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<head>
<title>AVI Capturing</title>
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<head>
<title>Auto Fire Settings</title>
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<div id="topic_content">
<p></p>
<p><span class="rvts36">Auto Fire Settings</span></p>
<p><span class="rvts35">Auto Fire Settings</span></p>
<p><br/></p>
<p><span class="rvts12">Autofire Pattern</span></p>
<p><br/></p>

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<head>
<title>Cheat Search</title>
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<p><br/></p>
<p>All addresses listed in the cheat search windows are in unsigned 16-bit hexadecimal format and all values in these windows are in an unsigned 8-bit decimal format(the range for values is 0 through 255).</p>
<p><br/></p>
<p><span class="rvts28">Active Cheats</span></p>
<p><span class="rvts27">Active Cheats</span></p>
<p><br/></p>
<p>The Active cheats window on the left contains the list of cheats for the currently loaded game. Existing cheats can be selected, edited, and updated using the "Update" button.</p>
<p><br/></p>
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<p><br/></p>
<p>The "Address" is the location in the 6502's address space. &nbsp;The * denotes that the current cheat is active (double clicking will toggle on/off). "Value" is the value (in hex) that is written to the addresses on each update. "Compare" it the value that must be at the address, or else the Value won't be written there. This allows making cheats more safe.</p>
<p><br/></p>
<p>You can add, delete, and update cheats in the active cheats window with the boxes below.</p>
<p>To find an address use the cheat search portion of the window.</p>
<p>You can Add, Delete, and Update cheats in the Active Cheats window with the boxes below.</p>
<p>You can use "Add from CHT file..." button to load cheats from an existing file (in case the file name does not match the ROM name, so it didn't load automatically). Alternatively, you can drag and drop any .cht file into the FCEUX window.</p>
<p><br/></p>
<p>There is also a right-click menu with the options Toggle Cheat, Poke Cheat Value, and Goto In Hex Editor.</p>
<p>There is also a right-click menu with the options Toggle selected Cheats, Poke Cheat Value and Goto in Hex Editor, and Delete selected Cheats.</p>
<p><br/></p>
<p>Toggle Cheat is like Double Clicking. It enables or disables the cheat code.</p>
<p>Toggle Cheats is like Double Clicking, it enables or disables the cheat code. You can select many cheats in the list and toggle them all at once.</p>
<p>Poke Cheat Value is like turning the cheat on, but in this case there's no off switch. If the code is on when you use this, then when the code is turned off, it will revert to the value last used. Good for one time life refills, if you want that sort of thing.</p>
<p>Goto in Hex Editor opens the Hex Editor window, and puts the cursor on the address shown. It's somewhat similar to how Bookmarks work in the Hex Editor.</p>
<p><br/></p>
<p><span class="rvts28">Cheat Search</span></p>
<p>To create a new cheat, you have to find an address, for this use the cheat search portion of the window.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts27">Cheat Search</span></p>
<p><br/></p>
<p>The cheat search is used to find a specific value in the games RAM by process of elimination.</p>
<p><br/></p>
@ -136,22 +139,22 @@
<p>Any value in the possibilities list can be sent to memory watch by double clicking it. &nbsp;</p>
<p>Highlighting it and hitting the "Add" button under the Active cheats window will automatically activate it as a cheat with the value set to its current value.</p>
<p><br/></p>
<p><span class="rvts28">Example</span></p>
<p><span class="rvts27">Example</span></p>
<p><br/></p>
<p>Here is an example of cheat search in action.</p>
<p><br/></p>
<p>Let's say I am playing Mega man 3 and I want to find Mega man's energy level in the game's ram. &nbsp;I will start by opening the ROM and selecting a level. &nbsp;At this point, I know Mega man's energy address is active. &nbsp;So I will pause the game and open the cheat search and hit the reset button. &nbsp;The game uses SRAM so the possibilities window will say 10240 "possibilities". &nbsp;</p>
<p>Next I will frame advance (or briefly unpause) the game. &nbsp;At this point I know Mega man's energy level is still the same as it was. &nbsp;So I click the "equal" button. &nbsp; Next I want to take damage. &nbsp;I know for sure now that the energy level has decreased so after the "ouch" animation, I click the "Less than button". &nbsp;This will cut the possibilities down significantly. &nbsp;Next I will advance some more and click the "Equal" button since I know the value is still the previous value. &nbsp;I will repeat this cycle until I am down to 1 or just a few values. &nbsp;From there I can double click the values to send them to memory watch to monitor them more closely to weed them out. &nbsp;(Note: &nbsp;Mega man's energy is located in $00A2).</p>
<p><br/></p>
<p><span class="rvts28">Context Menu</span></p>
<p><span class="rvts27">Context Menu</span></p>
<p><br/></p>
<p>Right-clicking in the active cheats list brings up the context menu.</p>
<p><br/></p>
<p><span class="rvts33">Toggle Cheat</span> - does the same thing as double clicking</p>
<p><span class="rvts32">Toggle Cheat</span> - does the same thing as double clicking</p>
<p><br/></p>
<p><span class="rvts33">Poke cheat value</span> - has a different affect that normal freezing, this makes a one time write of that value as opposed to freezing it temporarily to that value and having it restored later. &nbsp;It has the same affect as typing in values in the <a class="rvts18" href="HexEditor.html">Hex Editor</a>.</p>
<p><span class="rvts32">Poke cheat value</span> - has a different affect that normal freezing, this makes a one time write of that value as opposed to freezing it temporarily to that value and having it restored later. &nbsp;It has the same affect as typing in values in the <a class="rvts18" href="HexEditor.html">Hex Editor</a>.</p>
<p><br/></p>
<p><span class="rvts33">Goto In Hex Editor</span> - Opens the <a class="rvts18" href="HexEditor.html">Hex editor</a> dialog to the position of the selected RAM value.</p>
<p><span class="rvts32">Goto In Hex Editor</span> - Opens the <a class="rvts18" href="HexEditor.html">Hex editor</a> dialog to the position of the selected RAM value.</p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Easy CHM and documentation editor</a></p>

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<head>
<title>Code/Data Logger</title>
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<p><br/></p>
<p><span class="rvts16">Introduction</span></p>
<p><br/></p>
<p>The Code/Data Logger makes it much easier to reverse-engineer NES ROMs. The basic idea behind it is that a normal NES disassembler cannot distinguish between code (which is executed) and data (which is read). The Code/Data logger keeps track of what is executed and what is read while the game is played, and stores this information in a .cdl file, which is essentially a mask that tells which bytes in the ROM are code and which are data. The file can then be used in conjunction with a suitable disassembler to disassemble only the actual game code, resulting in a much cleaner source code, with code and data properly separated.</p>
<p>The Code/Data Logger makes it much easier to reverse-engineer NES ROMs. The basic idea behind it is that a normal NES disassembler cannot distinguish between code (which is executed) and data (which is read). The Code/Data logger keeps track of what is executed and what is read while the game is played, and then you can save this information into a .cdl file, which is essentially a mask that tells which bytes in the ROM are code and which are data. The file can be used in conjunction with a suitable disassembler to disassemble only the actual game code, resulting in a much cleaner source code, with code and data properly separated.</p>
<p><br/></p>
<p><span class="rvts16">Using the Code/Data Logger</span></p>
<p><br/></p>
<p>The Code/Data Logger keeps track of every byte in the ROM and records whether it's code (is executed) or data (is read). You can combine this logging feature with other tools to make them much more powerful:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>combine with Trace Logger to let it log the code selectively</li>
<li>combine with Hex Editor to enable smart coloring of bytes (so you can visually see which bytes are used by the game and how they are used)</li>
<li>combine with (external) Tile Viewer to see which graphics was used during the play session, and which was not</li>
<li>combine with (external) ROM Corruptor to make it only corrupt the data, but not code</li>
<li>combine with (external) Disassembler to help it separate code from data</li>
<li>combine with Hex Editor to enable smart coloring of bytes (so you can visually see which bytes are used by the game and how/when they are used)</li>
<li>combine with (an external) Tile Viewer to see which graphics was used during the play session, and which was not</li>
<li>combine with (an external) ROM Corruptor to make it only corrupt data, but not code</li>
<li>combine with (an external) Disassembler to help it separate code from data</li>
</ul>
<p><br/></p>
<p>See, it is very useful for finding specific code and data by using it with the <a class="rvts18" href="TraceLogger.html">Trace Logger</a>.</p>
<p>Furthermore, while it is running, the <a class="rvts18" href="HexEditor.html">Hex Editor</a> will color-code bytes depending on whether they were logged as code or data. </p>
<p>Furthermore, while it is running, the <a class="rvts18" href="HexEditor.html">Hex Editor</a> will color-code ROM bytes depending on whether they were logged as code or data. </p>
<p><br/></p>
<p>For PRG ROM:</p>
<p><span class="rvts49">Dark-yellow</span> - the byte is code</p>
<p><span class="rvts50">Blue</span> - the byte is data</p>
<p><span class="rvts51">Cyan</span> - the byte is PCM audio data</p>
<p><span class="rvts48">Green</span> - the byte is both code and data</p>
<p><span class="rvts48">Dark-yellow</span> - the byte is code</p>
<p><span class="rvts49">Blue</span> - the byte is data</p>
<p><span class="rvts50">Cyan</span> - the byte is PCM audio data</p>
<p><span class="rvts47">Green</span> - the byte is both code and data</p>
<p><br/></p>
<p>For CHR ROM:</p>
<p><span class="rvts52">Yellow</span> - the byte was rendered</p>
<p><span class="rvts53">Light-blue</span> - the byte was read programmatically</p>
<p><span class="rvts54">Light-green</span> - the byte was both rendered and read programmatically</p>
<p><span class="rvts51">Yellow</span> - the byte was rendered</p>
<p><span class="rvts52">Light-blue</span> - the byte was read programmatically</p>
<p><span class="rvts53">Light-green</span> - the byte was both rendered and read programmatically</p>
<p><br/></p>
<p>The Code/Data Logger can also be used to create a stripped NES ROM. A "stripped" NES ROM is one in which everything that was not logged by the code/data logger is removed. It can be useful in many ways, for example, you can view the ROM in a Hex Editor or a Tile Viewer, and you'll see only the parts that were used while playing. Furthermore, you could use it to create a demo ROM by only playing through the parts you would like others to see.</p>
<p><br/></p>
<p>1. Open the Code/Data Logger, and press Start to begin logging. If you want to also log accesses to VROM, enable New PPU before starting.</p>
<p>The Code/Data Logger can also be used to generate a stripped NES ROM. A "stripped" NES ROM is one in which everything that was not logged by the Code/Data Logger is removed. It can be useful in many ways, for example, you can view the ROM in an external Hex Editor or a Tile Viewer, and you'll see only the parts that were used while playing. Furthermore, you could use it to create a demo ROM by only playing through the parts you would like others to see. Example of such usage:</p>
<p>1. Open the Code/Data Logger, and press Start to begin logging. If you want to also log accesses to graphics, enable New PPU before starting.</p>
<p>2. Perform a soft and a hard reset while logging, in order to capture the ROM's startup sequence. If you don't do so, you can distribute a save-state file so they will start from within the game.</p>
<p>3. If the game has Save-RAM (e.g. Zelda), you will need to capture the game's Save-RAM initialization routines; you can try to do so by deleting the game's *.sav file and then perform a soft and hard reset (F10, F11) again while logging.</p>
<p>4. Play through whatever levels you want present in the demo. Be sure to perform every move, get every item, etc., so that the code and data necessary for those things are logged. If, for example, you fail to perform some special move, and then someone plays the stripped ROM and attempts to perform that move, the game may very well crash or glitch up, because there are zeros in the stripped ROM instead of the code responsible for handling the special move.</p>
<p>5. Save the stripped NES ROM. If you're using the Old PPU, the CHR (graphics) data will be saved in full, but if you're using New PPU, only the graphics that was used while playing gets saved.</p>
<p>4. Play through whatever levels you want present in the demo ROM. Be sure to perform every move, get every item, etc., so that the code and data necessary for those things are logged. If, for example, you fail to perform some special move, and then someone plays the stripped ROM and attempts to perform that move, the game may very well crash or glitch up, because there are zeros in the stripped ROM instead of the code responsible for handling the special move.</p>
<p>5. Save the stripped NES ROM.</p>
<p>6. Alternatively, you can save Unused Data (a ROM which complements the Stripped ROM). For example, you can play throught the game with the New PPU enabled, then save Unused Data and watch it in a Tile Viewer to find unused graphics (possibly stumble upon secrets and easter eggs).</p>
<p>7. Rejoice, for it is done.</p>
<p><br/></p>
<p>Some notes:</p>
<p>When you open another .cdl file, it does not clear the current log; instead, it combines it with the information in the file. This can be useful if you're trying to obtain a complete log, as multiple people can play through the game and keep code/data logs, and then the results can be combined. But if you would like to actually clear the code/data log, press the "Reset Log" button.</p>
<p>When you "Load" another .cdl file, it does not clear the current log; instead, it combines it with the information in the file. This can be useful if you're trying to obtain a complete log of certain game, as multiple people can play through the game and keep code/data logs, and then the results can be combined. But if you would like to actually clear the code/data log, press the "Reset Log" button.</p>
<p><br/></p>
<hr style="height: 1px; color : #000000; background-color : #000000; border-width : 0px;"/>
<p><br/></p>
<p>CDL log files are just a mask of the ROM; that is, they are the same size as the ROM, and each byte represents the corresponding byte of the ROM. The format of each byte is like so (in binary):</p>
<p>CDL files are just a mask of the ROM; that is, they are of the same size as the ROM, and each byte represents the corresponding byte of the ROM. The format of each byte is like so (in binary):</p>
<p><br/></p>
<p>For PRG ROM:</p>
<div><table width="256" border="1" cellpadding="1" cellspacing="1" style="border-color: #000000; border-style: solid;">
@ -173,7 +171,7 @@
<p><br/></p>
<p>CDL files make possible a number of things never done before. First, a PCM data ripper could be created that scans for data that has the 'P' bit set, in order to find/rip/play every PCM sample in a ROM. Also, it is possible for someone to make a more intelligent ROM corruptor that only corrupts data (by checking the 'D' bit). In any case, the Code/Data Logger opens many new possibilities for discovering useful things in games. Another interesting possibility (which is now partially supported) would be to use the Code/Data Logger on an NSF file to create a stripped NSF. Such an NSF would contain nothing but the relevant subroutines and data required by each tune played; this would be helpful to NSF rippers by removing irrelevant information. Thus, an NSF ripper could create a stripped NSF by listening to each track while the Code/Data Logger operates on it, and then saving the stripped NSF. It should be noted that this capability, though tested and working on private builds, is detrimental to the process of fixing broken NSF files. For this reason, data logging is allowed for NSF files, but stripping NSF files of unused data is disabled.</p>
<p><br/></p>
<p>The Code/Data Logger becomes the most useful when you need to restore a full source code of a game using IDA (Interactive DisAssembler). There you can write custom IDC script that uses a CDL file and calls MakeCode()/MakeData() to help the disassembler distinguish code from data. Making full and working disassembly becomes really easy this way.</p>
<p>The Code/Data Logger becomes the most useful when you need to restore a full source code of a game using IDA (Interactive DisAssembler). There you can write a custom IDC script that uses a CDL file and calls MakeCode()/MakeData() functions to help the disassembler distinguish code from data. Making full and working/recompilable disassembly becomes really easy this way.</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>

