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<html>
<head>
<title>FCE Ultra General Documentation</title>
</head>
<body>
<font color="red">This is a <b>very outdated version</b> of the documentation. Please be aware.<br />Windows users should advice fceux.chm that comes with FCEUX!</font>
<center><h1>FCE Ultra General Documentation</h1></center>
<center><i>Last updated November 12, 2003<br />Valid as of FCE Ultra 0.97</i></center>
<p>
<b>Table of Contents:</b>
<ul>
<li /><a href="#intro">Introduction</a>
<ul>
<li/><a href="#intro-history">History of FCE Ultra</a>
</ul>
<li /><a href="#features">Core Features</a>
<ul>
<li /><a href="#features-cpu">CPU</a>
<li /><a href="#features-ppu">PPU</a>
<ul>
<li /><a href="#features-ppuaettes">Palettes</a>
</ul>
<li /><a href="#features-sound">Sound</a>
<li /><a href="#features-input">Input</a>
<ul>
<li /><a href="#features-input-zapper">Zapper</a>
</ul>
<li /><a href="#features-expansion">File Formats/Expansion Hardware</a>
<ul>
<li /><a href="#features-expansion-ines">iNES Format</a>
<li /><a href="#features-expansion-unif">UNIF</a>
<li /><a href="#features-expansion-fds">Famicom Disk System</a>
<li /><a href="#features-expansion-genie">Game Genie</a>
<li /><a href="#features-expansion-vs">VS Unisystem</a>
</ul>
<li /><a href="#features-ips">Automatic IPS Patching</a>
</ul>
<li /><a href="#using">Using FCE Ultra</a>
<ul>
<li /><a href="#using-keys">Key Assignments</a>
<ul />
<li /><a href="#using-keys-vs">VS Unisystem</a>
<li /><a href="#using-keys-fds">Famicom Disk System</a>
<li /><a href="#using-keys-gamepad">Game Pad</a>
<li /><a href="#using-keys-powerpad">Power Pad</a>
<li /><a href="#using-keys-fkb">Family Keyboard</a>
</ul>
<li /><a href="#using-cli">Command-line Ports</a>
<ul>
<li /><a href="#using-cli-sdl">SDL</a>
<li /><a href="#using-cli-dos">DOS</a>
<li /><a href="#using-cli-svgalib">Linux SVGAlib</a>
</ul>
<li /><a href="#using-win">MS Windows Port</a>
</ul>
<li /><a href="cheat.html">Cheat Guide</a>
<li /><a href="netplay.html">Network Play</a>
<li /><a href="#credits">Credits</a>
</ul>
</p>
<hr width="100%">
<a name="intro"><h2>Introduction</h2></a>
<p>
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.
</p>
<p>
This document has been arranged to keep user interface details and emulation
details as separate as possible, though this has not been accomplished entirely.
</p>
<p>
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.
</p>
<a name="intro-history"><h3>History of FCE Ultra</h3></a>
<p>
<i>This section is a work-in-progress. Some details may be incorrect.</i><br/>
Bero originally wrote a NES emulator that was referred to as <a href="http://www.geocities.co.jp/Playtown/2004/fce.htm">FCE</a>.
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.
</p>
<p>
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.
</p>
<p>
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.
</p>
<hr width="100%">
<a name="features"><h2>Core Features</h2></a>
<a name="features-cpu"><h3>CPU</h3></a>
<p>
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.
</p>
<hr width="90%">
<a name="features-ppu"><h3>PPU</h3></a>
<p>
</p>
<a name="features-ppu-palettes"><h4>Palettes</h4></a>
<p>
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.
</p>
<p>
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.
</p>
<p>
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:
<pre>
File name: Palette file name:
BigBad.nes BigBad.pal
BigBad.zip BigBad.pal
BigBad.Better.nes BigBad.Better.pal
</pre>
</p>
<p>
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).
<ul>
<li />NSF Palette(for NSFs only)
<li />Palette loaded from the "gameinfo" directory.
<li />NTSC Color Emulation(only for NTSC NES games).
<li />VS Unisystem palette(if the game is a VS Unisystem game and a palette is available).
<li />Custom global palette.
<li />Default NES palette.
</ul>
</p>
<p>
<hr width="90%">
<a name="features-sound"><h3>Sound</h3></a>
<p>
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.
</p><p>
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.
<p>
<table border>
<tr><th>Rate:</th><th>Passband Upper Bound(Hz):</th><th>Passband ripple(dB):</th><th>Transition bandwidth(Hz):</th><th>Stopband attenuation(dB):</th></tr>
<tr><td>44100</td><td>11982.5</td><td>0.20</td><td>10067.5</td><td>66.4</td></tr>
<tr><td>48000</td><td>13932.5</td><td>0.10</td><td>10067.5</td><td>60.0</td></tr>
<tr><td>96000</td><td>30000.0</td><td>0.01</td><td>18000.0</td><td>103.0</td></tr>
</table>
</p>
<p>
In addition to improved tonal quality, the high-quality sound emulation
also simulates deficiencies present in the NES' D/A converter, which
causes the sound output to be non-linear(for example, 16+16 might create
an output equivalent to 25). Emulation of this is necessary for the
DMC/PCM sound channel to sound correct. For example, without this feature,
the drums in "Crystalis" are excessively fuzzy.
</p>
<p>
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.
</p>
<p>
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.
</p>
<hr width="90%">
<a name="features-input"><h3>Input</h3></a>
<p>
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, and the Family Keyboard are also emulated.
</p>
<a name="features-input-zapper"><h4>Zapper</h4></a>
<p>
Most Zapper NES games expect the Zapper to be plugged into port 2.
and most VS Unisystem games expect the Zapper to be plugged
into port 1.
</p><p>
The left mouse button is the emulated trigger button for the
Zapper. The right mouse button is also emulated as the trigger,
but as long as you have the right mouse button held down, no color
detection will take place, which is effectively like pulling the
trigger while the Zapper is pointed away from the television screen.
