commit 11eeb7d9bea299e42418aaf39f4d51ed46d8acca Author: zeromus Date: Sat Jul 29 05:49:34 2006 +0000 added back in other projects [[Split portion of a mixed commit.]] diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..674deb69 --- /dev/null +++ b/.gitignore @@ -0,0 +1,17 @@ +# A simulation of Subversion default ignores, generated by reposurgeon. +*.o +*.lo +*.la +*.al +*.libs +*.so +*.so.[0-9]* +*.a +*.pyc +*.pyo +*.rej +*~ +*.#* +.*.swp +.DS_store +# Simulated Subversion default ignores end here diff --git a/htdocs-inc/footer.php b/htdocs-inc/footer.php new file mode 100644 index 00000000..416d8152 --- /dev/null +++ b/htdocs-inc/footer.php @@ -0,0 +1,32 @@ +

+We are in no way affiliated or endorsed by Nintendo or Nintendo +of America. "Nintendo" is a registered trademark of Nintendo of +America Inc. +

+ +

+ + +Valid XHTML 1.1 Strict + + + +Valid CSS! + + + +Get Firefox! + + + +SourceForge Logo + + +

+ + + diff --git a/htdocs-inc/header.php b/htdocs-inc/header.php new file mode 100644 index 00000000..a65912dc --- /dev/null +++ b/htdocs-inc/header.php @@ -0,0 +1,28 @@ +"); ?> + + + + + + + + + + + FCE Ultra<?php if (isset($title)) { print(": $title"); } ?> + + + + + + +

FCE Ultra

+ + diff --git a/htdocs/.htaccess b/htdocs/.htaccess new file mode 100644 index 00000000..bf83dddb --- /dev/null +++ b/htdocs/.htaccess @@ -0,0 +1 @@ +php_value include_path "/home/groups/f/fc/fceultra/htdocs-inc:." diff --git a/htdocs/StyleSheets/main.css b/htdocs/StyleSheets/main.css new file mode 100644 index 00000000..05147ddf --- /dev/null +++ b/htdocs/StyleSheets/main.css @@ -0,0 +1,77 @@ +@media all { + + .center { + text-align: center; + } + + .image { + border-width:0px; + } + + .navbox { + background: #e0e0e0; + border: 1px solid black; + color: #000000; + font-weight: bold; + padding-top: 0.3em; + padding-bottom: 0.3em; + padding-left: 1%; + padding-right: 1%; + text-align: center; + width: 98%; + } + + .navbox a { + white-space: nowrap; + } + + .naventry { + white-space: nowrap; + } + + .mainbox { + background: #e0e0e0; + border: 1px solid black; + color: #000000; + margin-top: 1.5em; + } + + .boxhead { + background: #444444; + color: #b0b4e4; + font-size: larger; + font-weight: bolder; + margin: 1px; + padding: 0.25em; + } + + .boxsubhead { + background: #444444; + color: #b0b4e4; + font-size: 100%; + font-weight: bolder; + padding: 0.25em; + } + + .boxbody { + margin: 1px; + padding: 0.25em; + } + + .sflogo { + border: none; + position: absolute; + right: 0px; + top: 0px; + } +} + +@media print { + .sflogo { + display: none; + } + + .boxhead { + border-bottom: 1px solid black; + } +} diff --git a/htdocs/cheat.php b/htdocs/cheat.php new file mode 100644 index 00000000..61428b47 --- /dev/null +++ b/htdocs/cheat.php @@ -0,0 +1,313 @@ + + +

FCE Ultra Cheat Guide

+
Last updated November 12, 2003
Valid as of FCE Ultra 0.97.4
+

+ Table of Contents: +

+
+

Introduction

+

+ FCE Ultra allows cheating by the periodic "patching" of arbitrary addresses + in the 6502's memory space with arbitrary values, as well as read substitution. + "Read substitution" is the method that would be used on a real NES/Famicom, + such as done by the Game Genie and Pro Action Replay. It is required + to support GG and PAR codes, but since it is relatively slow when done + in emulation, it is not the preferred method when a RAM patch will + suffice. Also, in FCE Ultra, read substitution will not work properly with + zero-page addressing modes(instructions that operate on RAM at $0000 through + $00FF). +

+

+ The RAM patches are all applied a short time before the emulated + vertical blanking period. This detail shouldn't concern most people, though. + However, this does mean that cheating with games that use + bank-switched RAM may be problematic. Fortunately, such games are not very + common(in relation to the total number of NES and Famicom games). +

+

Cheat Files

+

+ Cheats are stored in the "cheats" subdirectory under the base FCE Ultra + directory. The files are in a simple plain-text format. Each line represents + a one-byte memory patch. The format is as follows(text in brackets [] + represents optional parameters): +

+

+

+ [S][C][:]Address(hex):Value(hex):[Compare value:]Description +
+ Example: + +
040e:05:Infinite super power.
+

+

+ A colon(:) near the beginning of the line is used to disable the cheat. + "S" denotes a cheat that is a read-substitute-style cheat(such as with Game + Genie cheats), and a "C" denotes that the cheat has a compare value. +

+ +
+

The Windows Interface

+

+ All addresses listed in the cheats window 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). +

+

+ The cheats window contains the list of cheats for the currently loaded game + on the right side. Existing cheats can be selected, edited, and updated + using the "Update" button. +

+

Cheat Search Interface

+

+ The cheat search interface consists of several components: a list of + addresses and associated data for a search, several command buttons, + and the search parameters. +

+

+ Each entry in the list is in the format of: +

Address:Original Value:Current Value
+

+

+ The address is the location in the 6502's address space, the original + value is the value that was stored at this address when the search was + reset, and the current value is the value that is currently stored at + that address. Selecting an item in this list will automatically cause + the "Address" field in the cheat information box on the right side of the + window to be updated with the selected address. +

+

+ The "Reset Search" button resets the search process; all valid addresses + are displayed in the cheat list and the data values at those addresses noted. +

+

+ The "Do Search" buttons performs a search based on the search parameters + and removes any non-matching addresses from the address list. +

+

+ The "Set Original to Current" button sets the remembered original values + to the current values. It is like the "Reset Search" button, but it does + not affect which addresses are shown in the address list. This command is + especially useful when used in conjunction with the "O!=C" search filter. +

+

+ The "Unhide Excluded" button shows all addresses that are excluded as a + result of any previous searches. It is like the "Reset Search" button + except that it does not affect the remembered original values. +