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<head>
<title>Command Line Options</title>
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<p><span class="rvts16">ROM name</span></p>
<p>Plays specified ROM (ROM name must always be put last in command line arguments)</p>
<p><br/></p>
<p><span class="rvts30">fceux path\rom.nes</span> (or <span class="rvts30">rom.zip</span>)</p>
<p><span class="rvts29">fceux path\rom.nes</span> (or <span class="rvts29">rom.zip</span>)</p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux smb.nes</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux c:\fceux\roms\smb.zip</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux smb.nes</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux c:\fceux\roms\smb.zip</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Play Movie File</span></p>
<p>Plays a specified movie (.fm2) file. &nbsp;A valid ROM must be specified or movie will not be played.</p>
<p><br/></p>
<p><span class="rvts30">fcuex -playmovie path\movie.fm2 romname</span></p>
<p><span class="rvts29">fcuex -playmovie path\movie.fm2 romname</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -playmovie smb.fm2 smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -playmovie smb.fm2 smb.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Read-only Status</span></p>
<p>Specifies whether a movie will be in "read-only" or "read &amp; write" mode. &nbsp;(Note: a specified movie is not required to be used in conjunction with this command). 1 specifies read only status, 0 specifies read &amp; write.</p>
<p><br/></p>
<p><span class="rvts30">fceux -readonly flag</span></p>
<p><span class="rvts29">fceux -readonly flag</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -readonly 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -readonly 0 -playmovie smb.fm2 smb.nes</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -readonly 1 -playmovie c:\fceux\movies\smb.fm2 c:\fceux\roms\smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -readonly 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -readonly 0 -playmovie smb.fm2 smb.nes</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -readonly 1 -playmovie c:\fceux\movies\smb.fm2 c:\fceux\roms\smb.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Stop Movie at frame x</span></p>
<p>Specifies that the movie will automatically stop at the specified frame. &nbsp;(A movie must be specified with -playmovie for this command to work)</p>
<p><br/></p>
<p><span class="rvts30">fceux -playmovie path\movie.fm2 -stopframe framenumber romname</span></p>
<p><span class="rvts29">fceux -playmovie path\movie.fm2 -stopframe framenumber romname</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -playmovie smb.fm2 -stopframe 10000 smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -playmovie smb.fm2 -stopframe 10000 smb.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Load State</span></p>
<p>Specifies FCEUX to automatically load a specified savestate file. &nbsp;(Must have a specified ROM for this to work).</p>
<p><br/></p>
<p><span class="rvts30">fceux -loadstate path\savestatefile romname</span></p>
<p><span class="rvts29">fceux -loadstate path\savestatefile romname</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -loadstate smb0.fc0 smb.nes</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -playmovie smb.fm2 -readonly 0 -loadstate smb0.fc0 smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -loadstate smb0.fc0 smb.nes</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -playmovie smb.fm2 -readonly 0 -loadstate smb0.fc0 smb.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Pause Movie After Playback</span></p>
<p>Sets the "<a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Pause Movie After Playback</a>" switch on/off. &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p><br/></p>
<p><span class="rvts30">fceux -stopmovie flag</span></p>
<p><span class="rvts29">fceux -stopmovie flag</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -stopmovie 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -playmovie smb.fm2 -readonly 0 - stopmovie 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -stopmovie 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -playmovie smb.fm2 -readonly 0 - stopmovie 1 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Frame Display Toggle</span></p>
<p>Toggles whether or not the frame count will be displayed. &nbsp;1 sets it to on, 0 sets it to off.</p>
<p><br/></p>
<p><span class="rvts30">fceux -framedisplay flag</span></p>
<p><span class="rvts29">fceux -framedisplay flag</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -framedisplay 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -playmovie smb2.fm2 -framedisplay 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -framedisplay 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -playmovie smb2.fm2 -framedisplay 1 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Input Display Toggle</span></p>
<p>Toggles whether the movie input will be displayed. &nbsp;1 sets it to on, 0 sets it to off.</p>
<p><br/></p>
<p><span class="rvts30">fceux -inputdisplay flag</span></p>
<p><span class="rvts29">fceux -inputdisplay flag</span></p>
<p><br/></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -inputdisplay 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -playmovie smb2.fm2 -inputdisplay 1 smb0.nes</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -inputdisplay 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -playmovie smb2.fm2 -inputdisplay 1 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Allow L+R/U+D</span></p>
<p>Sets whether or not the game will allow L+R/U+D input (see <a class="rvts18" href="Input.html">Input config</a>). &nbsp;1 enables L+R, 0 disables it.</p>
<p><br/></p>
<p><span class="rvts30">fceux -allowUDLR flag</span></p>
<p><span class="rvts29">fceux -allowUDLR flag</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -allowUDLR 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -allowUDLR 0 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -allowUDLR 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -allowUDLR 0 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Enable Background Input</span></p>
<p>Sets the "<a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Enable Background Input</a>" switch on/off. &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p><br/></p>
<p><span class="rvts30">fceux -bginput flag</span></p>
<p><span class="rvts29">fceux -bginput flag</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -bginput 0</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -playmovie smb.fm2 -readonly 0 -bginput 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -bginput 0</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -playmovie smb.fm2 -readonly 0 -bginput 1 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Use Game Genie</span></p>
<p>Sets the Game Genie Flag (see <a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Toggle Switches</a>). &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p><br/></p>
<p><span class="rvts30">fceux -gg flag</span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -gg 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -gg 1 smb0.nes</span></p>
<p><span class="rvts29">fceux -gg flag</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -gg 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -gg 1 smb0.nes</span></p>
<p><br/></p>
<p><span class="rvts16">PAL Emulation</span></p>
<p>Sets the PAL Emulation Toggle (see <a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Toggle Switches</a>). &nbsp;1 sets it to enabled, 0 sets it to disabled.</p>
<p>(note: FCEUX will assign PAL emulation automatically if a PAL ROM is loaded) </p>
<p><br/></p>
<p><span class="rvts30">fceux -pal flag</span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -pal 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -pal 1 smb0.nes</span></p>
<p><span class="rvts29">fceux -pal flag</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -pal 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -pal 1 smb0.nes</span></p>
<p><br/></p>
<p><span class="rvts16">Movie Status Icon Toggle</span></p>
<p>Sets the Status Icon Toggle (see <a class="rvts18" href="ToggleSwitchesHideMenuetc.html">Toggle Switches</a>). &nbsp;1 turns off the status icon, 0 turns it on.</p>
<p><br/></p>
<p><span class="rvts30">fceux -noicon flag</span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -noicon 1</span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -noicon 0 smb0.nes</span></p>
<p><span class="rvts29">fceux -noicon flag</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -noicon 1</span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -noicon 0 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Clip Left and Right Sides</span></p>
<p>Sets the Clip Left and Right Sides Toggle (see <a class="rvts18" href="Video.html">Video Config</a>). &nbsp;1 turns on clipping, 0 turns it off.</p>
<p><br/></p>
<p><span class="rvts30">fceux -clipsides flag</span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -clipsides 0 smb0.nes</span></p>
<p><span class="rvts29">fceux -clipsides flag</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -clipsides 0 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Allow More than 8 Sprites per Scanline</span></p>
<p>Sets the 8 Sprites per scanline flag (see <a class="rvts18" href="Video.html">Video Config</a>). &nbsp;1 turns on extra sprites, 0 turns it off.</p>
<p><br/></p>
<p><span class="rvts30">fceux -no8lim flag</span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -no8lim 0 smb0.nes</span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29">fceux -no8lim flag</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -no8lim 0 smb0.nes</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts16">Disable Speed Throttling</span></p>
<p>Sets the Disable Speed Throttling When Sound is Disabled flag (see <a class="rvts18" href="Timing.html">Timing Config</a>). &nbsp;1 disables throttling, 0 leaves it on.</p>
<p><br/></p>
<p><span class="rvts30">fceux -nothrottle flag</span></p>
<p><span class="rvts29"><br/></span></p>
<p><span class="rvts29"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts29">fceux -nothrottle 0 smb0.nes</span></p>
<p><span class="rvts31"><br/></span></p>
<p><span class="rvts31"><br/></span></p>
<p><span class="rvts29">fceux -nothrottle flag</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts28"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts28">fceux -nothrottle 0 smb0.nes</span></p>
<p><span class="rvts30"><br/></span></p>
<p><span class="rvts30"><br/></span></p>
<p><span class="rvts16">Turbo Toggle</span></p>
<p>Sets the Turbo Toggle. &nbsp;1 Sets Turbo on, 0 leaves it off.</p>
<p><br/></p>
<p><span class="rvts30">fceux &nbsp;-turbo flag</span></p>
<p><span class="rvts29">fceux &nbsp;-turbo flag</span></p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -turbo 1 smb0.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -turbo 1 smb0.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Load Config File</span></p>
@ -216,7 +216,7 @@
<p><br/></p>
<p>fceux -cfg filename</p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -cfg fceux-smbconfig.cfg smb.nes</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -cfg fceux-smbconfig.cfg smb.nes</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Load Lua Script</span></p>
@ -224,7 +224,7 @@
<p><br/></p>
<p>fceux -lua filename</p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts29">fceux -lua memwatch.lua</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;<span class="rvts28">fceux -lua memwatch.lua</span></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Easily create Help documents</a></p>