Note that you must hold the right button down for a short
time to have the desired effect.
</p>
<hr width="90%">
<a name="features-expansion"><h3>File Formats/Expansion Hardware</h3></a>
<p>
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.
</p>
<p>
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.
A compressed FDS disk image will only be saved back to disk if it
uses the gzip format.
</p>
<p>
All files in a PKZIP format archive will be scanned for the
followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif
The first compressed file to have one of these extensions will be
loaded. If no compressed file has one of these extensions, the
first compressed file will be loaded.
</p>
<a name="features-expansion-ines"><h4>iNES Format</h4></a>
<p>
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.
</p>
<p>
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.
</p>
<p>
The following table lists iNES-format "mappers" supported well in FCE Ultra.
</p><p>
<table width="100%" border>
<tr><th>Number:</th><th>Description:</th><th>Game Examples:</th></tr>
<tr><td>0</td><td>No bankswitching</td><td>Donkey Kong, Mario Bros</td></tr>
<tr><td>1</td><td>Nintendo MMC1</td><td>MegaMan 2, Final Fantasy</td></tr>
<tr><td>2</td><td>Simple 16KB PROM Switch(UNROM)</td><td>MegaMan, Archon, 1944</td></tr>
<tr><td>3</td><td>Simple 8KB VROM Switch(CNROM)</td><td>Spy Hunter, Gradius</td></tr>
<tr><td>4</td><td>Nintendo MMC3</td><td>Super Mario Bros. 3, Recca, Final Fantasy 3</td></tr>
<tr><td>5</td><td>Nintendo MMC5</td><td>Castlevania 3, Just Breed, Bandit Kings of Ancient China</td></tr>
<tr><td>6</td><td>FFE F4 Series(hacked, bootleg)</td><td></td></tr>
<tr><td>7</td><td>AOROM</td><td>Battle Toads, Time Lord</td></tr>
<tr><td>8</td><td>FFE F3 Series(hacked, bootleg)</td><td></td></tr>
<tr><td>9</td><td>Nintendo MMC2</td><td>Punchout!</td></tr>
<tr><td>10</td><td>Nintendo MMC4</td><td>Fire Emblem, Fire Emblem Gaiden</td></tr>
<tr><td>11</td><td>Color Dreams</td><td>Crystal Mines, Bible Adventures</td></tr>
<tr><td>12</td><td>??</td><td>Dragon Ball Z 5 ("bootleg" original)</td></tr>
<tr><td>13</td><td>CPROM</td><td>Videomation</td></tr>
<tr><td>15</td><td>Multi-cart(bootleg)</td><td>100-in-1: Contra Function 16</td></tr>
<tr><td>16</td><td>Bandai ??</td><td>Dragon Ball Z, SD Gundam Gaiden</td></tr>
<tr><td>17</td><td>FFE F8 Series(hacked, bootleg)</td><td></td></tr>
<tr><td>18</td><td>Jaleco SS806</td><td>Pizza Pop, Plasma Ball</td></tr>
<tr><td>19</td><td>Namco 106</td><td>Splatter House, Mappy Kids</td></tr>
<tr><td>21</td><td>Konami VRC4 2A</td><td>WaiWai World 2, Ganbare Goemon Gaiden 2</td></tr>
<tr><td>22</td><td>Konami VRC4 1B</td><td>Twinbee 3</td></tr>
<tr><td>23</td><td>Konami VRC2B</td><td>WaiWai World, Crisis Force</td></tr>
<tr><td>24</td><td>Konami VRC6</td><td>Akumajou Densetsu</td></tr>
<tr><td>25<td>Konami VRC4</td><td>Gradius 2, Bio Miracle:Boku tte Upa</td></tr>
<tr><td>26</td><td>Konami VRC6 A0-A1 Swap</td><td>Esper Dream 2, Madara</td></tr>
<tr><td>32</td><td>IREM G-101</td><td>Image Fight 2, Perman</td></tr>
<tr><td>33</td><td>Taito TC0190/TC0350</td><td>Don Doko Don</td></tr>
<tr><td>34</td><td>NINA-001 and BNROM</td><td>Impossible Mission 2, Deadly Towers, Bug Honey</td></tr>
<tr><td>40</td><td>(bootleg)</td><td>Super Mario Bros. 2</td></tr>
<tr><td>41</td><td>Caltron 6-in-1</td><td>Caltron 6-in-1</td></tr>
<tr><td>42</td><td>(bootleg)</td><td>Mario Baby</td></tr>
<tr><td>44</td><td>Multi-cart(bootleg)</td><td>Super HiK 7 in 1</td></tr>
<tr><td>45</td><td>Multi-cart(bootleg)</td><td>Super 1000000 in 1</td></tr>
<tr><td>46</td><td>Game Station</td><td>Rumble Station</td></tr>
<tr><td>47</td><td>NES-QJ</td><td>Nintendo World Cup/Super Spike V-Ball</td></tr>
<tr><td>48</td><td>Taito TC190V</td><td>Flintstones</td></tr>
<tr><td>49</td><td>Multi-cart(bootleg)</td><td>Super HiK 4 in 1</td></tr>
<tr><td>50</td><td>(bootleg)</td><td>Super Mario Bros. 2</td></tr>
<tr><td>51</td><td>Multi-cart(bootleg)</td><td>11 in 1 Ball Games</td></tr>
<tr><td>52</td><td>Multi-cart(bootleg)</td><td>Mario Party 7 in 1</td></tr>
<tr><td>57</td><td>Multi-cart(bootleg)</td><td>Game Star GK-54</td></tr>
