFormat.html +++ b/help/NSFFormat.html @@ -42,7 +42,7 @@
-

NES Music Format Spec

+

NES Music Format Spec

                           ---------------------



diff --git a/help/NameTableViewer.html b/help/NameTableViewer.html index 3ef6379e..40498f87 100644 --- a/help/NameTableViewer.html +++ b/help/NameTableViewer.html @@ -42,7 +42,7 @@
-

Name Table Viewer

+

Name Table Viewer


Introduction


diff --git a/help/OverviewofIncludedScripts.html b/help/OverviewofIncludedScripts.html index 8f287ad8..56dd7f4e 100644 --- a/help/OverviewofIncludedScripts.html +++ b/help/OverviewofIncludedScripts.html @@ -46,14 +46,14 @@


Overview of Included Scripts


-

Many users of FCEUX do not investigate the luaScripts folder, or, for that matter, ignore lua scripting altogether. The purpose of this text is to let users know that knowing how to create lua scripts is not a requirement in using 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!

+

Many users of FCEUX do not investigate the luaScripts folder, or, for that matter, ignore lua scripting altogether. The purpose of this text is to let users know that knowing how to create lua scripts is not a requirement in using 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!


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.


-

So, open the luaScripts 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.

+

So, open the luaScripts 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.



-

General Purpose scripts:

+

General Purpose scripts:

These may be used with any game freely. Else, the "General" part of General Purpose doesn't apply.




-

Game Specific scripts:

+

Game Specific scripts:

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.


-

Config Toggle Switches

+

Config Toggle Switches


Explains the various toggle switch commands in the top two groups of commands under the Config Menu.


@@ -67,13 +67,13 @@

Toggles between NTSC (60fps) and PAL (50fps) frame rates.  By default, FCEUX will detect the proper choice when loading a ROM and set the flag accordingly.  



-

PPU (Sub-menu)

+

PPU (Sub-menu)


-

New PPU / Old PPU

+

New PPU / Old PPU

As of FCEUX 2.1.2, FCEUX has a new PPU core.  The new PPU has improved accuracy and greater game compatibility than the previous PPU.  However, some games may not work properly and there will be slight timing differences that would hurt movie compatibility.  Therefore, FCEUX will still support the old PPU.  Currently, Old PPU is the default setting.



-

Enable (Sub-menu)

+

Enable (Sub-menu)


Run in Background


@@ -90,23 +90,23 @@

Enables the Auto-save feature.  If enabled, FCEUX will make periodic savestates (once per every 256 frames) as you play or record a movie.  You can right-click and select the "load last auto-save" in the context menu or press "Load Last Auto-save" hotkey to back up to the last auto-save savestate.



-

Frame Adv. - Skip Lag

+

Frame Adv. - Skip Lag


This feature, if enabled, will cause the frame advance key (see movie recording) to skip over lag frames.  It does this by reading the lag counter (see display) and skipping past any frames where the input is not polled.  


For instance, in a 30fps game (such as double dragon), frame advance will advance 2 frames instead of 1.



-

Backup Savestates

+

Backup Savestates


-

Enabled by default.  This option allows for savestate & loadstate Undo (& redo).  (see context menu)

+

Enabled by default.  This option allows for savestate & loadstate Undo (& redo).  (see context menu)



-

Compress Savestates

+

Compress Savestates


Enabled by default.  This option compresses non movie savestates.


-

Display (Sub-Menu)

+

Display (Sub-Menu)


Input Display


@@ -152,12 +152,12 @@

Graphics: OBJ

Turning this off will turn off the objects (sprites) in the game.


-

Note: You can set the default color when the Backgrounds are turned off.  To do so, open fceux.cfg and change the value of the entry named: gNoBGFillColor

-


-


+

Note: You can set the default color when the Backgrounds are turned off.  To do so, open fceux.cfg and change the value of the entry named: gNoBGFillColor

+


+


Save Config File

-


-

Saves current settings to fceux.cfg.  Normally settings are not saved until FCEUX is closed.

+


+

Saves current settings to fceux.cfg.  Normally settings are not saved until FCEUX is closed.

Created with the Personal Edition of HelpNDoc: Create iPhone web-based documentation

diff --git a/help/Tools2.html b/help/Tools2.html index ec87bf30..072d0778 100644 --- a/help/Tools2.html +++ b/help/Tools2.html @@ -43,41 +43,41 @@

Guides for the specific tools and settings under FCEUX's Tools menu.