View File

@ -3,7 +3,7 @@
<head>
<title>Using Lua</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -58,7 +58,7 @@
<p></p>
<p>(written by qFox)</p>
<p><br/></p>
<p><span class="rvts28">Introduction</span></p>
<p><span class="rvts27">Introduction</span></p>
<p><br/></p>
<p>Lua is a scripting language. It is used in games like Farcry and World of Warcraft (and many other games and applications!). Even though you can find all kinds of tutorials online, let me help you with the basics.</p>
<p><br/></p>
@ -74,7 +74,7 @@
<p>When you load the script, the emulator will sort of go into pause mode and hand controls over to Lua (you!). Hence you are responsible for frameadvancing the emulator.</p>
<p>IF YOU DO NOT CALL emu.frameadvance AT THE CYCLE OF THE MAIN LOOP YOU WILL FREEZE THE EMULATOR! There. You have been warned. Don't worry though, you'll make this mistake at least once. Just force-quit the application and try again :)</p>
<p><br/></p>
<p><span class="rvts28">Syntax</span></p>
<p><span class="rvts27">Syntax</span></p>
<p><br/></p>
<p>Now then. Just like any other language, Lua has a few quirks you should be aware of.</p>
<p><br/></p>
@ -177,7 +177,7 @@
<p><br/></p>
<p>For easy reference to the standard libraries look on the bottom half of this page: http://www.lua.org/manual/5.1/</p>
<p><br/></p>
<p><span class="rvts28">Lua in FCEUX</span></p>
<p><span class="rvts27">Lua in FCEUX</span></p>
<p><br/></p>
<p>Now then, let's get to the emulator specifics!</p>
<p><br/></p>

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@ -3,7 +3,7 @@
<head>
<title>Config</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -57,53 +57,53 @@
<p><br/></p>
<p>These chapters explain options under FCEUX's Config menu.</p>
<p><br/></p>
<p><a class="rvts35" href="ToggleSwitchesHideMenuetc.html">Menu Items &amp; Sub-menus</a></p>
<p><a class="rvts34" href="ToggleSwitchesHideMenuetc.html">Menu Items &amp; Sub-menus</a></p>
<p><br/></p>
<p>Explains the basic menu items and sub-menu items in the top of the menu.</p>
<p><br/></p>
<p><a class="rvts35" href="GUI.html">GUI</a></p>
<p><a class="rvts34" href="GUI.html">GUI</a></p>
<p><br/></p>
<p>Settings related to the FCEU emulator window.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts35" href="Directories.html">Directories</a></p>
<p><a class="rvts34" href="Directories.html">Directories</a></p>
<p><br/></p>
<p>Sets Directory override assignments.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts35" href="Input.html">Input</a></p>
<p><a class="rvts34" href="Input.html">Input</a></p>
<p><br/></p>
<p>Assigns keys/joypad buttons to emulated controllers.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts35" href="NetworkPlay.html">Network Play</a></p>
<p><a class="rvts34" href="NetworkPlay.html">Network Play</a></p>
<p><br/></p>
<p>Various settings related to playing over the internet.</p>
<p><br/></p>
<p><a class="rvts35" href="Palette.html">Palette</a></p>
<p><a class="rvts34" href="Palette.html">Palette</a></p>
<p><br/></p>
<p>Palette options.</p>
<p><br/></p>
<p><a class="rvts35" href="SoundOptions.html">Sound</a></p>
<p><a class="rvts34" href="SoundOptions.html">Sound</a></p>
<p><br/></p>
<p>Sets sound configuration options.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts35" href="Timing.html">Timing</a></p>
<p><a class="rvts34" href="Timing.html">Timing</a></p>
<p><br/></p>
<p>Settings related to emulation timing.</p>
<p><br/></p>
<p><a class="rvts26" href="Video.html">Video</a></p>
<p><a class="rvts25" href="Video.html">Video</a></p>
<p><br/></p>
<p>Sets video &amp; graphics configuration options.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts35" href="MovieOptions.html">Movie Options</a></p>
<p><a class="rvts34" href="MovieOptions.html">Movie Options</a></p>
<p><br/></p>
<p>Sets options related to playing/recording movie files</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts35" href="MapHotkeys.html">Map Hotkeys</a></p>
<p><a class="rvts34" href="MapHotkeys.html">Map Hotkeys</a></p>
<p><br/></p>
<p>Sets Hotkey assignments.</p>
<p></p>

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@ -3,7 +3,7 @@
<head>
<title>Context Menu Items</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

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@ -3,7 +3,7 @@
<head>
<title>Convert fcm</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

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@ -3,7 +3,7 @@
<head>
<title>Customizing through the Config File</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -65,7 +65,7 @@
<p><br/></p>
<p><span class="rvts16">Emulator background Color when Graphics Background is disabled</span></p>
<p><br/></p>
<p><span class="rvts32">gNoBGFillColor</span></p>
<p><span class="rvts31">gNoBGFillColor</span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22">When you disable the backgrounds (Config &gt; Display &gt; Graphics: GB), the default color is black. &nbsp;You can change that color by modifying this value. &nbsp;By default it is 255 (black).</span></p>
<p><span class="rvts22"><br/></span></p>

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@ -3,7 +3,7 @@
<head>
<title>Debug</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -56,38 +56,38 @@
<p><br/></p>
<p>Guides for the specific tools and settings under FCEUX's Debug menu.</p>
<p><br/></p>
<p><a class="rvts44" href="Debugger.html">Debugger</a></p>
<p><a class="rvts43" href="Debugger.html">Debugger</a></p>
<p><br/></p>
<p>A tool for looking at game instructions in assembly language. With experience,</p>
<p>one can use it to fix game patching errors, or find RAM and Game Genie codes.</p>
<p><br/></p>
<p><a class="rvts44" href="PPUViewer.html">PPU Viewer</a></p>
<p><a class="rvts43" href="PPUViewer.html">PPU Viewer</a></p>
<p><br/></p>
<p>A tool that displays the current PPU contents and related information. The PPU</p>
<p>viewer allows you to view the graphic squares that make up what's displayed.</p>
<p><br/></p>
<p><a class="rvts44" href="NameTableViewer.html">Name Table Viewer</a></p>
<p><a class="rvts43" href="NameTableViewer.html">Name Table Viewer</a></p>
<p><br/></p>
<p>A tool for displaying the current Name Table contents. Helps to isolate PPU</p>
<p>and tile information, which allows the debugger to be used to check PPU coding.</p>
<p><br/></p>
<p><a class="rvts44" href="HexEditor.html">Hex Editor</a></p>
<p><a class="rvts43" href="HexEditor.html">Hex Editor</a></p>
<p><br/></p>
<p>A tool for displaying a game's RAM contents and for memory poking. Also allows</p>
<p>for reading in the raw PPU data, copy/paste-ing RAM, and visually debugging RAM.</p>
<p><br/></p>
<p><a class="rvts44" href="TraceLogger.html">Trace Logger</a></p>
<p><a class="rvts43" href="TraceLogger.html">Trace Logger</a></p>
<p><br/></p>
<p>Captures assembly code instructions and outputs them to a file or the window. Very</p>
<p>useful for analyzing code, finding crash addresses, fixing transferred routines, and</p>
<p>for comparing routine function between a game and a persistently buggy NSF.</p>
<p><br/></p>
<p><a class="rvts44" href="CodeDataLogger.html">Code/Data Logger</a></p>
<p><a class="rvts43" href="CodeDataLogger.html">Code/Data Logger</a></p>
<p><br/></p>
<p>Allows you to extract the data used by a game. Make patch demos, find data</p>
<p>loaded by a game around a certain point, or just map out a single routine run.</p>
<p><br/></p>
<p><a class="rvts26" href="GameGenieEncoderDecoder.html">Game Genie Encoder/Decoder</a></p>
<p><a class="rvts25" href="GameGenieEncoderDecoder.html">Game Genie Encoder/Decoder</a></p>
<p><br/></p>
<p>Allows you to add Game Genie codes to the Cheats menu, decode existing</p>
<p>ones to their component information, and (re)create a code with desired values.</p>