<tr><td>60</td><td>Multi-cart(bootleg)</td><td>4 in 1(Reset-selected)</td></tr>
<tr><td>61</td><td>Multi-cart(bootleg)</td><td>20 in 1</td></tr>
<tr><td>62</td><td>Multi-cart(bootleg)</td><td>Super 700 in 1</td></tr>
<tr><td>64</td><td>Tengen RAMBO 1</td><td>Klax, Rolling Thunder, Skull and Crossbones</td></tr>
<tr><td>65</td><td>IREM H-3001</td><td>Daiku no Gensan 2</td></tr>
<tr><td>66</td><td>GNROM</td><td>SMB/Duck Hunt</td></tr>
<tr><td>67</td><td>Sunsoft ??</td><td>Fantasy Zone 2</td></tr>
<tr><td>68</td><td>Sunsoft ??</td><td>After Burner 2, Nantetta Baseball</td></tr>
<tr><td>69</td><td>Sunsoft FME-7</td><td>Batman: Return of the Joker, Hebereke</td>
<tr><td>70</td><td>??</td><td>Kamen Rider Club</td></tr>
<tr><td>71</td><td>Camerica</td><td>Fire Hawk, Linus Spacehead</td></tr>
<tr><td>72</td><td>Jaleco ??</td><td>Pinball Quest</td></tr>
<tr><td>73</td><td>Konami VRC3</td><td>Salamander</td></tr>
<tr><td>74</td><td>Taiwanese MMC3 CHR ROM w/ VRAM</td><td>Super Robot Wars 2</td></tr>
<tr><td>75</td><td>Jaleco SS8805/Konami VRC1</td><td>Tetsuwan Atom, King Kong 2</td></tr>
<tr><td>76</td><td>Namco 109</td><td>Megami Tensei</td></tr>
<tr><td>77</td><td>IREM ??</td><td>Napoleon Senki</td></tr>
<tr><td>78</td><td>Irem 74HC161/32</td><td>Holy Diver</td></tr>
<tr><td>79</td><td>NINA-06/NINA-03</td><td>F15 City War, Krazy Kreatures, Tiles of Fate</td></tr>
<tr><td>80</td><td>Taito X-005</td><td>Minelvation Saga</td></tr>
<tr><td>82</td><td>Taito ??</td><td>Kyuukyoku Harikiri Stadium - Heisei Gannen Ban</td><tr/>
<tr><td>83</td><td>Multi-cart(bootleg)</td><td>Dragon Ball Party</td></tr>
<tr><td>85</td><td>Konami VRC7</td><td>Lagrange Point</td></tr>
<tr><td>86</td><td>Jaleco ??</td><td>More Pro Baseball</td></tr>
<tr><td>87</td><td>??</td><td>Argus</td></tr>
<tr><td>88</td><td>Namco 118</td><td>Dragon Spirit</td></tr>
<tr><td>89</td><td>Sunsoft ??</td><td>Mito Koumon</td></tr>
<tr><td>90</td><td>??</td><td>Super Mario World</td></tr>
<tr><td>91</td><td>??</td><td>Mari Street Fighter 3 Turbo</td></tr>
<tr><td>92</td><td>Jaleco ??</td><td>MOERO Pro Soccer</td></tr>
<tr><td>93</td><td>??</td><td>Fantasy Zone</td></tr>
<tr><td>94</td><td>??</td><td>Senjou no Ookami</td></tr>
<tr><td>95</td><td>Namco ??</td><td>Dragon Buster</td></tr>
<tr><td>96</td><td>Bandai ??</td><td>Oeka Kids</td></tr>
<tr><td>97</td><td>??</td><td>Kaiketsu Yanchamaru</td></tr>
<tr><td>99</td><td>VS System 8KB VROM Switch</td><td>VS SMB, VS Excite Bike</td></tr>
<tr><td>105</td><td>NES-EVENT</td><td>Nintendo World Championships</td></tr>
<tr><td>107</td><td>??</td><td>Magic Dragon</td></tr>
<tr><td>112</td><td>Asder</td><td>Sango Fighter, Hwang Di</td></tr>
<tr><td>113</td><td>MB-91</td><td>Deathbots</td></tr>
<tr><td>114</td><td>??</td><td>The Lion King</td></tr>
<tr><td>115</td><td>??</td><td>Yuu Yuu Hakusho Final</td></tr>
<tr><td>117</td><td>??</td><td>San Guo Zhi 4</td></tr>
<tr><td>118</td><td>MMC3-TLSROM/TKSROM Board</td><td>Ys 3, Goal! 2, NES Play Action Football</td></tr>
<tr><td>119</td><td>MMC3-TQROM Board</td><td>High Speed, Pin*Bot</td></tr>
<tr><td>140</td><td>Jaleco ??</td><td>Bio Senshi Dan</td></tr>
<tr><td>144</td><td>??</td><td>Death Race</td></tr>
<tr><td>151</td><td>Konami VS System Expansion</td><td>VS The Goonies, VS Gradius</td></tr>
<tr><td>152</td><td>??</td><td>Arkanoid 2, Saint Seiya Ougon Densetsu</td></tr>
<tr><td>153</td><td>Bandai ??</td><td>Famicom Jump 2</td></tr>
<tr><td>154</td><td>Namco ??</td><td>Devil Man</td></tr>
<tr><td>155</td><td>MMC1 w/o normal WRAM disable</td><td>The Money Game, Tatakae!! Rahmen Man</td></tr>
<tr><td>156</td><td>??</td><td>(TBA)</td></tr>
<tr><td>158</td><td nowrap>RAMBO 1 Derivative</td><td>Alien Syndrome</td></tr>
<tr><td>180</td><td>??</td><td>Crazy Climber</td></tr>
<tr><td>182</td><td>??</td><td>Super Donkey Kong</td></tr>
<tr><td>184</td><td>??</td><td>Wing of Madoola, The</td></tr>
<tr><td>189</td><td>??</td><td>Thunder Warrior, Street Fighter 2 (Yoko)</td></tr>
<tr><td>193</td><td>Mega Soft</td><td>Fighting Hero</td></tr>
<tr><td>200</td><td>Multi-cart(bootleg)</td><td>1200-in-1</td></tr>
<tr><td>201</td><td>Multi-cart(bootleg)</td><td>21-in-1</td></tr>
<tr><td>202</td><td>Multi-cart(bootleg)</td><td>150 in 1</td></tr>