+

+ The numbers assigned the names "V1" and "V2" have different meanings based + on which filter is selected. A list of the names of the filters and detailed + information on what they do follows("original value" corresponds to the value + remembered for a given addres and "current value" is the value currently + at that address. Also, if a value is not explicitly said to be shown + under a certain condition, then it is obviously excluded.): +

+ "O==V1 && C==V2": +

+ Show the address if the original value is equal to "V1" AND + the current value is equal to "V2". +
+

+

+ "O==V1 && |O-C|==V2": +

+ Show the address if the original value is equal to "V1" AND + the difference between the current value and the original + value is equal to "V2". +
+

+

+ "|O-C|==V2": +

+ Show the address if the difference between the current value + and the original value is equal to "V2". +
+

+

+ "O!=C": +

+ Show the address if the original value does not equal the + current value. +
+

+

+ The following cheat methods/filters automatically perform the function + of the "Set Original to Current" button after "Do Search" is pressed. +

+

+ "Value decreased." +

+ Show the address if the value has decreased. +
+

+

+ "Value increased." +

+ Show the address if the value has increased. +
+

+ +
+

Examples

+

"Mega Man 3" Windows Example

+

+ This example will give Mega Man unlimited energy. + Immediately after entering the Top Man stage, make your way to the + "Add Cheat" window. Push "Reset Search". + Go back to playing and move right until the first enemy appears. Allow + yourself to be hit twice. Each hit does "2" damage, so you've lost 4 energy + bars. Go to the "Add Cheat" window again and select the third filter + ("|O-C|==V2") and enter the value 4 next to "V2". Then push "Do Search". +

+

+ Several addresses will appear in the address list. You can try to find + the address you want through trial and error, or you can narrow the results + down further. We will do the latter. +

+

+ Go back to playing MM3 and get hit one more time and make your way back + to the "Add Cheat" window. Your damage is now "6". You can probably + see which address that contains your life(it is 00A2). If not, change + V2 to 6 and push "Do Search" again. This should leave only 00A2. +

+

+ Select that entry in the address list. Shift your attention to the "Add + Cheat" box to the right. Type in a meaningful name and the desired value(156; + it was the value when you had no damage, so it's safe to assume it's the + maximum value you can use). Push the "Add" button and a new entry will + appear in the cheats list. The cheat has been added. +

+

"Over Horizon" Text Interface Example

+

+ This example will give you infinite lives in the NTSC(Japanese) version + of "Over Horizon". +

+

+ Start a new game. Notice that when you press "Start" during gameplay, + the number of lives you have left is indicated. With no cheating, you + start with 3 lives(2 lives left). +

+

+ Activate the cheat interface immediately after starting a new game. + Select the "New Cheats" menu and "Reset Search". +

+

+ I'll assume that the number of lives left shown in the game is the same number + that's stored in RAM. Now, "Do Search". You're going to use the first search + filter. For V1, enter the value 2. For V2, enter the same value. This, + coupled with the fact that you just reset the search, will allow you to search + for a value "absolutely"(as opposed to changes in the value). +

+

+ Now, "Show Results". When I did it, I received 11 results: +

+
+	 1) $0000:002:002
+	 2) $001c:002:002
+	 3) $001e:002:002
+	 4) $009d:002:002
+	 5) $00b9:002:002
+	 6) $00e3:002:002
+	 7) $0405:002:002
+	 8) $0406:002:002
+	 9) $0695:002:002
+	10) $07d5:002:002	
+	11) $07f8:002:002
+
+

+ You really can't do much yet(unless you want to spend time doing trial + and error cheat additions). Return to the game. +

+

+ After losing a life, go back to the cheat interface, to the "New Cheats" + menu, and "Show Results". Here are my results: +

+
+	 1) $0000:002:002
+	 2) $001c:002:002
+	 3) $001e:002:002
+	 4) $009d:002:002
+	 5) $00b9:002:041
+	 6) $00e3:002:002
+	 7) $0405:002:001
+	 8) $0406:002:002
+	 9) $0695:002:002
+	10) $07d5:002:001
+	11) $07f8:002:002
+
+

+ Notice that two addresses seem to hold the number of lives($0405 and + $07d5). You can lose another life and go "Show Results" again, and you + should see that $07d5 is the address that holds the number of lives. +

+

+ Now that you know the address that holds the number of lives, you can + add a cheat. You can either type in the number from the cheat results list + corresponding to the address you want to add a cheat for, or you can + remember the address and select "Add Cheat" from the "New Cheats" menu. + Do the former. +

+

+ Now you will need to enter a name for the cheat. I suggest something short, + but descriptive. "Infinite lives" will work fine. Next, a prompt for + the address will show up. Since you selected an item from the list, you + can press enter to use the associated address($07d5). Next, you will + need to enter a value. It doesn't need to be large(in fact, it probably + shouldn't be; abnormally high numbers can cause some games to misbehave). + I suggest a value of 2. After this, you should get a prompt that looks like + this: +

+
+   Add cheat "Infinite lives" for address $07d5 with value 002?(Y/N)[N]:
+
+

+ Answer "Y". You now have infinite lives. +

+
+

Tips

+

+ Games store player information in many different ways. For example, + if you have "3" lives in Super Wacky Dodgeball 1989, the game might store + it in memory as 2, 3, or 4, or perhaps a different number all together. + Also, say that you have 69 life points out of 200 in Mole Mashers. The + game might store how many life points you have, or how much damage you have + taken. Relative value searches are very valuable because you probably + don't know the way that the game stores its player data. +

+

+ Some games, especially RPGs, deal with individual numbers greater than + 8-bits in size. Most that I've seen seem to store the multiple-byte data + least significant byte(lower byte of number) first in memory, though + conceivably, it could be stored most significant byte first, or the component + bytes of the number could be non-contiguous, though the latter is very unlikely. + For example, say I have 5304 experience points in Boring Quest for the + Overused Plot Device. To split the number into two eight bit decimal numbers, + take 5304 %(modulus) 256. This will give a number that is the lower 8 bits. + Next, take 5304 / 256. The integral component of your answer will be the + upper 8 bits(or the next 8 bits, if the number is or can be larger than 16 + bits) of 5304. Now you will need to search for these numbers. Fortunately, + most(all?) RPGs seem to store large numbers exactly as they are shown in the + game. +

+ + diff --git a/htdocs/docs.php b/htdocs/docs.php new file mode 100644 index 00000000..0a7cf13f --- /dev/null +++ b/htdocs/docs.php @@ -0,0 +1,821 @@ + + +