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<head>
<title>Debugger</title>
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@ -59,7 +59,7 @@
<p><span class="rvts17">Debugger</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Introduction</span></p>
<p><span class="rvts44">Introduction</span></p>
<p><br/></p>
<p>The debugger is a tool for inspecting and manipulating machine instructions and their execution. The debugger window has several components:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
@ -72,7 +72,7 @@
</ul>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Execution and CPU State</span></p>
<p><span class="rvts44">Execution and CPU State</span></p>
<p><br/></p>
<p>Execution is controlled by a series of buttons at the top-middle of the window. These allow you to break (pause) execution and inspect the current state of the NES.</p>
<p><br/></p>
@ -129,7 +129,7 @@
<p>To the right from PPU section there's Cycles counter and Instructions counter that keep counting while the game is running. You can use the information for keeping statistics, for code profiling or writing PPU-synchronized code (e.g. raster effects). You can also make the debugger break automatically based on the counters values. The "Reset counters" button resets both counters to 0.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Disassembly</span></p>
<p><span class="rvts44">Disassembly</span></p>
<p><br/></p>
<p>This large frame takes up the left side of the debugger window. It displays the current contents of memory accessible by the CPU with an automatic disassembly of that data into assembly instructions. The following memory ranges may contain useful data for inspection:</p>
<p><br/></p>
@ -142,8 +142,8 @@
<p><br/></p>
<p>Memory contents are displayed in this form:</p>
<p><br/></p>
<p><span class="rvts46">0F:C0A8:24 1F &nbsp; &nbsp; BIT $001F = #$80</span></p>
<p><span class="rvts46">bb:mmmm:dd dd dd &nbsp;iiiiiiiiiiiii...</span></p>
<p><span class="rvts45">0F:C0A8:24 1F &nbsp; &nbsp; BIT $001F = #$80</span></p>
<p><span class="rvts45">bb:mmmm:dd dd dd &nbsp;iiiiiiiiiiiii...</span></p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>bb &nbsp; - 16k iNES bank, designates which 16k bank from the iNES file is mapped here. Note that the number may be not the same as mapper bankswitching current bank.</li>
@ -161,7 +161,7 @@
<p>There is an empty column to the left of the memory view. Left clicking on this column will open the Inline Assembler, which allows you to patch the ROM at runtime. Right clicking on this column will open the Hex Editor, which allows you to directly edit the ROM. Middle-clicking on this column will bring up the <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie Encoder</a> at that address, so you can easily make Game Genie codes.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Breakpoints</span></p>
<p><span class="rvts44">Breakpoints</span></p>
<p><br/></p>
<p>Breakpoints will break execution when chosen conditions are met. To create a breakpoint, click the Add button in the BreakPoints frame in the upper right corner of the debugger.</p>
<p><br/></p>
@ -183,8 +183,8 @@
<p><br/></p>
<p>Breakpoints are listed in the following form:</p>
<p><br/></p>
<p><span class="rvts46">aaaa: EmRWXF : nnnn</span></p>
<p><span class="rvts46">aaaa-aaaa: EmRWXF : nnnn</span></p>
<p><span class="rvts45">aaaa: EmRWXF : nnnn</span></p>
<p><span class="rvts45">aaaa-aaaa: EmRWXF : nnnn</span></p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>aaaa - address of breakpoint</li>
@ -198,7 +198,7 @@
</ul>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Conditional Breakpoints</span></p>
<p><span class="rvts44">Conditional Breakpoints</span></p>
<p><br/></p>
<p>Breakpoints may also have a conditional statement that causes them to execute only if that statement evaluates to true. The conditional breakpoint grammar has this form:</p>
<p><br/></p>
@ -227,19 +227,19 @@
<p><span class="rvts15">Example conditions:</span></p>
<p><br/></p>
<p>Break if register A is less than value at memory address $0005:</p>
<p><span class="rvts46">A &lt; $0005</span></p>
<p><span class="rvts45">A &lt; $0005</span></p>
<p><br/></p>
<p>Break if the program counter is 8123:</p>
<p><span class="rvts46">P == #8123</span></p>
<p><span class="rvts45">P == #8123</span></p>
<p><br/></p>
<p>Break if the value at the indirect address on zeropage $10 is not equal to FF:</p>
<p><span class="rvts46">#FF != $[$10+($11*#100)]</span></p>
<p><span class="rvts45">#FF != $[$10+($11*#100)]</span></p>
<p><br/></p>
<p>Break if flag N is clear or A is not equal to 00:</p>
<p><span class="rvts46">(N==#0 || A!=#0)</span></p>
<p><span class="rvts45">(N==#0 || A!=#0)</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Bookmarks</span></p>
<p><span class="rvts44">Bookmarks</span></p>
<p><br/></p>
<p>A list of bookmark addresses can be kept in the Address Bookmarks frame to make memory navigation easier. Simply type a hexadecimal address (or a convenient string, such as "NMI") and click "Add" to add it to your bookmarks. Alternatively, just click on any address in the Disassembly window, and the address will appear in the Bookmark Add field, so you don't have to type it.</p>
<p>Next time you wish to go to this address just double click on the bookmark.</p>
@ -247,7 +247,7 @@
<p>When you exit the emulator, bookmarks are saved in a .deb file. Next time you return to debugging the list of bookmarks will be automatically loaded from the file.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Inline Assembler</span></p>
<p><span class="rvts44">Inline Assembler</span></p>
<p><br/></p>
<p>Open the inline assembler by left-clicking in the empty column to the left of the memory view.</p>
<p><br/></p>
@ -256,11 +256,11 @@
<p>Click Apply to apply your patch to the ROM in memory. Click Undo to remove the last assembled line. After applying a patch, clicking Save will allow you to save this patch directly to the ROM file.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Symbolic Debugging</span></p>
<p><span class="rvts44">Symbolic Debugging</span></p>
<p><br/></p>
<p>This feature makes it possible to rename addresses in the disassembly window (e.g. $C022) to easily understandable names (e.g. AddHealthpoints). You can also add comments to lines in the disassembly window. You can enable symbolic debugging by clicking the checkbox "Symbolic Debug".</p>
<p>This feature makes it possible to rename addresses in the disassembly window (e.g. $C022) to easily understandable names (e.g. AddHealthpoints). You can also add comments to lines in the disassembly window. You can enable symbolic debugging by clicking the checkbox "Symbolic debug".</p>
<p><br/></p>
<p>To use this feature, create name list files (Filename should be like this: *.(bank).nl / *.ram.nl, <span class="rvts15">Example:</span> NES Test Cart (PD).nes.0.nl, NES Test Cart (PD).nes.ram.nl) which contain names and comments you wish to display in the disassembly window. These files are simple ASCII text files.</p>
<p>To use this feature, create "name list files" in any text editor like Notepad (Filename should be like this: *.(bank).nl / *.ram.nl, <span class="rvts15">Example:</span> NES Test Cart (PD).nes.0.nl, NES Test Cart (PD).nes.ram.nl) which contain names and comments you wish to display in the disassembly window. These files are simple ASCII text files.</p>
<p><br/></p>
<p><span class="rvts15">Example of contents of a NL file:</span></p>
<p><br/></p>
@ -293,8 +293,10 @@
<p><br/></p>
<p>To reload the NL files of the currently active ROM file press the "Reload Symbols" button.</p>
<p><br/></p>
<p>When the "Symbolic debug" option is enabled, both the Debugger and Hex Editor will display symbolic names instead of specified addresses, so the debugging process becomes much easier.</p>
<p><br/></p>
<p><span class="rvts45">Other</span></p>
<p><br/></p>
<p><span class="rvts44">Other</span></p>
<p><br/></p>
<p>If the ".DEB files" checkbox in the lower right corner of the debugger window is checked, the emulator will automatically save debug settings such as breakpoints and bookmarks in a .deb file alongside the NES ROM, and load these settings next time you open the ROM.</p>
<p><br/></p>

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<head>
<title>Directories</title>
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<head>
<title>External Input</title>
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<head>
<title>FAQ / Guides</title>
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@ -56,22 +56,22 @@
<p><br/></p>
<p>Information regarding various concepts such as TAS, ROM Hacking, RAM Mapping.</p>
<p><br/></p>
<p><a class="rvts71" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
<p><a class="rvts70" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
<p><br/></p>
<p>A guide to common problems people experience, and what to do about them.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts71" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
<p><a class="rvts70" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
<p><br/></p>
<p>Information regarding Tool Assisted Speedruns and the TAS community.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts71" href="ROMHacking.html">ROM Hacking</a></p>
<p><a class="rvts70" href="ROMHacking.html">ROM Hacking</a></p>
<p><br/></p>
<p>Information regarding making ROM Hacks and the ROM Hacking community.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts71" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
<p><a class="rvts70" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
<p><br/></p>
<p>A guide to the layout of NES RAM, and how to interpret its contents.</p>
<p><br/></p>

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<head>
<title>FCE Ultra Version History</title>
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@ -48,7 +48,7 @@
<a href="Overview.html"><img src="img/arrow_left.png" alt="Previous"/></a>
<a href="WhatsNew220.html"><img src="img/arrow_right.png" alt="Next"/></a>
<a href="WhatsNew221.html"><img src="img/arrow_right.png" alt="Next"/></a>
</div>
<div class="clear"></div>

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@ -3,7 +3,7 @@
<head>
<title>Famicom Disk Sytem</title>
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@ -90,9 +90,9 @@
<p><br/></p>
<p>To switch disk side you first have to eject the disk, and after switching sides you have to insert the disk back.</p>
<p>Many FDS games ask you to switch disk side before you can proceed from the title screen. So you have to do the following:</p>
<p>1) choose <span class="rvts33">NES -&gt; Eject/Insert Disk</span>, the message "Disk 0 Side A Ejected" will appear</p>
<p>2) choose <span class="rvts33">NES -&gt; Switch Disk Side</span>, the message "Disk 0 Side B Selected" will appear</p>
<p>3) choose <span class="rvts33">NES -&gt; Eject/Insert Disk</span> again, the message "Disk 0 Side B Inserted" will appear, and the game will change from title screen to player select screen.</p>
<p>1) choose <span class="rvts32">NES -&gt; Eject/Insert Disk</span>, the message "Disk 0 Side A Ejected" will appear</p>
<p>2) choose <span class="rvts32">NES -&gt; Switch Disk Side</span>, the message "Disk 0 Side B Selected" will appear</p>
<p>3) choose <span class="rvts32">NES -&gt; Eject/Insert Disk</span> again, the message "Disk 0 Side B Inserted" will appear, and the game will change from title screen to player select screen.</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>