<tr><td>203</td><td>Multi-cart(bootleg)</td><td>35 in 1</td></tr>
<tr><td>225</td><td>Multi-cart(bootleg)</td><td>58-in-1/110-in-1/52 Games</td></tr>
<tr><td>226</td><td>Multi-cart(bootleg)</td><td>76-in-1</td></tr>
<tr><td>227</td><td>Multi-cart(bootleg)</td><td>1200-in-1</td></tr>
<tr><td>228</td><td>Action 52</td><td>Action 52, Cheetahmen 2</td></tr>
<tr><td>229</td><td>Multi-cart(bootleg)</td><td>31-in-1</td></tr>
<tr><td>230</td><td>Multi-cart(bootleg)</td><td>22 Games</td></tr>
<tr><td>231</td><td>Multi-cart(bootleg)</td><td>20-in-1</td></tr>
<tr><td>232</td><td>BIC-48</td><td>Quattro Arcade, Quattro Sports</td></tr>
<tr><td>234</td><td>Multi-cart ??</td><td>Maxi-15</td></tr>
<tr><td>235</td><td>Multi-cart(bootleg)</td><td>Golden Game 150 in 1</td></tr>
<tr><td>240</td><td>??</td><td>Gen Ke Le Zhuan, Shen Huo Le Zhuan</td></tr>
<tr><td>242</td><td>??</td><td>Wai Xing Zhan Shi</td></tr>
<tr><td>244</td><td>??</td><td>Decathalon</td></tr>
<tr><td>246</td><td>??</td><td>Fong Shen Ban</td></tr>
<tr><td>248</td><td>??</td><td>Bao Qing Tian</td></tr>
<tr><td>249</td><td>Waixing ??</td><td>??</td></tr>
<tr><td>250</td><td>??</td><td>Time Diver Avenger</td></tr>
</table>
</p>
<p>
<a name="features-expansion-unif"><h4>UNIF</h4></a>
</p>
<p>
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.
</p>
<p>
<table border width="100%">
<tr><th colspan="2">Group:</th></tr>
<tr><th>Name:</th><th>Game Examples:</th></tr>
<tr><th colspan="2">Bootleg:</th></tr>
<tr><td>MARIO1-MALEE2</td><td>Super Mario Bros. Malee 2</td></tr>
<tr><td>NovelDiamond9999999in1</td><td>Novel Diamond 999999 in 1</td></tr>
<tr><td>Super24in1SC03</td><td>Super 24 in 1</td></tr>
<tr><td>Supervision16in1</td><td>Supervision 16-in-1</td></tr>
<tr><th colspan="2">Unlicensed:</th></tr>
<tr><td>Sachen-8259A</td><td>Super Cartridge Version 1</td></tr>
<tr><td>Sachen-8259B</td><td>Silver Eagle</td></tr>
<tr><td>Sachen-74LS374N</td><td>Auto Upturn</td></tr>
<tr><td>SA-016-1M</td><td>Master Chu and the Drunkard Hu</td></tr>
<tr><td>SA-72007</td><td>Sidewinder</td></tr>
<tr><td>SA-72008</td><td>Jovial Race</td></tr>
<tr><td>SA-0036</td><td>Mahjong 16</td></tr>
<tr><td>SA-0037</td><td>Mahjong Trap</td></tr>
<tr><td>TC-U01-1.5M</td><td>Challenge of the Dragon</td></tr>
<tr><td>8237</td><td>Pocahontas Part 2</td></tr>
<tr><th colspan="2">MMC1:</th></tr>
<tr><td>SAROM</td><td>Dragon Warrior</td></tr>
<tr><td>SBROM</td><td>Dance Aerobics</td></tr>
<tr><td>SCROM</td><td>Orb 3D</td></tr>
<tr><td>SEROM</td><td>Boulderdash</td></tr>
<tr><td>SGROM</td><td>Defender of the Crown</td></tr>
<tr><td>SKROM</td><td>Dungeon Magic</td></tr>
<tr><td>SLROM</td><td>Castlevania 2</td></tr>
<tr><td>SL1ROM</td><td>Sky Shark</td></tr>
<tr><td>SNROM</td><td>Shingen the Ruler</td></tr>
<tr><td>SOROM</td><td>Nobunaga's Ambition</td></tr>
<tr><th colspan="2">MMC3:</th></tr>
<tr><td>TFROM</td><td>Legacy of the Wizard</td></tr>
<tr><td>TGROM</td><td>Megaman 4</td></tr>
<tr><td>TKROM</td><td>Kirby's Adventure</td></tr>
<tr><td>TKSROM</td><td>Ys 3</td></tr>
<tr><td>TLROM</td><td>Super Spike V'Ball</td></tr>
<tr><td>TLSROM</td><td>Goal! 2</td></tr>
<tr><td>TR1ROM</td><td>Gauntlet</td></tr>
<tr><td>TQROM</td><td>Pinbot</td></tr>
<tr><td>TSROM</td><td>Super Mario Bros. 3</td></tr>
<tr><td>TVROM</td><td>Rad Racer 2</td></tr>
<tr><th colspan="2">MMC5:</th></tr>
<tr><td>EKROM</td><td>Gemfire</td></tr>
<tr><td>ELROM</td><td>Castlevania 3</td></tr>
<tr><td>ETROM</td><td>Nobunaga's Ambition 2</td></tr>
<tr><td>EWROM</td><td>Romance of the Three Kingdoms 2</td></tr>
<tr><th colspan="2">MMC6:</th></tr>
<tr><td>HKROM</td><td>Star Tropics</td></tr>
<tr><th colspan="2">Nintendo Discrete Logic:</th></tr>
<tr><td>CNROM</td><td>Gotcha</td></tr>
<tr><td>CPROM</td><td>Videomation</td></tr>
<tr><td>GNROM</td><td>Super Mario Bros./Duck Hunt</td></tr>
<tr><td>MHROM</td><td></td></tr>
<tr><td>NROM-128</td><td>Mario Bros.</td></tr>
<tr><td>NROM-256</td><td>Super Mario Bros.</td></tr>
<tr><td>RROM-128</td><td></td></tr>
<tr><td>UNROM</td><td>Megaman</td></tr>
</table>
</p>
<a name="features-expansion-fds"><h4>Famicom Disk System</h4></a>
<p>
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.