FCE Ultra General Documentation

+

+Last updated September 15, 2004
+Valid as of FCE Ultra 0.98.13 +

+ +

+ Table of Contents: +

+ + +
+

Introduction

+

+ FCE Ultra is an NTSC and PAL Famicom/NES emulator for various + platforms. It is based upon Bero's original FCE source code. Current + features include good PPU, CPU, pAPU, expansion chip, and joystick + emulation. Also a feature unique to this emulator(at the current + time) is authentic Game Genie emulation. Save states and snapshot + features also have been implemented. +

+

+ This document has been arranged to keep user interface details and emulation + details as separate as possible, though this has not been accomplished entirely. +

+

+ In several places references are made to the "base directory". If you + are running a port on a UN*X-like system(Linux/*BSD/Mac OSX/SunOS/etc.), the + base directory is "~/.fceultra", or in other words, + "your home directory plus .fceultra". For all other ports(including DOS and +MS Windows), the base directory is the directory that the executable is in. +

+

History of FCE Ultra

+

+ This section is a work-in-progress. Some details may be incorrect.
+ Bero originally wrote a NES emulator that was referred to as FCE. + This name was apparently meant only to serve as a temporary name, but its usage remained. Xodnizel originally ported it to + Linux SVGAlib, and made a few improvements. This code base was abandoned, + and work began anew, under DOS, with the original FCE source code. + At the end of November, 1998, FCE Ultra Beta 1 was released. +

+

+ FCE Ultra remained DOS-only until version 0.18, when it was ported to Linux + SVGAlib, and released as a staticly-linked executable. The first MS Windows + port was released as version 0.25. +

+

+ The source code of 0.40 was released on November 12, 2000. It retained + the simple license of FCE for a long time, which stated that " This software is freeware.you can use it non-commercially." + Almost two years later, in June 2002, 0.80 was released, and FCE Ultra was relicensed under the GNU GPL. +

+
+

Core Features

+

CPU

+

+ All official instructions of the NES' CPU, the 2A03, which is compatible(mostly) + with the 6502, are emulated. "Unofficial" instructions are also emulated, + though probably not as accurately as the more well-defined official instructions. +

+
+

PPU

+

+

+

+

Palettes

+

+ FCE Ultra has many palette features, including loading a custom palette + to replace the default NES palette. The palette from an NTSC NES can + also be generated on-the-fly. +

+

+ First, a note on on the format of external palettes; Palette files are expected to contain 64 8-bit RGB triplets(each in + that order; red comes first in the triplet in the file, then green, + then blue). Each 8-bit value represents brightness for that particular + color. 0 is minimum, 255 is maximum. +

+

+ Palettes can be set on a per-game basis. To do this, put a palette + file in the "gameinfo" directory with the same base filename + as the game you wish to associate with and add the extension "pal". + Examples: +

        
+                File name:              Palette file name:
+                 BigBad.nes              BigBad.pal
+                 BigBad.zip              BigBad.pal
+                 BigBad.Better.nes       BigBad.Better.pal
+	
+

+

+ With so many ways to choose a palette, figuring out which one will + be active may be difficult. Here's a list of what palettes will + be used, in order from highest priority to least priority(if a + condition doesn't exist for a higher priority palette, the emulator + will continue down its list of palettes). +

+

+

+


+

+

+ All 5 internal sound channels are supported(2x rectangle, triangle, noise, + and DMC/PCM). Sound channels are emulated with CPU instruction granularity. + There are two sound quality options. Low-quality sound, the default sound + quality option, generates sound data at 16x the playback rate and averages + those samples together to 1 sample. This method works fairly well and + is reasonably fast, but there is still some aliasing and sound distortion. + All sample rates between 8192Hz and 96000Hz are supported. +

+ The high-quality sound emulation is much more CPU intensive, but the + quality is worth it, if your machine is fast enough. Sound data is + generated at the NES' CPU clock rate(about 1.8MHz for the NTSC NES), and + then resampled to the output sample rate. Custom-designed 483rd order + Parks-McClellan algorithm filter coefficients are used. Supported playback rates are + 44100Hz, 48000Hz, and 96000Hz. The following filter statistics apply + for NTSC emulation. +

+ + + + + +
Rate:Passband Upper Bound(Hz):Passband ripple(dB):Transition bandwidth(Hz):Stopband attenuation(dB):
4410011982.50.2010067.566.4
4800013932.50.1010067.560.0
9600030000.00.0118000.0103.0
+

+

+ The "highest" sound quality mode is similar to the normal high-quality mode, + but the filters are of a higher order(1024 coefficients). Ripple is + reduced, the upper bound of the passband is higher, and the stopband + attenuation is slightly higher. The highest-quality mode filter coefficients + were created using "gmeteor". The parameters used to create these filters + can be found in the source code distribution. +

+

+ Besides the 5 internal NES sound channels, FCE Ultra emulates the extra + sound capabilities of the Konami VRCVI, Konami VRCVII, Namco 106, Nintendo MMC5, and the Sunsoft FME-07 chips. The extra sound + channel in the Famicom Disk System is also emulated, but the support for + its FM capabilities is limited. +

+
+

Input

+

+ FCE Ultra emulates the standard NES gamepad, the Four-Score multiplayer + adapter, the Zapper, the Power Pad, and the Arkanoid controller. The + Famicom version of the Arkanoid controller, the "Space Shadow" gun, the + Famicom 4-player adapter, the Family Keyboard, the HyperShot controller, the Mahjong controller, + the Oeka Kids tablet, the Quiz King buzzers, the Family Trainer, and the Barcode World barcode + reader are also emulated. +

+

Zapper

+

+ Most Zapper NES games expect the Zapper to be plugged into port 2. + and most VS Unisystem games expect the Zapper to be plugged + into port 1. +

+ The left mouse button is the emulated trigger button for the + Zapper. The right mouse button is also emulated as the trigger, + but as long as you have the right mouse button held down, no color + detection will take place, which is effectively like pulling the + trigger while the Zapper is pointed away from the television screen. + Note that you must hold the right button down for a short + time to have the desired effect. +

+
+

File Formats/Expansion Hardware

+

+ FCE Ultra supports the iNES, FDS(raw and with a header), UNIF, and NSF file + formats. FDS ROM images in the iNES format are not supported; it would + be silly to do so and storing them in that format is nonsensical. +

+

+ FCE Ultra supports loading ROM/disk images from some types of compressed files. + FCE Ultra can load data from both PKZIP-format files and + gzip-format files. Only the "deflate" algorithm is supported, but + this is the most widely used algorithm for these formats. +

+

+ All files in a PKZIP format archive will be scanned for the + followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif + The first archived file to have one of these extensions will be + loaded. If no archived file has one of these extensions, the + first archived file will be loaded. +