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<head>
<title>GUI</title>
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@ -88,7 +88,7 @@
<p><br/></p>
<p><span class="rvts16">Switch fullscreen by double-click</span></p>
<p><br/></p>
<p>This is enabled by default. This allows you to switch between fullscreen mode and windowed mode by double-click on the emulator with left mouse button.</p>
<p>If enabled, you may switch between fullscreen mode and windowed mode by a double-click on the emulator.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Partially disable Visual Themes (Requires restart)</span></p>

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@ -3,7 +3,7 @@
<head>
<title>Game Genie Encoder/Decoder</title>
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<head>
<title>Game file compatibility</title>
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<head>
<title>General</title>
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@ -56,27 +56,27 @@
<p><br/></p>
<p>Guides for general uses of FCEUX.</p>
<p><br/></p>
<p><a class="rvts27" href="Gettingstarted.html">Getting Started</a></p>
<p><a class="rvts26" href="Gettingstarted.html">Getting Started</a></p>
<p><br/></p>
<p>A guide for loading games, setting up controls, etc.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts26" href="CommandLineOptions.html">Command Line Options</a></p>
<p><a class="rvts25" href="CommandLineOptions.html">Command Line Options</a></p>
<p><br/></p>
<p>FCEUX as an extensive set of options for running from command line (or .bat file). &nbsp;This guide explains all command options available.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts27" href="FamicomDiskSytem.html">Famicom Disk System</a></p>
<p><a class="rvts26" href="FamicomDiskSytem.html">Famicom Disk System</a></p>
<p><br/></p>
<p>A guide for playing Famicom Disk System (.fds) games.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts27" href="MovieRecording.html">Movie Recording</a></p>
<p><a class="rvts26" href="MovieRecording.html">Movie Recording</a></p>
<p><br/></p>
<p>A guide for playing and recording movie input files (.fm2).</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts27" href="AVICapturing.html">AVI Capturing</a></p>
<p><a class="rvts26" href="AVICapturing.html">AVI Capturing</a></p>
<p><br/></p>
<p>A guide for capturing a game/movie file into an AVI file.</p>
<p></p>

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<head>
<title>Getting Started</title>
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@ -58,7 +58,7 @@
<p></p>
<p><span class="rvts17">Getting Started</span></p>
<p><br/></p>
<p><span class="rvts28">Playing Games</span></p>
<p><span class="rvts27">Playing Games</span></p>
<p><br/></p>
<p>The most basic function of FCEUX is to play Nintendo Entertainment System (NES) and Famicom Disk System (FDS) games.</p>
<p><br/></p>

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<head>
<title>Hex Editor</title>
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@ -60,7 +60,7 @@
<p><br/></p>
<p><span class="rvts16">Introduction</span></p>
<p><br/></p>
<p>The Hex editor is a very powerful memory viewing/editing tool and obsoletes the Memory Viewer tool from the FCE Ultra and FCEU Rerecording branches.</p>
<p>The Hex Editor is a very powerful memory viewing/editing tool and obsoletes the Memory Viewer tool from the FCE Ultra and FCEU Rerecording branches.</p>
<p><br/></p>
<p>It can do a wide range of things. &nbsp;It allows you to view the entire RAM &amp; ROM contents in an expandable dialog Window. &nbsp;It makes it easy to edit the game's RAM, PPU memory, and even its currently-loaded ROM data by simply typing in values in the editor. You can also "freeze" parts of RAM (to prevent the game from modifying the data there), search for data, and even copy and paste data to/from the clipboard. &nbsp;Furthermore, table files are supported, so you can edit a game's text in real-time and see the result immediately.</p>
<p><br/></p>
@ -71,13 +71,13 @@
<p><br/></p>
<p>The Hex Editor lets you edit three major areas:</p>
<p><br/></p>
<p><span class="rvts33">1. NES MEMORY</span></p>
<p><span class="rvts32">1. NES MEMORY</span></p>
<p>This allows you to directly edit all of the NES address space ($0000-$FFFF). While you can easily modify RAM, or write directly to registers by typing in data, you cannot modify ROM data ($8000-$FFFF) itself. &nbsp;This is because most mappers have registers which are located in this space; so writing there can trigger mapper operations that may cause the game to crash or glitch if you don't know what you're doing. &nbsp;If you want to edit the ROM itself, right-click on the offset and select &nbsp;"Go here in ROM file"; that will take you directly to where you need to be so you can start editing. &nbsp;You can also freeze RAM by clicking on it with the middle mouse button, or by using the right-click menu. This works by adding it directly to the Cheat List, which you can see from the Cheat Console. &nbsp;Finally, the right-click menu can be used to quickly add a read or write breakpoint to the debugger.</p>
<p><br/></p>
<p><span class="rvts33">2. PPU MEMORY</span></p>
<p><span class="rvts32">2. PPU MEMORY</span></p>
<p>This allows you to directly view and write to PPU memory (VRAM).</p>
<p><br/></p>
<p><span class="rvts33">3. THE ROM FILE</span></p>
<p><span class="rvts32">3. THE ROM FILE</span></p>
<p>This is possibly the coolest part of FCEUXD: &nbsp;It allows you to edit the ROM file in real-time, i.e. while the game is running. If you make a mistake, press Ctrl+Z or Edit-&gt;Undo to undo your change (then load a save-state if the game crashed). &nbsp;If you have the <a class="rvts18" href="CodeDataLogger.html">Code/Data Logger</a> running, then bytes that were logged will be colored.</p>
<p><br/></p>
<p>The Hex Editor also has support for table files (*.tbl) to map bytes to text. Each line consists of four characters of the form "xx=y", where "xx" is the hex value, and "y" is the character that that value represents. &nbsp;I have also added an extension to represent the Return key: &nbsp;xx=ret whereby pressing the Return key will enter that value into the ROM. &nbsp;You can copy/paste data or text by selecting it and using Ctrl+Z (to copy) and Ctrl+V (to paste). Plus, there is an Edit-&gt;Find feature that you can use to search for data. This feature should be fairly intuitive, so I won't bother to explain it.</p>
@ -88,7 +88,8 @@
<p><span class="rvts10"><br/></span></p>
<p>NES memory from $8000-$FFFF is where the game's PRG-ROM code is mapped. &nbsp;Whenever you type in a value in the NES memory editor, it effectively writes that value to that address. Many games use mappers, which are usually accessed by writing to $8000-$FFFF (which is read-only)... and if *you* were to do so, it may trigger a bankswitch, which could easily make the game crash. In any event, doing so will not modify the ROM itself. &nbsp;What you *can* do, though, is edit the PRG-ROM itself by right-clicking on the offset you wish to edit, and selecting "Go here in the ROM file", which should take you to that spot in the ROM instead, where you can change the data at instead.</p>
<p><br/></p>
<p>.</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Easily create Help documents</a></p>

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<head>
<title>Input</title>
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@ -59,9 +59,10 @@
<p><span class="rvts17">Input Configuration</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Setting up controllers</span></p>
<p><span class="rvts27">Setting up controllers</span></p>
<p><br/></p>
<p>On the pull down menus, you can select the device you want to be emulated on input ports 1 and 2 (game pad, zapper, pad, paddle). If you check the box labeled "Attach four-score(implies four gamepads)", you won't be able to select any of these options, because the four-score allowed someone to use 2 extra controllers.</p>
<p>On the pull down menus, you can select the device you want to be emulated on input ports 1 and 2 (game pad, zapper, pad, paddle). Note: you can't change this setting while a movie is being played or recorded.</p>
<p>If you check the box labeled "Attach four-score(implies four gamepads)", you won't be able to select any of these options, because the four-score allows to use 2 extra controllers.</p>
<p>The device currently being emulated on each port is listed above the drop down list; loading certain games will override your settings, but only temporarily.</p>
<p><br/></p>
<p>To bind these controls to specific keys/joystick controls use the &nbsp;"configure" the device listed above each drop-down list.</p>
@ -88,17 +89,17 @@
<p><br/></p>
<p>Checking this box will replace the Start button used by controller 2 with the microphone option found on the famicom. Pressing the Microphone button is like blowing or yelling into it on the console equipment. The Port 2 controller used for the Famicom included a microphone and a volume control in place of the Start and Select buttons. This option isn't automatically detected, so it has to be manually enabled by the user. Movie files may also enable and use this feature. Both Famicom Cartridges and Famicom Disks have made use of this feature, such as both the cartridge and disk version of Zelda 1, Hikari Shinwa, and Takeshi no Chosenjo. Games other than those listed here use this feature.</p>
<p><br/></p>
<p><span class="rvts28">Input Presets</span></p>
<p><span class="rvts28"><br/></span></p>
<p><span class="rvts27">Input Presets</span></p>
<p><span class="rvts27"><br/></span></p>
<p>This feature allow you to set the current input configuration to one of three presets. &nbsp;This gives you the option to quickly change from one input configuration to another (such as toggling between 1 or 2 controllers and/or toggling from controller 2 being bound to controller 1 or having its own controls).</p>
<p><br/></p>
<p>To assign the current input configuration to a preset press the down arrow next to one of the presets. &nbsp;To assign the preset as the current input configuration press the up arrow or use the hotkey assigned to that specific preset. &nbsp;Preset hotkeys can be assigned in the <a class="rvts18" href="MapHotkeys.html">Map Hotkeys</a> menu.</p>
<p><br/></p>
<p><span class="rvts28">Disable left+right/up+down</span></p>
<p><span class="rvts27">Disable left+right/up+down</span></p>
<p><br/></p>
<p>By default FCEUX allows you to press both the left and right controls at the same time (or up and down). &nbsp;To disable this feature uncheck the checkbox on the left. </p>
<p><br/></p>
<p><span class="rvts28">Auto-Hold</span></p>
<p><span class="rvts27">Auto-Hold</span></p>
<p><br/></p>
<p>Clicking the auto hold button will allow you to assign a hotkey to the auto-hold feature. &nbsp;</p>
<p>Clicking the clear button will allow you to assign a hotkey to the clear auto-holds feature.</p>