-

Cheat Search

+

Cheat Search


A guide to using the cheat search tool.


-


-

Memory Watch

+


+

Memory Watch


A guide to using the Memory Watch tool.



-

RAM Filter

+

RAM Filter


A guide to using the RAM filter tool.



-

TAS Editor

+

TAS Editor


A new tool designed for making TAS movies.



-

Convert fcm

+

Convert fcm


A tool that will convert .fcm movie files to the .fm2 file format.



-

Auto Fire settings

+

Auto Fire settings


A guide for setting auto-fire, auto-fire offset, and alternate A and B options.



-

Use External Input

+

Use External Input


Explanation of Use External Input


-

Text Hooker

+

Text Hooker


A guide for using the text hooking tool.

Created with the Personal Edition of HelpNDoc: Free Web Help generator

diff --git a/help/TraceLogger.html b/help/TraceLogger.html index 898a531e..bbdd78fc 100644 --- a/help/TraceLogger.html +++ b/help/TraceLogger.html @@ -42,7 +42,7 @@
-

Trace Logger

+

Trace Logger


Introduction


diff --git a/help/Troubleshooting.html b/help/Troubleshooting.html index 2d7cf375..0713a43a 100644 --- a/help/Troubleshooting.html +++ b/help/Troubleshooting.html @@ -46,54 +46,54 @@


This section describes potential problems/question that could arise when using FCEUX.


-

Slow emulation / Sound crackle

+

Slow emulation / Sound crackle


FCEUX may not run well on slower CPU's.  You can improve performance by setting sound to low quality in the Sound Dialog.  In addition, for windowed mode try enabling hardware acceleration in the Video config dialog may also help.


-

Slow savestates when recording movies

+

Slow savestates when recording movies


On slower computers, savestates can be slow with long movies.  A small speedup can be done by disabling config > enable > Backup savestates.


-

"The colors in game X do not look right"

+

"The colors in game X do not look right"


FCEUX uses the color palette of the old FCEU / FCEUXD branches.  However, FCEUX comes pre-packaged with several additional color palettes.  For more information see Palette config and Palette options.



-

"FCEUX won't open my ROM/File.  It let's me select it in the Open File dialog then ignores my selection"

+

"FCEUX won't open my ROM/File.  It let's me select it in the Open File dialog then ignores my selection"


It maybe be that the filename or pathname includes one or more on ASCII characters.  Currently FCEUX does not support Unicode characters.



-

"I converted a .fcm file to .fm2 but the .fm2 desyncs"

+

"I converted a .fcm file to .fm2 but the .fm2 desyncs"


Depending on what version of FCEU / Game your .fcm was made, there maybe a number of sync issues.  These are listed in detail at http://tasvideos.org/ConvertFCMtoFM2.html.


In addition, the .fm2 conversion tool has had some issues on certain operating systems including Vista and Mac.



-

"When I attempt to load a Lua script I get an error / crash"

+

"When I attempt to load a Lua script I get an error / crash"


Double check you have the Lua .dll files that came packaged with FCEUX 2.1.  They must be in the /dll folder from the root directory (where fceux.exe is stored).


-

"Directdraw: Error creating secondary surface"

+

"Directdraw: Error creating secondary surface"


Currently this error will happen when attempting to do Full screen mode on Windows Vista.  In addition, there has been one reported case of this happening on the 32-bit version of Windows XP.  This is a known issue with FCEUX that has not yet been resolved.



-

"Can't find FDS Bios image when I attempt to load a .fds game!"

+

"Can't find FDS Bios image when I attempt to load a .fds game!"


FCEUX requires the FDS Bios to be named disksys.rom.  It must be located in the root directory (where fceux.exe is stored) or in the folder of the FDS Directory override (see Directory overrides).


In addition, there are some bad versions of disksys.rom.  The one FDS requires is 8192 bytes.



-

"How can I use Netplay / Where can I get FCEU Server?"

+

"How can I use Netplay / Where can I get FCEU Server?"


Currently FCEUX is not compatible with the FCEU-server code.  This is a known issue and will be resolved in a future release.



-

"I have a Game Genie rom, how can I use it with FCEUX?"