+

iNES Format

+

+ The battery-backed RAM, vertical/horizontal mirroring, four-screen + name table layout, and 8-bit mapper number capabilities of the iNES + format are supported. The 512-byte trainer capability is also supported, + but it is deprecated. Common header corruption conditions are cleaned(let's + go on a DiskDude hunt), though not all conditions can be automatically + detected and fixed. In addition, a few common header inaccuracies for + games are also corrected(detected by CRC32 value). Note that these + fixes are not written back to the storage medium. +

+

+ Support for the recent VS System bit and "number of 8kB RAM banks" + is not implemented. Too many iNES headers are corrupt where this new data + is stored, causing problems for those games. +

+

+ The following table lists iNES-format "mappers" supported well in FCE Ultra. +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Number:Description:Game Examples:
0No bankswitchingDonkey Kong, Mario Bros
1Nintendo MMC1MegaMan 2, Final Fantasy
2Simple 16KB PROM Switch(UNROM)MegaMan, Archon, 1944
3Simple 8KB VROM Switch(CNROM)Spy Hunter, Gradius
4Nintendo MMC3Super Mario Bros. 3, Recca, Final Fantasy 3
5Nintendo MMC5Castlevania 3, Just Breed, Bandit Kings of Ancient China
6FFE F4 Series(hacked, bootleg)
7AOROMBattle Toads, Time Lord
8FFE F3 Series(hacked, bootleg)
9Nintendo MMC2Punchout!
10Nintendo MMC4Fire Emblem, Fire Emblem Gaiden
11Color DreamsCrystal Mines, Bible Adventures
12??Dragon Ball Z 5 ("bootleg" original)
13CPROMVideomation
15Multi-cart(bootleg)100-in-1: Contra Function 16
16Bandai ??Dragon Ball Z, SD Gundam Gaiden **EEPROM is not emulated
17FFE F8 Series(hacked, bootleg)
18Jaleco SS806Pizza Pop, Plasma Ball
19Namco 106Splatter House, Mappy Kids
21Konami VRC4 2AWaiWai World 2, Ganbare Goemon Gaiden 2
22Konami VRC4 1BTwinbee 3
23Konami VRC2BWaiWai World, Crisis Force
24Konami VRC6Akumajou Densetsu
25Konami VRC4Gradius 2, Bio Miracle:Boku tte Upa
26Konami VRC6 A0-A1 SwapEsper Dream 2, Madara
32IREM G-101Image Fight 2, Perman
33Taito TC0190/TC0350Don Doko Don
34NINA-001 and BNROMImpossible Mission 2, Deadly Towers, Bug Honey
40(bootleg)Super Mario Bros. 2
41Caltron 6-in-1Caltron 6-in-1
42(bootleg)Mario Baby
44Multi-cart(bootleg)Super HiK 7 in 1
45Multi-cart(bootleg)Super 1000000 in 1
46Game StationRumble Station
47NES-QJNintendo World Cup/Super Spike V-Ball
48Taito TC190VFlintstones
49Multi-cart(bootleg)Super HiK 4 in 1
50(bootleg)Super Mario Bros. 2
51Multi-cart(bootleg)11 in 1 Ball Games
52Multi-cart(bootleg)Mario Party 7 in 1
57Multi-cart(bootleg)Game Star GK-54
58Multi-cart(bootleg)68-in-1 Game Star HKX5268
60Multi-cart(bootleg)4 in 1(Reset-selected)
61Multi-cart(bootleg)20 in 1
62Multi-cart(bootleg)Super 700 in 1
64Tengen RAMBO 1Klax, Rolling Thunder, Skull and Crossbones
65IREM H-3001Daiku no Gensan 2
66GNROMSMB/Duck Hunt
67Sunsoft ??Fantasy Zone 2
68Sunsoft ??After Burner 2, Nantetta Baseball
69Sunsoft FME-7Batman: Return of the Joker, Hebereke
70??Kamen Rider Club
71CamericaFire Hawk, Linus Spacehead
72Jaleco ??Pinball Quest
73Konami VRC3Salamander
74Taiwanese MMC3 CHR ROM w/ VRAMSuper Robot Wars 2
75Jaleco SS8805/Konami VRC1Tetsuwan Atom, King Kong 2
76Namco 109Megami Tensei
77IREM ??Napoleon Senki
78Irem 74HC161/32Holy Diver
79NINA-06/NINA-03F15 City War, Krazy Kreatures, Tiles of Fate
80Taito X-005Minelvation Saga
82Taito ??Kyuukyoku Harikiri Stadium - Heisei Gannen Ban
85Konami VRC7Lagrange Point
86Jaleco JF-13More Pro Baseball
87??Argus
88Namco 118Dragon Spirit
89Sunsoft ??Mito Koumon
90??Super Mario World, Mortal Kombat 3, Tekken 2
91??Mari Street Fighter 3 Turbo
92Jaleco ??MOERO Pro Soccer
93??Fantasy Zone
94??Senjou no Ookami
95Namco 118Dragon Buster
96Bandai ??Oeka Kids
97??Kaiketsu Yanchamaru
99VS System 8KB VROM SwitchVS SMB, VS Excite Bike
105NES-EVENTNintendo World Championships
107??Magic Dragon
112AsderSango Fighter, Hwang Di
113MB-91Deathbots
114??The Lion King
115??Yuu Yuu Hakusho Final
117??San Guo Zhi 4
118MMC3-TLSROM/TKSROM BoardYs 3, Goal! 2, NES Play Action Football
119MMC3-TQROM BoardHigh Speed, Pin*Bot
140Jaleco ??Bio Senshi Dan
144??Death Race
151Konami VS System ExpansionVS The Goonies, VS Gradius
152??Arkanoid 2, Saint Seiya Ougon Densetsu
153Bandai ??Famicom Jump 2
154Namco ??Devil Man
155MMC1 w/o normal WRAM disableThe Money Game, Tatakae!! Rahmen Man
156??Buzz and Waldog
157Bandai Datach ??Datach DBZ, Datach SD Gundam Wars, **EEPROM is not emulated
158RAMBO 1 DerivativeAlien Syndrome
160(same as mapper 90)(same as mapper 90)
180??Crazy Climber
182??Super Donkey Kong
184??Wing of Madoola, The
185CNROM w/ CHR ROM unmappingBanana, Mighty Bomb Jack, Spy vs Spy(Japanese)
189??Thunder Warrior, Street Fighter 2 (Yoko)
193Mega SoftFighting Hero
200Multi-cart(bootleg)1200-in-1
201Multi-cart(bootleg)21-in-1
202Multi-cart(bootleg)150 in 1
203Multi-cart(bootleg)35 in 1
206DEIROMKarnov
207Taito ??Fudou Myouou Den
208??Street Fighter IV (by Gouder)
209(mapper 90 w/ name-table control mode enabled)Shin Samurai Spirits 2, Power Rangers III
210Namco ??Famista '92, Famista '93, Wagyan Land 2
225Multi-cart(bootleg)58-in-1/110-in-1/52 Games
226Multi-cart(bootleg)76-in-1
227Multi-cart(bootleg)1200-in-1
228Action 52Action 52, Cheetahmen 2
229Multi-cart(bootleg)31-in-1
230Multi-cart(bootleg)22 Games
231Multi-cart(bootleg)20-in-1
232BIC-48Quattro Arcade, Quattro Sports
234Multi-cart ??Maxi-15
235Multi-cart(bootleg)Golden Game 150 in 1
240??Gen Ke Le Zhuan, Shen Huo Le Zhuan
242??Wai Xing Zhan Shi
244??Decathalon
246??Fong Shen Ban
248??Bao Qing Tian
249Waixing ????
250??Time Diver Avenger
255Multi-cart(bootleg)115 in 1
+