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<head>
<title>Introduction</title>
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<head>
<title>Introduction</title>
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<head>
<title>Lua Bot</title>
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<head>
<title>Getting Started</title>
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@ -56,19 +56,19 @@
<div id="topic_content">
<p></p>
<p><span class="rvts56">Using Lua scripting</span></p>
<p><span class="rvts33"><br/></span></p>
<p><span class="rvts55">Using Lua scripting</span></p>
<p><span class="rvts32"><br/></span></p>
<p>Lua is built into FCEUX as of 2.1.2, and luapack DLL files are no longer needed in this and later versions.</p>
<p><br/></p>
<p>To run lua scripts in older versions of FCEUX, you will need the lua pack which can be found <a class="rvts18" href="http://fceux.com/luapack">here</a>. The .dll files must be unzipped in the same folder as fceux.exe.</p>
<p><span class="rvts56"><br/></span></p>
<p><span class="rvts56">Core Lua Documentation</span></p>
<p><span class="rvts33"><br/></span></p>
<p><span class="rvts55"><br/></span></p>
<p><span class="rvts55">Core Lua Documentation</span></p>
<p><span class="rvts32"><br/></span></p>
<p>If you have never programmed, you will probably want to start by learning the basic of Lua, which is too broad for the scope of this help file. &nbsp;Try searching on the Internet for "Lua tutorial". &nbsp;As of this writing, it's official homepage is <a class="rvts18" href="http://www.lua.org/">http://www.lua.org/</a></p>
<p><br/></p>
<p>If you are familiar with any programming language you will probably not have too much difficulty adjusting to the syntax and structure of Lua. &nbsp;You will probably also find useful information on the Internet.</p>
<p><span class="rvts56"><br/></span></p>
<p><span class="rvts56">GUI Frontend</span></p>
<p><span class="rvts55"><br/></span></p>
<p><span class="rvts55">GUI Frontend</span></p>
<p><br/></p>
<p>To use a Lua script, you need to create one in a text editor. &nbsp;The name of the file created should end in .lua to indicate that it is a Lua script.</p>
<p><br/></p>
@ -76,7 +76,7 @@
<p><br/></p>
<p>To end a Lua script, choose "Stop Lua Script" ***from where***.</p>
<p><br/></p>
<p><span class="rvts56">FCEUX Lua Basics</span></p>
<p><span class="rvts55">FCEUX Lua Basics</span></p>
<p><br/></p>
<p>Your script will be constructed according to the rules of Lua, but you will use FCEUX-specific functions to interact with the emulator. &nbsp;For example, one of the most often-used functions is emu.frameadvance() which will tell the emulator to advance exactly one frame, which is the basic unit of time on an NES.</p>
<p><br/></p>

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<head>
<title>Lua Scripting</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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@ -61,19 +61,19 @@
<p>A bit of previous programming knowledge will be useful in taking advantage of this feature, but it is certainly not a requirement. &nbsp;Lua is specifically written with the intention of being easier than most languages for anyone to understand and use.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts55" href="LuaGettingStarted.html">Getting Started</a></p>
<p><a class="rvts54" href="LuaGettingStarted.html">Getting Started</a></p>
<p><br/></p>
<p>The basics of Lua scripting, its implementation into FCEUX, and how to get started using Lua.</p>
<p><br/></p>
<p><a class="rvts55" href="Commands.html">Using Lua</a></p>
<p><a class="rvts54" href="Commands.html">Using Lua</a></p>
<p><br/></p>
<p>How to use Lua and basic syntax/commands that are useable under FCEUX.</p>
<p><br/></p>
<p><a class="rvts55" href="LuaFunctionsList.html">Lua Functions List</a></p>
<p><a class="rvts54" href="LuaFunctionsList.html">Lua Functions List</a></p>
<p><br/></p>
<p>A list of Lua functions available in FCEUX and a brief description of each.</p>
<p><br/></p>
<p><a class="rvts55" href="LuaBot.html">Lua Bot</a></p>
<p><a class="rvts54" href="LuaBot.html">Lua Bot</a></p>
<p><br/></p>
<p>How to use Luau's version of Basic bot.</p>
<p></p>

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<head>
<title>Map Hotkeys</title>
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<head>
<title>Memory Watch</title>
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@ -68,7 +68,7 @@
<p>To display a ram value, simply type its address into one of the address fields. &nbsp;The name field allows you to put a brief description of the value. &nbsp; </p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Prefixes</span></p>
<p><span class="rvts27">Prefixes</span></p>
<p><br/></p>
<p>You must put in the hexi-decimal value of the address, &nbsp;but the value will be displayed will be decimal by default.</p>
<p><br/></p>
@ -79,20 +79,20 @@
<p>Use a prefix of "X" to watch a 2 byte value in hex.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Saving/Loading Watch files</span></p>
<p><span class="rvts27">Saving/Loading Watch files</span></p>
<p><br/></p>
<p>You can save your addresses into watch files, as well as loading previous files using the standard save,load,new options in the File menu.</p>
<p><br/></p>
<p>FCEUX uses the /memw folder by default but you can specify a new default folder in the <a class="rvts18" href="Directories.html">Directory Override</a> menu.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Options Menu</span></p>
<p><span class="rvts27">Options Menu</span></p>
<p><br/></p>
<p>If you select <span class="rvts33">Load on Start up</span>, Memory watch will load up automatically when FCEU is started. </p>
<p>If you select <span class="rvts32">Load on Start up</span>, Memory watch will load up automatically when FCEU is started. </p>
<p><br/></p>
<p>If you select <span class="rvts33">Load Last File on Start up</span>, the most recent file in the Recent folder will be loaded when memory watch is loaded.</p>
<p>If you select <span class="rvts32">Load Last File on Start up</span>, the most recent file in the Recent folder will be loaded when memory watch is loaded.</p>
<p><br/></p>
<p>If you select <span class="rvts33">Collapse to 1 Column </span>(or press the right arrow button on the bottom left of the dialog), the memory watch dialog is reduced to just 1 column.</p>
<p>If you select <span class="rvts32">Collapse to 1 Column </span>(or press the right arrow button on the bottom left of the dialog), the memory watch dialog is reduced to just 1 column.</p>
<p><br/></p>
<p><span class="rvts16">Frozen Memory Addresses</span></p>
<p><br/></p>
@ -112,7 +112,7 @@
<p>Reset will reset the count to 0.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts43">Usage Example:</span></p>
<p><span class="rvts42">Usage Example:</span></p>
<p><br/></p>
<p>As an example of the memory change monitoring, Let's say we are recording a movie of the game Super C and want to keep track of when the game lags.</p>
<p>The ram address 001C functions as a "lag flag". &nbsp;It will remain 0, then change to a positive value on a frame that the game lags.</p>

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<head>
<title>Movie Options</title>
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<head>
<title>Movie Recording</title>
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<head>
<title>Movie &amp; Savestate formats</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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@ -60,11 +60,11 @@
<p><br/></p>
<p>The Following documentation deals with the specific technical information regarding the format of movie &amp; savestate files.</p>
<p><br/></p>
<p><a class="rvts26" href="fm2.html">.fm2</a> - FCEUX Movie file format</p>
<p><a class="rvts25" href="fm2.html">.fm2</a> - FCEUX Movie file format</p>
<p><br/></p>
<p><a class="rvts26" href="fcm.html">.fcm</a> - Movie file format from previous FCEU versions (compatible with FCEUX via <a class="rvts18" href="Covertfcm.html">Convert FCM</a>)</p>
<p><a class="rvts25" href="fcm.html">.fcm</a> - Movie file format from previous FCEU versions (compatible with FCEUX via <a class="rvts18" href="Covertfcm.html">Convert FCM</a>)</p>
<p><br/></p>
<p><a class="rvts26" href="fcs.html">.fcs</a> - Savestate file format</p>
<p><a class="rvts25" href="fcs.html">.fcs</a> - Savestate file format</p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Easy CHM and documentation editor</a></p>
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<head>
<title>NES Menu</title>
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@ -77,7 +77,7 @@
<p>Emulates the inserting of a coin in an arcade-style game.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts34">Emulation Speed Sub Menu</span></p>
<p><span class="rvts33">Emulation Speed Sub Menu</span></p>
<p><br/></p>
<p><span class="rvts16">Speed Up</span></p>
<p>Speeds up emulation (emulation speed ranges from 1% to 6400%)</p>