+

"I have a Game Genie rom, how can I use it with FCEUX?"


While FCEUX has a Game Genie code converter, you can also use game genie codes with the game genie rom.  It must be named gg.rom and be placed in the root directory (where fceux.exe is stored).  You must also check NES > Game Genie in the main menu.


diff --git a/help/Video.html b/help/Video.html index 554e09df..cd7e97a7 100644 --- a/help/Video.html +++ b/help/Video.html @@ -64,7 +64,7 @@

Disable Hardware Acceleration

If full screen is causing problems, checking this might fix it.


-

Custom Video Mode

+

Custom Video Mode


Mode:

Sets the image size during full screen mode, if custom is selected under Full Screen Settings.

@@ -103,7 +103,7 @@

This is checked by default.  Slower computers my experience slow emulation and should uncheck this option.  The video will be blurred somewhat with this option checked.



-

Drawing Area

+

Drawing Area


First Line

Sets the first scan line for NTSC and PAL Modes.  This should be left on the default of 8.

@@ -114,7 +114,7 @@

Clip Left and Right Sides (8 columns each)

If enabled, 8 pixels from each side of the windows will be removed.  Who knows why you would want to!


-

Emulation

+

Emulation


Allow More than 8 sprites per scanline.

On real NES hardware, more than 8 sprites on the screen causes flickering.  Enabling this can cause less flickering by allowing more sprites to be visible at once.  If you prefer to say "true" to NES hardware, this should not be checked.

diff --git a/help/WhatsNew200.html b/help/WhatsNew200.html index 7edb3cb6..576367ea 100644 --- a/help/WhatsNew200.html +++ b/help/WhatsNew200.html @@ -96,9 +96,9 @@


New Tools


-

TAS Edit - a revolutionary new way of making TAS movies.

+

TAS Edit - a revolutionary new way of making TAS movies.


-

Input Presets - a system for quickly toggling different input configurations.

+

Input Presets - a system for quickly toggling different input configurations.



Tool Upgrades

diff --git a/help/WhatsNew216.html b/help/WhatsNew216.html index c7bc06ab..41cd5a61 100644 --- a/help/WhatsNew216.html +++ b/help/WhatsNew216.html @@ -67,12 +67,12 @@
  • Fixed newppu bug which prevented metroid from booting, CHR RAM was not getting initialized to anything
  • Newppu - fix bug in scroll reg logic causing mis-scrolls in p'radikus conflict
  • Datalatch mapper - fix bug where wramless games would be able to do something to unmapped host emulator memory
  • +
  • fixed mappers 242, 227, 115, 248, 12, 164