+

+

UNIF

+

+

+ FCE Ultra supports the following UNIF boards. The prefixes HVC-, NES-, BTL-, and BMC- are omitted, since they are currently ignored in FCE Ultra's UNIF loader. +

+

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Group:
Name:Game Examples:
Bootleg:
MARIO1-MALEE2Super Mario Bros. Malee 2
NovelDiamond9999999in1Novel Diamond 999999 in 1
Super24in1SC03Super 24 in 1
Supervision16in1Supervision 16-in-1
Unlicensed:
Sachen-8259ASuper Cartridge Version 1
Sachen-8259BSilver Eagle
Sachen-74LS374NAuto Upturn
SA-016-1MMaster Chu and the Drunkard Hu
SA-72007Sidewinder
SA-72008Jovial Race
SA-0036Mahjong 16
SA-0037Mahjong Trap
TC-U01-1.5MChallenge of the Dragon
8237Pocahontas Part 2
MMC1:
SAROMDragon Warrior
SBROMDance Aerobics
SCROMOrb 3D
SEROMBoulderdash
SGROMDefender of the Crown
SKROMDungeon Magic
SLROMCastlevania 2
SL1ROMSky Shark
SNROMShingen the Ruler
SOROMNobunaga's Ambition
MMC3:
TFROMLegacy of the Wizard
TGROMMegaman 4
TKROMKirby's Adventure
TKSROMYs 3
TLROMSuper Spike V'Ball
TLSROMGoal! 2
TR1ROMGauntlet
TQROMPinbot
TSROMSuper Mario Bros. 3
TVROMRad Racer 2
MMC5:
EKROMGemfire
ELROMCastlevania 3
ETROMNobunaga's Ambition 2
EWROMRomance of the Three Kingdoms 2
MMC6:
HKROMStar Tropics
Nintendo Discrete Logic:
CNROMGotcha
CPROMVideomation
GNROMSuper Mario Bros./Duck Hunt
MHROM
NROM-128Mario Bros.
NROM-256Super Mario Bros.
RROM-128
UNROMMegaman
+

+

Famicom Disk System

+

+ You will need the FDS BIOS ROM image in the base FCE Ultra directory. + It must be named "disksys.rom". FCE Ultra will not load FDS games + without this file. +

+ Two types of FDS disk images are supported: disk images with the + FWNES-style header, and disk images with no header. The number + of sides on headerless disk images is calculated by the total file + size, so don't put extraneous data at the end of the file. +

+ If a loaded disk image is written to during emulation, FCE Ultra will store the modified + disk image in the save games directory, which is by default "sav" under the base + directory. +

+

Game Genie

+

+ The Game Genie ROM image is loaded from the file "gg.rom" in the + base directory the first time Game Genie emulation is enabled and + a ROM image is loaded since the time FCE Ultra has run. +

+ The ROM image may either be the 24592 byte iNES-format image, or + the 4352 byte raw ROM image. +

+ Remember that enabling/disabling Game Genie emulation will not take + effect until a new game is loaded(this statement shouldn't concern + any of the "run once" command-line driven builds). +

+

VS Unisystem

+

+FCE Ultra currently only supports VS Unisystem ROM images in the +iNES format. DIP switches and coin insertion are both emulated. +The following games are supported, and have palettes provided(though not +necessarily 100% accurate or complete): +

+

+

Automatic IPS Patching

+

+ Place the IPS file in the same directory as the file to load, + and name it filename.ips. +

+
+        Examples:       Boat.nes - Boat.nes.ips
+                        Boat.zip - Boat.zip.ips
+                        Boat.nes.gz - Boat.nes.gz.ips
+                        Boat     - Boat.ips
+        
+

+ Some operating systems and environments will hide file extensions. + Keep this in mind if you are having trouble. +

+

+ Patching is supported for all supported formats(iNES, FDS, UNIF, and + NSF), but it will probably only be useful for the iNES and FDS formats. + UNIF files can't be patched well with the IPS format because they are chunk-based + with no fixed offsets. +

+
+

Using FCE Ultra

+

+ +

+

Key Assignments

+

+ + + + + + + + + + + + + + + + +
Key(s):Action:
F5Save state.
F7Load state.
0-9Select save state slot.
Shift + F5Record movie.
Shift + F7Play movie.
Shift + 0-9Select movie slot.
F9Save screen snapshot.
F4Hide sprites(toggle).
Shift + F4Hide background data with overscan color(toggle).
Alt + EnterToggle fullscreen mode.
~Temporarily disable speed throttling.
F10Reset.
F11Hard reset(toggle power switch).
F12Exit.
+

+

VS Unisystem

+

+ + + + + +
Key:Action:
F8Insert coin.
F6Show/Hide dip switches.
1-8Toggle dip switches(when dip switches are shown).
+

+

Famicom Disk System

+

+ + + + +
Key:Action:
F6Select disk and disk side.
F8Eject or Insert disk.
+

+

Barcode Readers

+

+ + + + +
Key:Action:
0-9Barcode digits(after activating barcode input).
F8Activate barcode input/scan barcode.
+

+

Game Pad

+

+ + + + + + + + + + + +
+ These default Game Pad key assignments do not apply to the Win32-native port. + See the table below this for the Win32-native port's default game pad mappings. +
Key:Button on Emulated Gamepad:
Keypad 2B
Keypad 3A
Enter/ReturnStart
TabSelect
ZDown
WUp
ALeft
SRight
+