</p>
Two types of FDS disk images are supported: disk images with the
FWNES-style header, and disk images with no header. The number
of sides on headerless disk images is calculated by the total file
size, so don't put extraneous data at the end of the file.
<p>
You should make backups of all of your FDS games you use with FCE
Ultra. This is because FCE Ultra will write the disk image back to
the storage medium, and the disk image in RAM might have been corrupted
because of inaccurate emulation(this case is not likely to occur, but
it could occur).
</p>
<a name="features-expansion-genie"><h4>Game Genie</h4></a>
<p>
The Game Genie ROM image is loaded from the file "gg.rom" in the
base directory the first time Game Genie emulation is enabled and
a ROM image is loaded since the time FCE Ultra has run.
</p><p>
The ROM image may either be the 24592 byte iNES-format image, or
the 4352 raw ROM image.
</p><p>
Remember that enabling/disabling Game Genie emulation will not take
effect until a new game is loaded(this statement shouldn't concern
any of the "run once" command-line driven ports).
</p>
<a name="features-expansion-vs"><h4>VS Unisystem</h4></a>
<p>
FCE Ultra currently only supports VS Unisystem ROM images in the
iNES format. DIP switches and coin insertion are both emulated.
The following games are supported, and have palettes provided(though not
necessarily 100% accurate or complete):
<ul>
<li />Dr. Mario
<li />VS Castlevania
<li />VS Duck Hunt
<li />VS Excitebike
<li />VS Gradius
<li />VS Golf
<li />VS Hogan's Alley
<li />VS Ice Climber
<li />VS Pinball
<li />VS Platoon
<li />VS RBI Baseball
<li />VS Sky Kid
<li />VS Slalom
<li />VS Star Luster
<li />VS Stroke and Match Golf
<li />VS Super Mario Bros
<li />VS Tetris
<li />VS The Goonies
</ul>
</p>
<a name="features-ips"><h3>Automatic IPS Patching</h3></a>
<p>
Place the IPS file in the same directory as the file to load,
and name it filename.ips.
</p>
<pre>
Examples: Boat.nes - Boat.nes.ips
Boat.zip - Boat.zip.ips
Boat.nes.gz - Boat.nes.gz.ips
Boat - Boat.ips
</pre>
<p>
Some operating systems and environments will hide file extensions.
Keep this in mind if you are having trouble.
</p>
<p>
Patching is supported for all supported formats(iNES, FDS, UNIF, and
NSF), but it will probably only be useful for the iNES format. It
can be used with the FDS format, but be warned that it will permanently
patch your disk image, as the disk image is written back to disk
when the game is unloaded(unless the disk image is in a zip file, in
which case it isn't written back to disk). UNIF files can't be
patched well with the IPS format because they are chunk-based with no
fixed offsets.
</p>
<hr width="100%">
<a name="using"><h2>Using FCE Ultra</h2></a>
<p>
</p>
<a name="using-keys"><h3>Key Assignments</h3></a>
<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F5</td><td>Save state.</td></tr>
<tr><td>F7</td><td>Load state.</td></tr>
<tr><td>0-9</td><td>Select save state slot.</td></tr>
<tr><td>F9</td><td>Save screen snapshot.</td></tr>
<tr><td>F10</td><td>Reset.</td></tr>
<tr><td>F11</td><td>Hard reset(toggle power switch).</td></tr>
<tr><td>F12</td><td>Exit.</td></tr>
</table>
</p>
<a name="using-keys-vs"><h4>VS Unisystem</h4></a>
<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F8</td><td>Insert coin.</td></tr>
<tr><td>F6</td><td>Show/Hide dip switches.</td></tr>
<tr><td>1-8</td><td>Toggle dip switches(when dip switches are shown).</td></tr>
</table>
</p>
<a name="using-keys-fds"><h4>Famicom Disk System</h4></a>
<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F6</td><td>Select disk and disk side.</td></tr>
<tr><td>F8</td><td>Eject or Insert disk.</td></tr>
</table>
</p>
<a name="using-keys-gamepad"><h4>Game Pad</h4></a>
<p>
<table border>
<tr><th>Key:</th><th nowrap>Button on Emulated Gamepad:</th></tr>
<tr><td>Left Control</td><td>B</td></tr>
<tr><td>Left Alt</td><td>A</td></tr>
<tr><td>Enter/Return</td><td>Start</td></tr>
<tr><td>Tab</td><td>Select</td></tr>
<tr><td>Cursor Down</td><td>Down</td></tr>
<tr><td>Cursor Up</td><td>Up</td></tr>
<tr><td>Cursor Left</td><td>Left</td></tr>
<tr><td>Cursor Right</td><td>Right</td></tr>
</table>
</p>
<a name="using-keys-powerpad"><h4>Power Pad</h4></a>
<p>
<table border>
<tr><th colspan="4">Side B</th></tr>
<tr><td width="25%">O</td><td width="25%">P</td>
<td width="25%">[</td><td width="25%">]</td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td>M</td><td>,</td><td>.</td><td>/</td></tr>
</table>
<br />
<table border>
<tr><th colspan="4">Side A</th></tr>
<tr><td width="25%"></td><td width="25%">P</td>
<td width="25%">[</td><td width="25%"></td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td></td><td>,</td><td>.</td><td></td></tr>
</table>
</p>
<a name="using-keys-fkb"><h4>Family Keyboard</h4></a>
<p>
All emulated keys are mapped to the closest open key on the PC
keyboard, with a few exceptions. The emulated "@" key is
mapped to the "`"(grave) key, and the emulated "kana" key
is mapped to the "Insert" key(in the 3x2 key block above the
cursor keys).
</p>
<p>
To enable or disable Family Keyboard input, press the "Scroll Lock" key.