  • Movies


    Debugger

    @@ -128,6 +128,7 @@

    Ram Watch / Ram Search


    TAS Editor

    diff --git a/help/css/hnd.css b/help/css/hnd.css index 73749658..efda37ea 100644 --- a/help/css/hnd.css +++ b/help/css/hnd.css @@ -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; } -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; + color: #0000ff; + text-decoration: underline; +} +a.rvts29:hover { color: #0000ff; } +span.rvts30 { font-size: 16pt; } -span.rvts30 +span.rvts31 { font-family: 'Lucida Console', 'Monaco', monospace; } -span.rvts31 +span.rvts32 { font-style: italic; } -span.rvts32 +span.rvts33 { font-family: 'Times New Roman', 'Times', serif; } -span.rvts33 +span.rvts34 { font-size: 11pt; font-family: 'Courier New', 'Courier', monospace; } -span.rvts34 +span.rvts35 { font-size: 16pt; text-decoration: underline; } -a.rvts35, span.rvts35 +a.rvts36, span.rvts36 { font-size: 12pt; color: #0000ff; text-decoration: underline; } -a.rvts35:hover { color: #0000ff; } -span.rvts36 +a.rvts36:hover { color: #0000ff; } +span.rvts37 { font-size: 24pt; } -span.rvts37 +span.rvts38 { font-size: 14pt; text-decoration: underline; } -span.rvts38 +span.rvts39 { font-family: 'Courier New', 'Courier', monospace; } -span.rvts39 +span.rvts40 { font-weight: bold; } -span.rvts40 +span.rvts41 { font-size: 9pt; } -a.rvts41, span.rvts41 -{ - font-size: 9pt; - color: #0000ff; - text-decoration: underline; -} -a.rvts41:hover { color: #0000ff; } a.rvts42, span.rvts42 { - font-size: 12pt; + font-size: 9pt; color: #0000ff; text-decoration: underline; } a.rvts42:hover { color: #0000ff; } -span.rvts43 +a.rvts43, span.rvts43 { font-size: 12pt; - font-weight: bold; + color: #0000ff; + text-decoration: underline; } +a.rvts43:hover { color: #0000ff; } span.rvts44 +{ + font-size: 12pt; + font-weight: bold; +} +span.rvts45 { font-size: 12pt; font-weight: bold; text-decoration: underline; } -a.rvts45, span.rvts45 +a.rvts46, span.rvts46 { font-size: 12pt; color: #0000ff; text-decoration: underline; } -a.rvts45:hover { color: #0000ff; } -span.rvts46 +a.rvts46:hover { color: #0000ff; } +span.rvts47 { font-size: 22pt; text-decoration: underline; } -a.rvts47, span.rvts47 +a.rvts48, span.rvts48 { font-size: 12pt; color: #0000ff; text-decoration: underline; } -a.rvts47:hover { color: #0000ff; } -span.rvts48 +a.rvts48:hover { color: #0000ff; } +span.rvts49 { font-size: 18pt; font-weight: bold; } -span.rvts49 +span.rvts50 { font-size: 12pt; font-family: 'Courier New', 'Courier', monospace; font-weight: bold; } -span.rvts50 -{ - font-size: 14pt; - font-weight: bold; -} span.rvts51 { - font-size: 12pt; - font-family: 'Courier New', 'Courier', monospace; - color: #000080; + font-size: 14pt; + font-weight: bold; } span.rvts52 { font-size: 12pt; font-family: 'Courier New', 'Courier', monospace; - color: #333399; + color: #000080; } span.rvts53 +{ + font-size: 12pt; + font-family: 'Courier New', 'Courier', monospace; + color: #333399; +} +span.rvts54 { font-size: 14pt; font-family: 'Courier New', 'Courier', monospace; font-weight: bold; } -span.rvts54 +span.rvts55 { font-family: 'Courier New', 'Courier', monospace; color: #000080; } -span.rvts55 +span.rvts56 { font-size: 16pt; font-family: 'Courier New', 'Courier', monospace; font-weight: bold; } -span.rvts56 -{ - font-size: 11pt; - font-family: 'Courier New', 'Courier', monospace; - font-weight: bold; -} span.rvts57 { + font-size: 11pt; font-family: 'Courier New', 'Courier', monospace; font-weight: bold; } span.rvts58 { font-family: 'Courier New', 'Courier', monospace; + font-weight: bold; } span.rvts59 +{ + font-family: 'Courier New', 'Courier', monospace; +} +span.rvts60 { font-size: 12pt; font-family: 'Courier New', 'Courier', monospace; color: #000080; } -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; text-decoration: underline; } -a.rvts61:hover { color: #0000ff; } -span.rvts62 +a.rvts62:hover { color: #0000ff; } +span.rvts63 { font-family: 'Lucida Console', 'Monaco', monospace; text-decoration: underline; } -span.rvts63 +span.rvts64 { font-style: italic; font-weight: bold; } -span.rvts64 -{ - font-weight: bold; - text-decoration: underline; -} span.rvts65 { - font-size: 11pt; + font-weight: bold; text-decoration: underline; } span.rvts66 { - font-size: 5pt; + font-size: 11pt; + text-decoration: underline; } span.rvts67 { - font-size: 4pt; + font-size: 5pt; } span.rvts68 { font-size: 4pt; - font-weight: bold; } span.rvts69 +{ + font-size: 4pt; + font-weight: bold; +} +span.rvts70 { font-size: 5pt; font-weight: bold; } -span.rvts70 +span.rvts71 { font-size: 11pt; font-weight: bold; diff --git a/help/fm2.html b/help/fm2.html index bf2d3388..d9d11fc1 100644 --- a/help/fm2.html +++ b/help/fm2.html @@ -62,7 +62,7 @@

    The header is always in ASCII plain text format. It consists of several key-value pairs.

    The input log section can be identified by it starting with a | (pipe).

    The input log section can be either in ASCII plain text format or in binary format.

    -

    The input log section terminates at EOF, unless the length key is specified in header.