+

+ + + + + + + + + + + +
Win32-native Port
Key:Button on Emulated Gamepad:
Left ControlB
Left AltA
Enter/ReturnStart
TabSelect
Cursor DownDown
Cursor UpUp
Cursor LeftLeft
Cursor RightRight
+

+

Power Pad

+

+ + + + + + +
Side B
OP[]
KL;'
M,./
+
+ + + + + + +
Side A
P[
KL;'
,.
+

+

Family Keyboard

+

+ All emulated keys are mapped to the closest open key on the PC + keyboard, with a few exceptions. The emulated "@" key is + mapped to the "`"(grave) key, and the emulated "kana" key + is mapped to the "Insert" key(in the 3x2 key block above the + cursor keys). +

+

+ To enable or disable Family Keyboard input, press the "Scroll Lock" key. + When Family Keyboard input is enabled, FCE Ultra will also attempt + to prevent any key presses from being passed to the GUI or system. +

+

HyperShot Controller

+

+ + + + +
RunJump
Controller IQW
Controller IIER
+

+ +

Mahjong Controller

+

+ + + +
Emulated Mahjong Controller:ABCDEFGHIJKLMN
PC Keyboard:QWERTASDFGHJKL
+
+ + + +
Emulated Mahjong Controller:SELST?????
PC Keyboard:ZXCVBNM
+

+

Quiz King Controller

+

+ + + +
Emulated Buzzer:123456
PC Keyboard:QWERTY
+

+

Command-line

+

+ FCE Ultra supports arguments passed on the command line. Arguments + are taken in the form of "-parameter value". Some arguments are valueless. + Arguments that have both a parameter and a value will be saved in the + configuration file, with the exception being the network-play arguments. + Please note that most of these arguments are currently not recognized on the Win32-native port. +

+

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Argument:Value Type:Default value:Description:
-cpalette xstring0Load a custom global palette from file "x". Specifying "0" will cause FCE Ultra to stop using the custom global palette.
-ntsccol xboolean0If value is true, enable automatic generation and use of an NTSC NES' colors.
-pal xboolean0If value is true, emulate a PAL NES. Otherwise emulate an NTSC NES.
-sound xboolean1If value is true, enable sound emulation and output.
-soundrate xinteger48000Specifies the sound playback rate, in frames per second("Hz").
-soundvol xinteger100Sound volume.
-soundq xboolean0If value is true, enable high-quality sound emulation.
-soundbufsize xinteger24(52 for Win32)Specifies the desired size of the sound buffer, in milliseconds.
-inputcfg xstringConfigure mapping of physical device inputs to a virtual device. Valid values are "gamepad1", "gamepad2", "gamepad3", "gamepad4", "powerpad1", "powerpad2".

During configuration, pressing the same button twice in a row will cause configuration to move to the next button on the virtual device. A maximum of 4 physical buttons may be assigned to one virtual button.

-input1 x
and
-input2 x
stringgamepadSelect input device for input port 1 or 2. Valid strings are "none", "gamepad", "zapper", "powerpada", and "powerpadb".
-fcexp xstringnoneSelect Famicom expansion port device. Valid strings are "none", "shadow", "arkanoid", "4player", and "fkb".
-nofs xboolean0If value is true, disable four-score emulation.
-gg xboolean0Enable Game Genie emulation.
-snapname xboolean0If value is true, use an alternate naming scheme(file base and numeric) for screen snapshots.
-frameskip xinteger0Specifies the number of frames to skip(emulation and drawing) for each frame emulated and drawn. The frameskipping code will not work properly with light-gun games, and it may break other games as well, so use it with this knowledge in mind!
-nothrottle xboolean0If value is true, disable the speed throttling that is used when sound emulation is disabled.
-clipsides xboolean0If value is true, clip leftmost and rightmost 8 columns of pixels of the video output.
-slstart xinteger8First scanline to be rendered in NTSC emulation mode(when PAL emulation is disabled).
-slend xinteger231Last scanline to be rendered in NTSC emulation mode.
-slstartp xinteger0First scanline to be rendered in PAL emulation mode.
-slendp xinteger239Last scanline to be rendered in PAL emulation mode.
Argument:Value Type:Default value:Description:
-opengl xboolean1Enable OpenGL support(if the support has been compiled in).
-openglip xboolean1Use bilinear interpolation when using OpenGL.
-special(-specialfs) xinteger0(0)Use special video scaling filters. +
    +
  • 1 = hq2x
  • +
  • 2 = Scale2x
  • +
  • 3 = hq3x
  • +
  • 4 = Scale3x
  • +
+
-stretchx/-stretchy xboolean1/0Stretch to fill surface on x or y axis(fullscreen, only with OpenGL).
-doublebuf xboolean0Request double buffering(note that double buffering or sync-to-vblank may be forcibly enabled by your video drivers).
-xscale(-xscalefs)/
-yscale(-yscalefs)
real2.50(2)/2(2)Specify the scaling factor for each axis. Factors will be truncated to integers when not using OpenGL.
-xres x/-yres yinteger640/480Set the desired horizontal/vertical resolution when in fullscreen mode.
-efx(fs) xinteger0Specify simple special effects, represented by logically ORing constants. 1=scanlines, 2=TV Blur
-fsboolean0Full screen mode.
+

+
+

Game-specific Emulation Hacks

+

+ + + + + + + + + + +
Title:Description:Source code files affected:
KickMasterKickMaster relies on the low-level behavior of the MMC3(PPU A12 low->high transition) + to work properly in certain parts. If an IRQ begins at the "normal" time on the + last visible scanline(239), the game will crash after beating the second boss and retrieving + the item. The hack is simple, to clock the IRQ counter twice on scanline 238. + mbshare/mmc3.c
Shougi Meikan '92
Shougin Meikan '93
The hack for these games is identical to the hack for KickMaster.mbshare/mmc3.c
Star Wars (PAL/European Version)This game probably has the same(or similar) problem on FCE Ultra as KickMaster. The + hack is to clock the IRQ counter twice on the "dummy" scanline(scanline before the first + visible scanline).mbshare/mmc3.c
+