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<head>
<title>NES Processing</title>
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<head>
<title>NES RAM (Mapping/Finding Values)</title>
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@ -64,16 +64,16 @@
<p><br/></p>
<p><span class="rvts12">Contents</span></p>
<p><br/></p>
<p><span class="rvts41">Memory Map</span></p>
<p><span class="rvts40">Memory Map</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Gives a diagram of the 2A03 CPU memory map .</p>
<p><br/></p>
<p><span class="rvts41">2C02 PPU memory map</span></p>
<p><span class="rvts40">2C02 PPU memory map</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Gives more detailed info about each section of the Memory map diagram</p>
<p><br/></p>
<p><span class="rvts41">Game Ram Details</span></p>
<p><span class="rvts40">Game Ram Details</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;On board RAM Map ($000-$07FF) Map (gives specific info on the how NES games typically layout their ram values)</p>
<p><br/></p>
<p><span class="rvts41">Online Resources</span></p>
<p><span class="rvts40">Online Resources</span></p>
<p><a class="rvts18" href="http://en.wikibooks.org/wiki/NES_Programming">NES Programming - Wikipedia</a></p>
<p><a class="rvts18" href="http://everything2.com/e2node/NES%2520memory%2520map">NES Memory Map</a></p>
<p><br/></p>
@ -84,7 +84,7 @@
<p>2A03 CPU is a 6502-compatible CPU without the decimal mode (CLD and SED do nothing). It has an on-die sound generator, very limited DMA capability, and an input device controller that can be accessed through the 2A03 registers.</p>
<p><br/></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p>
<p><span class="rvts37">6502 CPU Memory Map &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p><span class="rvts36">6502 CPU Memory Map &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p>Address Range &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Size in bytes &nbsp; &nbsp; &nbsp; &nbsp;Notes (Page size = 256bytes)</p>
<p><span class="rvts15">(Hexadecimal)</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts15"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p><br/></p>
@ -171,7 +171,7 @@
<p><br/></p>
<p>Most games use the basic on board ram. &nbsp;The address range of this ram is $0000-$07FF. &nbsp;This translates to 2048 possible ram values.</p>
<p><br/></p>
<p><span class="rvts41">Pages</span></p>
<p><span class="rvts40">Pages</span></p>
<p><br/></p>
<p>This ram is broken down into 8 pages. &nbsp;A "page" is a block of 256 ram values.</p>
<p><br/></p>
@ -189,26 +189,26 @@
<p><br/></p>
<p>There are always the following blocks:</p>
<p><br/></p>
<p><span class="rvts33">Sprite Data</span><span class="rvts33"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts33"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 2</p>
<p><span class="rvts32">Sprite Data</span><span class="rvts32"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts32"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 2</p>
<p><br/></p>
<p>I've yet to see map a game that does not use this block solely for sprite data. &nbsp;It will contain the "ID" numbers for all the items currently on the screen. &nbsp;Simply put, this data is precisely the data you see on the screen. &nbsp;For making TAS movies this is not useful data. &nbsp;If you are using cheat search and have narrowed it down your search to a few values, you can immediately discard any $02xx values.</p>
<p><br/></p>
<p>In games with a lot of sprite data, I've seen blocks 1 &amp; 3 also reserved for sprite data.</p>
<p><br/></p>
<p><span class="rvts33">Music &amp; Sound FX</span><span class="rvts33"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 1 or 7, generally</p>
<p><span class="rvts32">Music &amp; Sound FX</span><span class="rvts32"> &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 1 or 7, generally</p>
<p><br/></p>
<p>This one has more deviation, but almost all games reserve an entire block for memory allocated to the game's Music and Sound FX. &nbsp;Again, for TAS purposes these values are not *useful. By finding even 1 of these values, you can eliminate that block from your search possibilities. &nbsp; Finding which block is reserved for music is often quite simple with the <a class="rvts18" href="HexEditor.html">Hex editor</a>. &nbsp;Watching the ram values with the game playing, you can see which addresses "move to the beat". &nbsp;</p>
<p><br/></p>
<p>*Actually they can come in handy for "dancing to the beat"</p>
<p><br/></p>
<p><span class="rvts33">Player &amp; Enemy Stats</span> &nbsp; &nbsp; &nbsp; &nbsp;Blocks 1,3,4,5 generally (any or all of these)</p>
<p><span class="rvts32">Player &amp; Enemy Stats</span> &nbsp; &nbsp; &nbsp; &nbsp;Blocks 1,3,4,5 generally (any or all of these)</p>
<p><br/></p>
<p>This is your "sweet spot" for movie making, as often you will be wanting to track the players speed or coordinates, enemy energy, or enemy coordinates.</p>
<p><br/></p>
<p>These values rarely (if at all) reside outside blocks 1, 3, 4, or 5. &nbsp;This knowledge already reduces your search possibilities in half!</p>
<p><br/></p>
<p><span class="rvts41">Rows </span></p>
<p><span class="rvts41"><br/></span></p>
<p><span class="rvts40">Rows </span></p>
<p><span class="rvts40"><br/></span></p>
<p>Each block is broken down into 16 "rows" of addresses. &nbsp;For example, in block 3, the first row is $030x ($0300-$030F).</p>
<p><br/></p>
<p>Each row of 16* will contain similar data. &nbsp;For instance all x coordinates will generally be in the same row. &nbsp;So xxx0 might be the main characters x position. &nbsp;xxxx1 would be "enemy 1" (1st enemy loaded onto the screen), and so on.</p>
@ -217,7 +217,7 @@
<p><br/></p>
<p>*Super Mario Bros. 2 (U) is a rare example that uses rows of 10</p>
<p><br/></p>
<p><span class="rvts41">Columns</span></p>
<p><span class="rvts40">Columns</span></p>
<p><br/></p>
<p>A column would be all the values of a block that share the same last digit. &nbsp;So a column would be 16 addresses such as $0300, $0310, $0320, etc.</p>
<p><br/></p>
@ -227,28 +227,28 @@
<p><br/></p>
<p>If the next row ($031x) is x positions. &nbsp;$0310 would be the player's x position. &nbsp;The remaining positions of that row would correspond to the other player/enemy x positions in line with the hp values of the previous row.</p>
<p><br/></p>
<p><span class="rvts41">Example</span></p>
<p><span class="rvts40">Example</span></p>
<p><br/></p>
<p>These distinctions are easier to see in a visual example. &nbsp;This is the enemy/player stats as they are mapped in the game <span class="rvts30">Teenage Mutant Ninja Turtles</span>.</p>
<p>These distinctions are easier to see in a visual example. &nbsp;This is the enemy/player stats as they are mapped in the game <span class="rvts29">Teenage Mutant Ninja Turtles</span>.</p>
<p><br/></p>
<p><span class="rvts33">Block 4</span></p>
<p><span class="rvts72"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts72"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts72"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;P &nbsp;W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X &nbsp;X &nbsp;X &nbsp;X &nbsp;</span></p>
<p><span class="rvts29">Sprite ID: &nbsp; &nbsp; &nbsp; &nbsp;040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">ID counter: &nbsp; &nbsp; &nbsp; 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">Timer/sp change: &nbsp;042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">hit animation: &nbsp; &nbsp;043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">characteristics: &nbsp;044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">characteristics: &nbsp;045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">Y position: &nbsp; &nbsp; &nbsp; 046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">Y subpixel: &nbsp; &nbsp; &nbsp; 047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">X position: &nbsp; &nbsp; &nbsp; 048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">X subpixel: &nbsp; &nbsp; &nbsp; 049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">Y pix speed: &nbsp; &nbsp; &nbsp;04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">Y subpix speed: &nbsp; 04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">X pix speed: &nbsp; &nbsp; &nbsp;04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00</span></p>
<p><span class="rvts29">X subpix speed: &nbsp; 04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00</span></p>
<p><span class="rvts32">Block 4</span></p>
<p><span class="rvts71"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts71"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts71"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;P &nbsp;W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X &nbsp;X &nbsp;X &nbsp;X &nbsp;</span></p>
<p><span class="rvts28">Sprite ID: &nbsp; &nbsp; &nbsp; &nbsp;040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">ID counter: &nbsp; &nbsp; &nbsp; 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">Timer/sp change: &nbsp;042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">hit animation: &nbsp; &nbsp;043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">characteristics: &nbsp;044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">characteristics: &nbsp;045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">Y position: &nbsp; &nbsp; &nbsp; 046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">Y subpixel: &nbsp; &nbsp; &nbsp; 047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">X position: &nbsp; &nbsp; &nbsp; 048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">X subpixel: &nbsp; &nbsp; &nbsp; 049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">Y pix speed: &nbsp; &nbsp; &nbsp;04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">Y subpix speed: &nbsp; 04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">X pix speed: &nbsp; &nbsp; &nbsp;04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00</span></p>
<p><span class="rvts28">X subpix speed: &nbsp; 04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00</span></p>
<p><br/></p>
<p>P = current turtle (player)</p>
<p>W = weapon (up to 3 on the screen at one time)</p>

View File

@ -3,7 +3,7 @@
<head>
<title>NES Scrolling 1</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

View File

@ -3,7 +3,7 @@
<head>
<title>NES Scrolling 2</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

View File

@ -3,7 +3,7 @@
<head>
<title>NES Sound</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -259,18 +259,18 @@
<p>************************</p>
<p> This section will describe the internal components making up each individual channel. Each component will then be described in full detail.</p>
<p><br/></p>
<p><span class="rvts65">Device</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> Triangle Noise &nbsp;Square</span></p>
<p><span class="rvts65">------</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> -------- ------ ------</span></p>
<p><span class="rvts65">triangle step generator</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65">X</span></p>
<p><span class="rvts65">linear counter</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65">X</span></p>
<p><span class="rvts65">programmable timer</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts65">length counter</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts65">4-bit DAC</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts65">volume/envelope decay unit</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts65">sweep unit</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp;X</span></p>
<p><span class="rvts65">duty cycle generator</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp;X</span></p>
<p><span class="rvts65">wavelength converter</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> X</span></p>
<p><span class="rvts65">random number generator</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> X</span></p>
<p><span class="rvts64">Device</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> Triangle Noise &nbsp;Square</span></p>
<p><span class="rvts64">------</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> -------- ------ ------</span></p>
<p><span class="rvts64">triangle step generator</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64">X</span></p>
<p><span class="rvts64">linear counter</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64">X</span></p>
<p><span class="rvts64">programmable timer</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts64">length counter</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts64">4-bit DAC</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts64">volume/envelope decay unit</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts64">sweep unit</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp;X</span></p>
<p><span class="rvts64">duty cycle generator</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp;X</span></p>
<p><span class="rvts64">wavelength converter</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> X</span></p>
<p><span class="rvts64">random number generator</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts64"> X</span></p>
<p><br/></p>
<p><br/></p>
<p>+-------------------------+</p>

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@ -3,7 +3,7 @@
<head>
<title>NSF Format</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
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@ -56,7 +56,7 @@
<div id="topic_content">
<p></p>
<p><span class="rvts28">NES Music Format Spec</span></p>
<p><span class="rvts27">NES Music Format Spec</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;---------------------</p>
<p><br/></p>
<p><br/></p>

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<head>
<title>Name Table Viewer</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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@ -56,7 +56,7 @@
<div id="topic_content">
<p></p>
<p><span class="rvts36">Name Table Viewer</span></p>
<p><span class="rvts35">Name Table Viewer</span></p>
<p><br/></p>
<p><span class="rvts12">Introduction</span></p>
<p><br/></p>

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<head>
<title>Network Play</title>
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<head>
<title>Overview</title>
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<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

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<head>
<title>Overview of Included Scripts</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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@ -60,14 +60,14 @@
<p><br/></p>
<p><span class="rvts17">Overview of Included Scripts</span></p>
<p><br/></p>
<p>Many users of FCEUX do not investigate the <span class="rvts33">luaScripts</span> folder, or, for that matter, ignore lua scripting altogether. The purpose of this text is to let users know that knowing how to <span class="rvts30">create</span> lua scripts is not a requirement in <span class="rvts30">using</span> them. Indeed, there are several scripts that, if you just load them, will explain themselves enough that you don't need to know how to program at all in order to use them. Besides, they shouldn't need to be re-programmed anyway if you are to use them, for if they needed programming experience just to be used, their existence is largely defeated by that very fact!</p>
<p>Many users of FCEUX do not investigate the <span class="rvts32">luaScripts</span> folder, or, for that matter, ignore lua scripting altogether. The purpose of this text is to let users know that knowing how to <span class="rvts29">create</span> lua scripts is not a requirement in <span class="rvts29">using</span> them. Indeed, there are several scripts that, if you just load them, will explain themselves enough that you don't need to know how to program at all in order to use them. Besides, they shouldn't need to be re-programmed anyway if you are to use them, for if they needed programming experience just to be used, their existence is largely defeated by that very fact!</p>
<p><br/></p>
<p>FCEUX itself is a program that you load. Our amazing programmers did all the work already so you don't need to program up your own FCEUX to run it, do you? The same can be said of these scripts.</p>
<p><br/></p>
<p>So, open the <span class="rvts33">luaScripts</span> folder and actually take the time to look at some of these scripts. You may use a text-editing program to open these if you so wish.</p>
<p>So, open the <span class="rvts32">luaScripts</span> folder and actually take the time to look at some of these scripts. You may use a text-editing program to open these if you so wish.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts37">General Purpose scripts:</span></p>
<p><span class="rvts36">General Purpose scripts:</span></p>
<p>These may be used with any game freely. Else, the "General" part of General Purpose doesn't apply.</p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
@ -77,7 +77,7 @@
</ul>
<p><br/></p>
<p><br/></p>
<p><span class="rvts37">Game Specific scripts:</span></p>
<p><span class="rvts36">Game Specific scripts:</span></p>
<p>These scripts are built specifically for certain games. Attempting to run them while you've loaded another ROM will likely cause undesired results. The meaning of "undesired results" in this case are things like crashing the game, causing it to glitch in other ways, or having nonsense numbers and pixels show up.</p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
@ -106,7 +106,7 @@
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts37">Auxiliary Functions scripts:</span></p>
<p><span class="rvts36">Auxiliary Functions scripts:</span></p>
<p>These scripts exist to make the life of programmers easier. As such, if you don't program, you may skip over these scripts. These should not be run by themselves, for they themselves probably don't have any programming to do any work usefully. It's like giving yourself a clip of bullets with no gun to use.</p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">