When Family Keyboard input is enabled, FCE Ultra will also attempt
to prevent any key presses from being passed to the GUI or system.
</p>
<a name="using-cli"><h3>Command-line</h3></a>
<p>
FCE Ultra supports arguments passed on the command line. <b>The MS Windows
port only allows for a file name to be specified, however.</b> Arguments
are taken in the form of "--parameter value". <b>Windows users use only one dash:
"-parameter value".</b> 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.
All ports other than the MS Windows one recognize the following parameters:
</p>
<p>
<table border>
<tr><th>Argument:</th><th>Value Type:</th><th>Default value:</th><th>Description:</th></tr>
<tr><td>--cpalette x</td><td>string</td><td>0</td><td>Load a custom global palette from file "x". Specifying "0" will cause FCE Ultra to stop using the custom global palette.</td></tr>
<tr><td>--ntsccol x</td><td>boolean</td><td>0</td><td>If value is true, enable automatic generation and use of an NTSC NES' colors.</td></tr>
<tr><td>--pal x</td><td>boolean</td><td>0</td><td>If value is true, emulate a PAL NES. Otherwise emulate an NTSC NES.</td></tr>
<tr><td>--sound x</td><td>integer</td><td>48000(44100 for DOS)</td><td>Sets the playback rate. If it is zero, sound emulation(and output) is disabled.</td></tr>
<tr><td>--soundvol x</td><td>integer</td><td>100</td><td>Sound volume.</td></tr>
<tr><td>--soundq x</td><td>boolean</td><td>0</td><td>If value is true, enable high-quality sound emulation.</td></tr>
<tr><td>--input1 x <br /><i>and</i><br />-input2 x</td><td>string</td><td>gamepad</td><td>Select input device for input port 1 or 2. Valid strings are "none", "gamepad", "zapper", "powerpada", and "powerpadb".</td></tr>
<tr><td>--fcexp x</td><td>string</td><td>none</td><td>Select Famicom expansion port device. Valid strings are "none", "shadow", "arkanoid", "4player", and "fkb".</td></tr>
<tr><td>--nofs x</td><td>boolean</td><td>0</td><td>If value is true, disable four-score emulation.</td></tr>
<tr><td>--gg</td><td>boolean</td><td>0</td><td>Enable Game Genie emulation.</td></tr>
<tr><td>--subase x</td><td>boolean</td><td>0</td><td>If value is true, Save extra game data files under the base directory.</td></tr>
<tr><td nowrap>--snapname x</td><td>boolean</td><td>0</td><td>If value is true, use an alternate naming scheme(file base and numeric) for screen snapshots.</td></tr>
<tr><td nowrap>--nothrottle x</td><td>boolean</td><td>0</td><td>If value is true, disable the speed throttling that is used when sound emulation is disabled.</td></tr>
<tr><td>--clipsides x</td><td>boolean</td><td>0</td><td>If value is true, clip leftmost and rightmost 8 columns of pixels of the video output.</td></tr>
<tr><td>--slstart x</td><td>integer</td><td>8</td><td>First scanline to be rendered in NTSC emulation mode(when PAL emulation is disabled).</td></tr>
<tr><td>--slend x</td><td>integer</td><td>231</td><td>Last scanline to be rendered in NTSC emulation mode.</td></tr>
<tr><td nowrap>--slstartp x</td><td>integer</td><td>0</td><td>First scanline to be rendered in PAL emulation mode.</td></tr>
<tr><td>--slendp x</td><td>integer</td><td>239</td><td>Last scanline to be rendered in PAL emulation mode.</td></tr>
</table>
</p>
<a name="using-cli-sdl"><h4>SDL</h4></a>
<p>
<table border>
<tr><th>Argument:</th><th>Value Type:</th><th>Default value:</th><th>Description:</th></tr>
<tr><td>--joyx y</td><td>integer,integer</td><td>0</td><td>Enable joystick #y for virtual joystick #x(both starting at "1").</td></tr>
<tr><td>--stretchx/-stretchy x</td><td>boolean</td><td>0/0</td><td>Stretch to fill surface on x or y axis(fullscreen, only with OpenGL).</td></tr>
<tr><td>--fs</td><td>boolean</td><td>0</td><td>Full screen mode.</td></tr>
</table>
</p>
<a name="using-cli-dos"><h4>DOS</h4></a>
<p>
<table border>
</table>
</p>
<a name="using-cli-dos"><h4>Linux SVGAlib</h4></a>
<p>
<table border>
</table>
</p>
<hr width="100%">
<a name="credits"><h2>Credits</h2></a>
<p>
<table border width="100%">
<tr><th>Name:</th><th>Contribution(s):</th></tr>
<tr><td>\Firebug\</td><td>High-level mapper information.</td></tr>
<tr><td>Bero</td><td>Original FCE source code.</td></tr>
<tr><td>Brad Taylor</td><td>NES sound information.</td></tr>
<tr><td>Chris Hickman</td><td>Archaic Ruins.</td></tr>
<tr><td>Donald Moore</td><td>DC PasoFami NES packs.</td></tr>
<tr><td>Fredrik Olson</td><td>NES four-player adapter information.</td></tr>
<tr><td>Gilles Vollant</td><td>PKZIP file loading functions.</td></tr>
<tr><td>goroh</td><td>Various documents.</td></tr>
<tr><td>Info-ZIP</td><td><a href="http://www.gzip.org/zlib/">ZLIB</a></td></tr>
<tr><td>Jeremy Chadwick</td><td>General NES information.</td></tr>
<tr><td>Justin Smith</td><td>Good stuff.</td></tr>
<tr><td>Kevin Horton</td><td>Low-level NES information and sound information.</td></tr>
<tr><td>Ki</td><td>Various technical information.</td></tr>
<tr><td>Mark Knibbs</td><td>Various NES information.</td></tr>
<tr><td>Marat Fayzullin</td><td>General NES information.</td></tr>
<tr><td>Matthew Conte</td><td>Sound information.</td></tr>
<tr><td>nori</td><td>FDS sound information.</td></tr>
<tr><td>Quietust</td><td>VRC7 sound translation code by The Quietust (quietust at ircN dort org).</td></tr>
<tr><td>R. Hoelscher</td><td>Famicom four-player adapter information.</td></tr>