+
+

Credits

+

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Name:Contribution(s):
\Firebug\High-level mapper information.
Andrea MazzoleniScale2x/Scale3x scalers included in FCE Ultra.
BeroOriginal FCE source code.
Brad TaylorNES sound information.
EFXDC PasoFami NES packs, testing.
Fredrik OlsonNES four-player adapter information.
Gilles VollantPKZIP file loading functions.
gorohVarious documents.
Info-ZIPZLIB
Jeremy ChadwickGeneral NES information.
Justin SmithGood stuff.
kevtrisLow-level NES information and sound information.
KiVarious technical information.
Mark KnibbsVarious NES information.
Marat FayzullinGeneral NES information.
Matthew ConteSound information.
Maxim Stepinhq2x and hq3x scalers included in FCE Ultra.
MindRapeDC PasoFami NES packs.
MitsutakaYM2413 emulator.
noriFDS sound information.
QuietustVRC7 sound translation code by The Quietust (quietust at ircN dort org).
rahgaFamicom four-player adapter information.
Sean WhalenNode 99
TheRedEyeROM images, testing.
TyphoonZArchaic Ruins.
...and everyone whose name my mind has misplaced.
+

+ + diff --git a/htdocs/download.php b/htdocs/download.php new file mode 100644 index 00000000..bcc59910 --- /dev/null +++ b/htdocs/download.php @@ -0,0 +1,48 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + +
Download
+

+We want to point out that the original author of FCE Ultra, Xodnizel, +is no longer working on it. Version 0.98.12 and 0.98.13 are the last +releases made by Xodnizel, and any releases after that are created by +different developers. +

+

Other notes:

+
    +
  • Currently, only the Unix (Linux, FreeBSD, etc), Mac OS X, and Win32 ports will compile and run, mainly using SDL.
  • +
  • Network play is functional as of 0.98.10. The netplay server can be found here.
  • +
  • An alternate native Win32 + DirectX GUI'd target is available starting with version 0.98.6.
  • +
  • Uses autotools (autoconf, automake).
  • +
  • Dependencies: DirectX (Win32), SDL, OpenGL (optional, recommended), zlib
  • +
+
VersionDateDescription
0.98.12 source28 August 2004This is the last official stable release by the author.
0.98.13-pre source29 October 2004This is the most recent source code we have from the original author. + It works, but was not tested for regressions and was therefore not an official release.
0.98.15 sourceUnknownThis is an unofficial version of FCE Ultra that has been patched to provide demo recording and playback. Usage of this version is not recommended.
0.98.15 Windows binaryUnknownThis is an unofficial version of FCE Ultra that has been patched to provide demo recording and playback. Usage of this version is not recommended.
+ + diff --git a/htdocs/faq.php b/htdocs/faq.php new file mode 100644 index 00000000..f5f2bf99 --- /dev/null +++ b/htdocs/faq.php @@ -0,0 +1,111 @@ + + +

FCE Ultra FAQ

+
Last updated August 11, 2004
Valid as of FCE Ultra 0.98.11
+

+ Table of Contents: +

+
+

General

+Why is FCE Ultra so slow? +
+FCE Ultra is much slower than emulators like LoopyNES +and NESA. These emulators are written in assembly, which gives them a definite advantage +over FCE Ultra, which is written in C. FCE Ultra is also more accurate that these emulators, +and some accuracy can only be achieved by taking more CPU time. +

FCE Ultra could be faster than what it is now. However, this is not a high priority. +FCE Ultra should run full speed, with sound disabled, on a Pentium 2 300MHz machine, or +an "equivalent" processor. I have run *older* versions on Pentium MMX 200MHz machines. +Recent versions of gcc produce executables that seem to perform poorly on AMD Athlon processors, so it may be beneficial +to download the source code and compile a version of FCE Ultra with CPU-specific +optimization flags. +

FCE Ultra will perform fastest on older systems(or systems with limited video acceleration) when using an 8BPP video mode. 16BPP video modes come next in terms of speed, followed by 32BPP, and lastly 24BPP. Avoid 24BPP video modes if at all possible. +

In MS Windows, while FCE Ultra is in windowed mode, it will perform best with a "desktop" bit-depth setting of 16BPP, as expected. +

+

Emulation

+Why do some games make a popping sound(Rad Racer 2, Final Fantasy 3)? +
+These games do a very crude drum imitation by causing a large jump in + the output level for a short period of time via the register at $4011. + The analog filters on a real Famicom make it sound decent(better). +

+ I have not completely emulated these filters. +

+ +Why don't some NSF rips work correctly on FCE Ultra? +
Some NSF rips are bad. Some read from addresses that are not specified + in the NSF specifications, expecting certain values to be returned. + Others execute undocumented instructions that have no effect on + less-accurate software NSF players, but will cause problems on NSF players + that emulate these instructions. Also, the playback rate specified + in the NSF header is currently ignored, as it is inherently inaccurate. +

+ Some NSF rips neglect to write to $4017, which can cause notes to terminate too quickly + and other similar effects. Many Konami NSF rips are affected by this. +

+ +Why don't some games work correctly on FCE Ultra? +
Many factors can make a game not work on FCE Ultra: + +
+Why does Super Mario Bros. start off on level 0? +
+This happens if you're using a hacked copy of the Super Mario Bros. ROM image. The +hacked version is reading from uninitialized RAM, apparently to get the starting level number. +This bad copy of SMB was likely extracted from a bootleg multicart, which would have had +a menu run before the game started, initializing RAM and setting the starting level. +
+Why does my hack/translation not work correctly? +
+If a hack or translation that you made does not work on FCE Ultra, when the +original game does, FCE Ultra may be applying header correction based +on CRC32 value. These changes are only made to the copy of the game loaded in RAM. +

To see what changes +have been made, go to "Help->Message Log" on GUI ports. On command-line +ports, the information is printed to stdout when the game is loaded. You +can then update your hack/translation with the corrected header information. + + diff --git a/htdocs/index.php b/htdocs/index.php new file mode 100644 index 00000000..3f7f8baf --- /dev/null +++ b/htdocs/index.php @@ -0,0 +1,221 @@ + + +

+

Introduction

+
+

+ FCE Ultra is a NES (Nintendo Entertainment System) and Famicom (Family Computer) + emulator for a variety of different platforms, based on Bero's FCE. Game compatibility is very + high, provided you provide non-corrupt ROM/disk images. +

+

+ It has been tested (and runs) + under DOS, Linux SVGAlib, Linux X, Mac OS X, and MS Windows. A native GUI is provided for the MS Windows port, and the other ports use a command-line based interface. However, GNOME users can optionally use the GNOME front-end. The SDL port + should run on any modern UNIX-like operating system(such as FreeBSD) with + no code changes. +

+
+
+ +
+

News

+
+ +

19 July 2006

+

+We've created a mailing list for all kinds of discussion about +FCE Ultra. You can subscribe at the +fceultra-discuss +mailing list page. Also, we're hoping to bring any FCE Ultra forks +into one combined effort. If you work on a fork of fceu and you're +interested in creating an NES emulator to end all NES emulators, +you might want to join the fceultra-discuss mailing list and +introduce yourself :-) +