    +

    The input log section terminates at EOF, unless the length key is specified in header.

    Newlines may be \r\n or \n.



    @@ -75,54 +75,54 @@


    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:


    -

    - version (required) - the version of the movie file format; for now it is always 3

    -


    -

    - emuVersion (required) - the version of the emulator used to produce the movie

    -


    -

    - rerecordCount (optional) - the rerecord count

    -


    -

    - palFlag (bool) (optional) - true if the movie uses PAL timing

    -


    -

    - NewPPU (bool) (optional) - true if the movie uses New PPU

    -


    -

    - FDS (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game

    -


    -

    - fourscore (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required

    -


    -

    - port0 - indicates the type of input device attached to the port 0. Supported values are:

    +

    - version (required) - the version of the movie file format; for now it is always 3

    +


    +

    - emuVersion (required) - the version of the emulator used to produce the movie

    +


    +

    - rerecordCount (optional) - the rerecord count

    +


    +

    - palFlag (bool) (optional) - true if the movie uses PAL timing

    +


    +

    - NewPPU (bool) (optional) - true if the movie uses New PPU

    +


    +

    - FDS (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game

    +


    +

    - fourscore (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required

    +


    +

    - port0 - indicates the type of input device attached to the port 0. Supported values are:

        SI_NONE = 0

        SI_GAMEPAD = 1

        SI_ZAPPER = 2

    -


    -

    - port1 - indicates the type of input device attached to the port 1. Supported values are:

    +


    +

    - port1 - indicates the type of input device attached to the port 1. Supported values are:

        SI_NONE = 0

        SI_GAMEPAD = 1

        SI_ZAPPER = 2

    -


    -

    - port2 (required) - indicates the type of the FCExp port device which was attached. Supported values are:

    +


    +

    - port2 (required) - indicates the type of the FCExp port device which was attached. Supported values are:

        SIFC_NONE = 0

    -


    -

    - binary (bool) (optional) - true if input log is stored in binary format

    -


    -

    - length (optional) - movie size (number of frames in the input log). If this key is specified and the number is >= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in fm3 format to allow storing extra data after the end of input log

    +


    +

    - binary (bool) (optional) - true if input log is stored in binary format

    +


    +

    - length (optional) - movie size (number of frames in the input log). If this key is specified and the number is >= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in fm3 format to allow storing extra data after the end of input log



    String keys have values that consist of the remainder of the key-value pair line. As a consequence, string values cannot contain newlines.


    -

    - romFilename (required) - the name of the file used to record the movie

    -


    -

    - comment (optional) - simply a memo

    +

    - romFilename (required) - the name of the file used to record the movie

    +


    +

    - comment (optional) - simply a memo

    Example:

    -


    -

    - subtitle (optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see Movie options)

    +


    +

    - subtitle (optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see Movie options)

    At frame 1000 the words "Level Two" will be displayed on the screen

    -


    -

    - guid (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

    +


    +

    - guid (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

    GUID keys have a value which is in the standard guide format: 452DE2C3-EF43-2FA9-77AC-0677FC51543B

    -


    -

    - romChecksum (required) - the MD5 hash of the ROM which was used to record the movie

    -


    -

    - savestate (optional) - a fcs savestate blob, in case a movie was recorded from savestate  

    +


    +

    - romChecksum (required) - the MD5 hash of the ROM which was used to record the movie

    +


    +

    - savestate (optional) - a fcs savestate blob, in case a movie was recorded from savestate  

    Hex string keys (used for binary blobs) have a value that is like 0x0123456789ABCDEF...



    @@ -148,13 +148,13 @@

    The input log section consists of movie records either in the form of text lines or in the form of binary data.



    -

    Text format (default format):

    +

    Text format (default format):


    Every frame of the movie is represented by line of text beginning and ending with a | (pipe).

    The fields in the line are as follows, except when fourscore is used.

    -

    |commands|port0|port1|port2|

    +

    |commands|port0|port1|port2|


    -

    Field commands 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:

    +

    Field commands 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:


    -

    If a fourscore 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.

    +

    If a fourscore 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.




    -

    Notes:

    -


    +

    Notes:

    +


    A. All movies start from power-on, unless a savestate key-value is present.


    B. The emulator uses these framerate constants

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\ No newline at end of file