<tr><td>Rob Mocca</td><td>DC PasoFami NES packs, testing.</td></tr>
<tr><td>Sean Whalen</td><td>Node 99</td></tr>
<tr><td>Tatsuyuki Satoh</td><td>OPL2 emulator used for the VRCVII sound emulation.</td></tr>
<tr><td>TheRedEye</td><td>ROM images, testing.</td></tr>
</table>
</p>
</body>
</html>

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@ -1,279 +0,0 @@
<html>
<head>
<title>FCEUX SDL Documentation</title>
</head>
<body>
<center><h1>FCEUX SDL Documentation</h1></center>
<center><i>Last updated August 13, 2008<br />Valid as of FCEUX 2.0.2</i></center>
<p>
<b>Table of Contents:</b>
<ul>
<li /><a href="#intro">Introduction</a>
<li /><a href="#features-input">Input</a>
<li /><a href="#features-input-zapper">Zapper</a>
<li /><a href="#features-expansion-fds">Famicom Disk System</a>
<li /><a href="#features-expansion-genie">Game Genie</a>
<li /><a href="#features-expansion-vs">VS Unisystem</a>
</ul>
<li /><a href="#features-ips">Automatic IPS Patching</a>
</ul>
<li /><a href="#using">Using FCEUX</a>
<ul>
<li /><a href="#using-keys">Key Assignments</a>
<ul />
<li /><a href="#using-keys-vs">VS Unisystem</a>
<li /><a href="#using-keys-fds">Famicom Disk System</a>
<li /><a href="#using-keys-gamepad">Game Pad</a>
<li /><a href="#using-keys-powerpad">Power Pad</a>
<li /><a href="#using-keys-fkb">Family Keyboard</a>
</ul>
<li /><a href="#using-cli">Command-line options</a>
</ul>
<li /><a href="#credits">Credits</a>
</ul>
</p>
<hr width="100%">
<a name="intro"><h2>Introduction</h2></a>
<p> FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that
is an evolution of the original FCE Ultra emulator. Over time FCE
Ultra had separated into many separate branches.
</p>
<p>The concept behind FCEUX is to merge elements from FCE Ultra,
FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch
of FCEU. As the X implies, it is an all-encompassing FCEU emulator
that gives the best of all worlds for the general player, the
ROM-hacking community, and the Tool-Assisted Speedrun Community.
</p>
</p>
<p>
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 "~/.fceux", or in other words,
"your home directory plus .fceux".
</p>
<hr width="90%">
<a name="features-input"><h3>Input</h3></a>
<p>
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, and the Family Keyboard are also emulated.
</p>
<a name="features-input-zapper"><h4>Zapper</h4></a>
<p>
Most Zapper NES games expect the Zapper to be plugged into port 2.
and most VS Unisystem games expect the Zapper to be plugged
into port 1.
</p><p>
The left mouse button is the emulated trigger button for the
Zapper. The right mouse button is also emulated as the trigger,
but as long as you have the right mouse button held down, no color
detection will take place, which is effectively like pulling the
trigger while the Zapper is pointed away from the television screen.
Note that you must hold the right button down for a short
time to have the desired effect.
</p>
<hr width="90%">
<a name="features-expansion-fds"><h4>Famicom Disk System</h4></a>
<p>
You will need the FDS BIOS ROM image in the base FCEUX directory.
It must be named "disksys.rom". FCEUX will not load FDS games
without this file.
</p>
Two types of FDS disk images are supported: disk images with the
FWNES-style header, and disk images with no header. The number
of sides on headerless disk images is calculated by the total file
size, so don't put extraneous data at the end of the file.
<p>
You should make backups of all of your FDS games you use with
FCEUX. This is because FCEUX will write the disk image back to
the storage medium, and the disk image in RAM might have been corrupted
because of inaccurate emulation(this case is not likely to occur, but
it could occur).
</p>
<a name="features-expansion-genie"><h4>Game Genie</h4></a>
<p>
The Game Genie ROM image is loaded from the file "gg.rom" in the
base directory the first time Game Genie emulation is enabled and
a ROM image is loaded since the time FCEUX has run.
</p><p>
The ROM image may either be the 24592 byte iNES-format image, or
the 4352 raw ROM image.
</p><p>
Remember that enabling/disabling Game Genie emulation will not take
effect until a new game is loaded(this statement shouldn't concern
any of the "run once" command-line driven ports).
</p>
<a name="features-expansion-vs"><h4>VS Unisystem</h4></a>
<p>
FCE Ultra currently only supports VS Unisystem ROM images in the
iNES format. DIP switches and coin insertion are both emulated.
The following games are supported, and have palettes provided(though not
necessarily 100% accurate or complete):
<ul>
<li />Dr. Mario
<li />VS Castlevania
<li />VS Duck Hunt
<li />VS Excitebike
<li />VS Gradius
<li />VS Golf
<li />VS Hogan's Alley
<li />VS Ice Climber
<li />VS Pinball
<li />VS Platoon
<li />VS RBI Baseball
<li />VS Sky Kid
<li />VS Slalom
<li />VS Star Luster
<li />VS Stroke and Match Golf
<li />VS Super Mario Bros
<li />VS Tetris
<li />VS The Goonies
</ul>
</p>
<a name="features-ips"><h3>Automatic IPS Patching</h3></a>
<p>
Place the IPS file in the same directory as the file to load,
and name it filename.ips.
</p>
<pre>
Examples: Boat.nes - Boat.nes.ips
Boat.zip - Boat.zip.ips
Boat.nes.gz - Boat.nes.gz.ips
Boat - Boat.ips
</pre>
<p>
Some operating systems and environments will hide file extensions.
Keep this in mind if you are having trouble.