+ +

15 June 2006

+

+I, Lukas Sabota have +been asked to join the FCE Ultra team. I hope to improve this project by maintaining a graphical +interface for FCE Ultra. You can check out my existing work here. +

+ + +

23 March 2006

+

+We've added Jay Lanagan +as a developer to the project. It seems that there +still is some interest in maintaining FCEUltra after all! +

+ + +

19 March 2006

+

+Alright, we've uploaded some files--please see +the download page. Who are "we," +you ask? +Anthony +Giorgio and +Mark +Doliner. We're two guys who like FCE Ultra and didn't want +to see the project disappear. +

+ +

+What happens now? Well I'm not sure either of us has very much +free time to spend working on things, so if you're interested in +working on the source, by all means drop us a line. We have checked +the 0.98.13-pre source code into SourceForge's Subversion server +at https://svn.sourceforge.net/svnroot/fceultra/fceultra. Feel +free to grab a copy and start hacking. +

+ +

+If you're not much of a coder you could always work on documentation, +or improve the web page (which is checked into Subversion at +https://svn.sourceforge.net/svnroot/fceultra/web). +

+ +

+I can't speak for Anthony, but here are some things I would work +on if I had the time: +

+ +
    +
  • Configuration file written as plain-text instead of binary
  • +
  • Better joystick configuration (currently with my Logitech +controller I think I'm forced to use the joystick rather than the +joypad)
  • +
  • Play sound in Linux using ALSA instead of OSS (this isn't already +possible when compiled with SDL, is it?)
  • +
  • Slighty better command line interface (a -h/--help switch)
  • +
+ + + +

18 March 2006

+

+The FCE Ultra project has been taken over! Our current goal is only +to preserve the state of the project as it was left by the author, +Xodnizel. But we'd love to get development going again, too. We'll +post more information soon. +

+ + + +

29 October 2004

+

+No new *official* releases of FCE Ultra will be made. I mean it this time. :b +

+ +

+The forum has been closed, as I will not be available to moderate it any longer, but the old posts will be viewable indefinitely. +

+ +

+Crazy people may download http://fceultra.sourceforge.net/fceu-0.98.13-pre.src.tar.bz2 which was intended to be 0.98.13. It should be stable, and fixed several major bugs present in 0.98.12, but I have neither the time nor desire to do thorough tests for regressions, and thus it will not be an official release. +

+ + + +

12 September 2004

+

+All future binary release(s) of FCE Ultra will be compiled without the emulation +debugger. The emulator can still be built with the debugger from source, however. +

+

+This is being done to greatly speed up compilation times, decrease executable +size, and speed up emulation slightly. Also, the presence of a debugger +in the official build(at least for MS Windows) will probably become meaningless +once a certain third-party branch of FCE Ultra is released. +

+ + + +

XX Something 2004

+

+FCE Ultra 0.98.12 is out. The MS Windows binary release should run using +fewer CPU cycles("faster") than previous 0.98.x MS Windows binary releases. +

+ + + +

17 May 2004

+

FCE Ultra 0.98.10 is out.

+
+0.98.10:
+
+        Reimplemented network play.  It now requires a standalone network play server, which
+        will be released as a later time.  For fun, "starmen.net" is running this server,
+        which is publicly accessible.
+        I also made various code fixes/improvements to allow for network play, particularly
+        with the command handling code.
+
+        Reworked much of the VS Unisystem emulation code, partially based on information from
+        MAME.  The following games are now supported(in iNES format):
+
+         Battle City
+         Castlevania  
+         Clu Clu Land 
+         Dr. Mario
+         Duck Hunt 
+         Excitebike
+         Excitebike (Japanese)
+         Freedom Force
+         Goonies, The
+         Gradius
+         Gumshoe
+         Hogan's Alley
+         Ice Climber
+         Ladies Golf
+         Mach Rider
+         Mach Rider (Japanese)
+         Mighty Bomb Jack (Japanese)
+         Ninja Jajamaru Kun (Japanese)
+         Pinball
+         Pinball (Japanese)
+         Platoon
+         RBI Baseball
+         Slalom
+         Soccer
+         Star Luster
+         Stroke and Match Golf
+         Stroke and Match Golf - Ladies
+         Stroke and Match Golf (Japanese)
+         Super Mario Bros.
+         Super Sky Kid
+         Super Xevious
+         Tetris   
+         TKO Boxing
+         Top Gun   
+
+        Win32-native:  Fixed a bug in the debugger's breakpoint list that appeared when
+        one tried to delete a breakpoint(the control accidentally had auto-sort enabled,
+        causing a discrepancy between what was displayed and what was contained in internal
+        data structures).
+
+        The current disk image XOR original disk image is now stored in save states.  This
+        should greatly increase compressability(important for network play), and make
+        it a little more legal to distribute such save states now.
+
+        Modified the save state format to allow for more precise and larger version numbers.
+
+        Various minor code changes.
+
+        Fixed initialization of the FCEUGameInfo structure, which previously led
+        to problems with sound output on the SexyAL-using ports(Linux).
+
+        Apparently I added support for mapper 255 a while back.  Documentation updated.
+
+        Added iNES header correction information for Armored Scrum Object and Alpha Mission.
+
+        Merged banksw.h into ines.c, fixed some of its prototypes in ines.h.
+
+ +
+ +
+ + diff --git a/htdocs/links.php b/htdocs/links.php new file mode 100644 index 00000000..701852f3 --- /dev/null +++ b/htdocs/links.php @@ -0,0 +1,23 @@ + + +
+

Links

+
+

Other NES Emulators:

+ +
    +
  • FakeNES - FakeNES is a quite portable NES emulator with an internal GUI.
  • +
  • Nestopia - Nestopia has fairly accurate emulation, and is written for MS Windows.
  • +
  • NEStra
  • +
  • Nosefart - NES Music Player
  • +
  • TuxNES - A pretty good NES emulator for Unix.
  • +
  • GTuxNES - A graphical launcher for TuxNES.
  • +
+ +
+
+ + diff --git a/htdocs/news.txt b/htdocs/news.txt new file mode 100644 index 00000000..e56a880a --- /dev/null +++ b/htdocs/news.txt @@ -0,0 +1,743 @@ +---------------------------------------- +2000-11-12 +xodnizel +

+FCE Ultra .40 for Windows and Linux SVGAlib is out. The source code has also been released. I had wanted to clean up the code much more, but I also wanted to get the code released. The next source code release should be much cleaner. Anyway, here's what's new: +

+ +