</p>
<p>
Patching is supported for all supported formats(iNES, FDS, UNIF, and
NSF), but it will probably only be useful for the iNES format. It
can be used with the FDS format, but be warned that it will permanently
patch your disk image, as the disk image is written back to disk
when the game is unloaded(unless the disk image is in a zip file, in
which case it isn't written back to disk). UNIF files can't be
patched well with the IPS format because they are chunk-based with no
fixed offsets.
</p>
<hr width="100%">
<a name="using"><h2>Using FCEUX</h2></a>
<p>
</p>
<a name="using-keys"><h3>Key Assignments</h3></a>
<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F2</td><td>Cheat menu (command-line only)</td></tr>
<tr><td>F3</td><td>Load lua script</td></tr>
<tr><td>F5</td><td>Save state.</td></tr>
<tr><td>Shift + F5</td><td>Record FM2 movie.</td></tr>
<tr><td>Shift + F7</td><td>Playback FM2 movie.</td></tr>
<tr><td>F7</td><td>Load state.</td></tr>
<tr><td>0-9</td><td>Select save state slot.</td></tr>
<tr><td>F12</td><td>Save screen snapshot.</td></tr>
<tr><td>F11</td><td>Reset.</td></tr>
</table>
</p>
<a name="using-keys-vs"><h4>VS Unisystem</h4></a>
<p>
Does this work?
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F8</td><td>Insert coin.</td></tr>
<tr><td>F6</td><td>Show/Hide dip switches.</td></tr>
<tr><td>1-8</td><td>Toggle dip switches(when dip switches are shown).</td></tr>
</table>
</p>
<a name="using-keys-fds"><h4>Famicom Disk System</h4></a>
<p>
Does this work?
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F6</td><td>Select disk and disk side.</td></tr>
<tr><td>F8</td><td>Eject or Insert disk.</td></tr>
</table>
</p>
<a name="using-keys-gamepad"><h4>Game Pad</h4></a>
<p>
<table border>
<tr><th>Key:</th><th nowrap>Button on Emulated Gamepad:</th></tr>
<tr><td>K</td><td>B</td></tr>
<tr><td>J</td><td>A</td></tr>
<tr><td>Enter/Return</td><td>Start</td></tr>
<tr><td>Tab</td><td>Select</td></tr>
<tr><td>W</td><td>Up</td></tr>
<tr><td>A</td><td>Left</td></tr>
<tr><td>S</td><td>Down</td></tr>
<tr><td>D</td><td>Right</td></tr>
</table>
</p>
<a name="using-keys-powerpad"><h4>Power Pad</h4></a>
<p>
Does this work?
<table border>
<tr><th colspan="4">Side B</th></tr>
<tr><td width="25%">O</td><td width="25%">P</td>
<td width="25%">[</td><td width="25%">]</td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td>M</td><td>,</td><td>.</td><td>/</td></tr>
</table>
<br />
<table border>
<tr><th colspan="4">Side A</th></tr>
<tr><td width="25%"></td><td width="25%">P</td>
<td width="25%">[</td><td width="25%"></td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td></td><td>,</td><td>.</td><td></td></tr>
</table>
</p>
<a name="using-keys-fkb"><h4>Family Keyboard</h4></a>
<p>
All emulated keys are mapped to the closest open key on the PC
keyboard, with a few exceptions. The emulated "@" key is
mapped to the "`"(grave) key, and the emulated "kana" key
is mapped to the "Insert" key(in the 3x2 key block above the
cursor keys).
</p>
<p>
To enable or disable Family Keyboard input, press the "Scroll Lock" key.
When Family Keyboard input is enabled, FCE Ultra will also attempt
to prevent any key presses from being passed to the GUI or system.
</p>
<a name="using-cli"><h3>Command-line</h3></a>
<p>
FCEUX supports arguments passed on the command line. Arguments
are taken in the form of "--parameter value". Most arguments that have
both a parameter and a value will be saved in the configuration file.
</p>
TODO: Many more options.
<p>
<table border>
<tr><th>Argument:</th><th>Value Type:</th><th>Default value:</th><th>Description:</th></tr>
<tr><td>--pal</td><td>0|1</td><td>0</td><td>Emulate a PAL NES. Otherwise emulate an NTSC NES.</td></tr>
<tr><td>--gamegenie</td><td>0|1</td><td>0</td><td>Emulate a gamie genie (gg.rom required).</td></tr>
<tr><td>--nospritelim</td><td>0|1</td><td>1</td><td>Disbales the 8 sprites per scanline limitation.</td></tr>
<tr><td>--frameskip</td><td>integer</td><td>0</td><td>Sets number of frames to skip per emulated frame (must be built with frameskip support).</td></tr>
<tr><td>--palette</td><td>filename</td><td>0</td><td>Load a custom global palette from given file. Specifying "0" will cause FCEUX to stop using the custom global palette.</td></tr>
<tr><td>--ntsccolor</td><td>0|1</td><td>0</td><td>Enable NTSC NES colors.</td></tr>
<tr><td>--sound</td><td>0|1</td><td>1</td><td>Enable sound</td></tr>
<tr><td>--soundvol x</td><td>integer</td><td>100</td><td>Set sound volume.</td></tr>
<tr><td>--soundq x</td><td>0|1</td><td>1</td><td>Enable high-quality sound emulation.</td></tr>
<tr><td>--clipsides</td><td>0|1</td><td>0</td><td>Clip leftmost and rightmost 8 columns of pixels of the video output.</td></tr>
<tr><td>--slend /td><td>integer</td><td>231</td><td>Last scanline to be rendered.</td></tr>
<tr><td>--slstart</td><td>integer</td><td>0</td><td>First scanline to be rendered</td></tr>
</table>
</p>
</p>
<a name="credits"><h2>Credits</h2></a>
<p>
<table border width="100%">
<tr><th>Name:</th><th>Contribution(s):</th></tr>
<tr><td>punkrockguy318</td><td>FCEUX SDL Documentation rewrite.</td></tr>
</table>
</p>
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