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@ -3,7 +3,7 @@
<head>
<title>PPU - 2C02</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

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<head>
<title>PPU Viewer</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

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<head>
<title>Palette</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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@ -92,7 +92,7 @@
<p>Applies simple Grayscale filter, no matter what palette is currently used.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">NTSC Color Emulation</span></p>
<p><span class="rvts27">NTSC Color Emulation</span></p>
<p><br/></p>
<p>If enabled, FCEUX will simulate actual NTSC signal processing. &nbsp;The result should be the actual colors you would see if outputting to an actual NTSC television.</p>
<p><br/></p>

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<head>
<title>Palette Options</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

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<head>
<title>RAM Search</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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@ -58,14 +58,14 @@
<p></p>
<p><span class="rvts17">Ram Search</span></p>
<p><br/></p>
<p>Ram Search is a tool originally written for <a class="rvts18" href="http://code.google.com/p/gens-rerecording/" target="_blank">GENS rerecording</a>. &nbsp;It was ported to FCEUX in version 2.1.2. &nbsp;This dialog has also been ported to <a class="rvts18" href="http://code.google.com/p/snes9x-rr/" target="_blank">SNES9x-rr</a>, <a class="rvts18" href="http://desmume.org/" target="_blank">Desmume</a>, <a class="rvts18" href="http://code.google.com/p/pcejin/" target="_blank">PCEjin</a>, <a class="rvts18" href="http://code.google.com/p/vba-rerecording/" target="_blank">VBA-rr</a>, <a class="rvts18" href="http://code.google.com/p/pcsxrr/" target="_blank">PCSX-rr</a>, <a class="rvts18" href="http://code.google.com/p/yabause-rr/" target="_blank">Yabause</a>, <a class="rvts18" href="http://code.google.com/p/vbjin/">VBjin</a>, and <a class="rvts18" href="http://code.google.com/p/fbarr/" target="_blank">FBA-rr</a>.</p>
<p>Ram Search is a tool originally written for <a class="rvts18" href="http://code.google.com/p/gens-rerecording/" target="_blank">GENS rerecording</a>. &nbsp;It was ported to FCEUX in version 2.1.2. &nbsp;This dialog has also been ported to <a class="rvts18" href="http://code.google.com/p/snes9x-rr/" target="_blank">SNELS9x-rr</a>, <a class="rvts18" href="http://desmume.org/" target="_blank">Desmume</a>, <a class="rvts18" href="http://code.google.com/p/pcejin/" target="_blank">PCEjin</a>, <a class="rvts18" href="http://code.google.com/p/vba-rerecording/" target="_blank">VBA-rr</a>, <a class="rvts18" href="http://code.google.com/p/pcsxrr/" target="_blank">PCSX-rr</a>, <a class="rvts18" href="http://code.google.com/p/yabause-rr/" target="_blank">Yabause</a>, <a class="rvts18" href="http://code.google.com/p/vbjin/">VBjin</a>, and <a class="rvts18" href="http://code.google.com/p/fbarr/" target="_blank">FBA-rr</a>.</p>
<p><br/></p>
<p><br/></p>
<p>It is designed to filter ram values just like in the <a class="rvts18" href="CheatSearch.html">Cheat Search</a> dialog. &nbsp;However, it features many options that are lacking in the Cheat Search dialog. &nbsp;Among these are search undo, search preview, a modulus filter, a data size option, signed/unsigned/hex options, autosearch, and several more compare by options.</p>
<p><br/></p>
<p>Documentation on this dialog can be found on TASVideos <a class="rvts18" href="http://tasvideos.org/EmulatorResources/RamSearch.html" target="_blank">here</a>.</p>
<p><br/></p>
<p><span class="rvts41">Hotkeys</span></p>
<p><span class="rvts40">Hotkeys</span></p>
<p><br/></p>
<p><a class="rvts18" href="MapHotkeys.html">Hotkeys</a> can be assigned to common search commands so they can be easily selected while in the main window.</p>
<p></p>

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@ -3,7 +3,7 @@
<head>
<title>RAM Watch</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<head>
<title>ROM Hacking</title>
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<head>
<title>Sound</title>
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<head>
<title>Sound</title>
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<head>
<title>TAS Editor</title>
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@ -62,7 +62,7 @@
<p>TAS Editor is an overhaul in the logic of creating TAS movies (see <a class="rvts18" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns</a>). It is a powerful new design that takes movie making from a "recording" concept to a "creating an input file" way of thinking.</p>
<p><br/></p>
<p>In the 2.2.0 release the TAS Editor was completely redesigned and rewritten, incorporating new experimental ideas.</p>
<p>Now it also has its own Manual, see <span class="rvts33">taseditor.chm</span> or <a class="rvts18" href="http://www.fceux.com/web/help/taseditor/" target="_blank">fceux.com/web/help/taseditor/</a></p>
<p>Now it also has its own Manual, see <span class="rvts32">taseditor.chm</span> or <a class="rvts18" href="http://www.fceux.com/web/help/taseditor/" target="_blank">fceux.com/web/help/taseditor/</a></p>
<p><br/></p>
<p>The tool is only available in Windows version of FCEUX.</p>
<p><br/></p>

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@ -3,7 +3,7 @@
<head>
<title>Technical Information</title>
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<head>
<title>Text Hooker</title>
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@ -61,7 +61,7 @@
<p><span class="rvts10">(written by Ugly Joe, author of the Text Hooker tool)</span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts28">What is Text Hooker? </span></p>
<p><span class="rvts27">What is Text Hooker? </span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts10">Here's a premise for you. Suppose you've pirated a bunch of Japanese NES roms and you load one of them up at random. Cool music. Cool title screen. You go to start a game, put in ???? at the name entry screen, and get to the actual game. Well, big surprise here, it's an RPG. You soon realize that you have no idea what people are saying, what shops are selling, or what your battle options are. It can be fun to trial-and-error for a while, but you're ultimately stuck in the first town. Time to load up a new ROM.</span></p>
<p><span class="rvts10"><br/></span></p>
@ -70,7 +70,7 @@
<p><span class="rvts10">This is why I made the Text Hooker. What it allows you to do is highlight text boxes in the game and copy the kana right to the clipboard. I no longer have to look up stuff, I can just copy from the emulator, paste into the website, and go from there. While developing it, I took it a bit further by adding a (shoddy) translator right into the app, and added features such as word substitutions (so you only have to look up the word once and then the app will know what it is as soon as you copy it). What you end up with is kind of like a translator's notebook. It keeps commonly used words in a dictionary and helps you get through a Japanese game without having too much knowledge of the Japanese language.</span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts28">What do I need to use to use it?</span></p>
<p><span class="rvts27">What do I need to use to use it?</span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts16">Some knowledge of the Japanese language</span></p>
<p><span class="rvts10">I really can't say how much you need to know, but I suppose the more you know the better. I could be wrong, but I think you need to know at least something about the language before you can start copy/pasting translations.</span></p>
@ -85,7 +85,7 @@
<p><span class="rvts10">Duh, you'll need a game to play. Find it yourself.</span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts28">How do I use the Text Hooker?</span></p>
<p><span class="rvts27">How do I use the Text Hooker?</span></p>
<p><span class="rvts10"><br/></span></p>
<p><span class="rvts10">First of all, you need to make your table file. The text hooker doesn't use Thingy tables, but uses a modified Thingy table instead. So, make your standard Thingy table file, but save it with a .tht extension (instead of .tbl). What you need to add to the table are the dakuten and handakuten marks (tenten and maru). The byte for the dakuten mark needs to be set to tenten and the byte for the handakuten mark needs to be set to tenten. Like:</span></p>
<p><span class="rvts10"><br/></span></p>

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<head>
<title>Timing</title>
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<head>
<title>Menu Items &amp; Submenus</title>
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@ -56,7 +56,7 @@
<div id="topic_content">
<p></p>
<p><span class="rvts36">Config Toggle Switches</span></p>
<p><span class="rvts35">Config Toggle Switches</span></p>
<p><br/></p>
<p>Explains the various toggle switch commands in the top two groups of commands under the Config Menu.</p>
<p><br/></p>
@ -66,28 +66,20 @@
<p>Hides the Menu commands on the FCEUX main window. &nbsp;Press ESC to unhide the menu.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Game Genie</span></p>
<p><br/></p>
<p>Allows the use of the game genie ROM. &nbsp;You must have a game genie ROM named gg.rom (it is save to rename a game genie.nes file to gg.rom) and it must be in the FCEUX base directory (which is the folder fceux.exe is in unless you specified a different folder in the <a class="rvts18" href="Directories.html">Directory Override Menu</a>).</p>
<p><br/></p>
<p>If enabled, FCEUX will open gg.rom first when you load a new game. &nbsp;Any codes applied in the game genie screen will be applied to the game just like on a real NES. &nbsp;</p>
<p><br/></p>
<p>(Remember that enabling/disabling Game Genie emulation will not take effect until a new game is loaded)</p>
<p><br/></p>
<p>Note: &nbsp;Game genie codes can also be added with the <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie Encoder/Decoder</a> via the <a class="rvts18" href="CheatSearch.html">Cheat Search Menu</a> (and does not require a game genie ROM).</p>
<p><br/></p>
<p><span class="rvts16">PAL Emulation</span></p>
<p><br/></p>
<p>Toggles between NTSC (60fps) and PAL (50fps) frame rates. &nbsp;By default, FCEUX will detect the proper choice when loading a ROM and set the flag accordingly. &nbsp;</p>
<p>Toggles between NTSC (60fps) and PAL (50fps) frame rates. By default, FCEUX will detect the proper choice when loading a ROM and set the flag accordingly.</p>
<p>Note: you can't change this setting while a movie is being played or recorded.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts34">PPU </span><span class="rvts37">(Sub-menu)</span></p>
<p><span class="rvts33">PPU </span><span class="rvts36">(Sub-menu)</span></p>
<p><br/></p>
<p><span class="rvts33">New PPU / Old PPU</span></p>
<p>As of FCEUX 2.1.2, FCEUX has a new PPU core. &nbsp;The new PPU has improved accuracy and greater game compatibility than the old PPU. &nbsp;However, some games may not work properly and there will be slight timing differences that would hurt movie compatibility. Therefore, the old PPU is &nbsp;still the preferred setting.</p>
<p><span class="rvts32">New PPU / Old PPU</span></p>
<p>As of FCEUX 2.1.2, FCEUX has a new PPU core. &nbsp;The new PPU has improved accuracy and greater game compatibility than the old PPU. &nbsp;However, some games may not work properly and there will be slight timing differences that would hurt movie compatibility. Also then New PPU is much slower than the Old PPU. Therefore, the old PPU is still the preferred setting.</p>
<p>Note: you can't change this setting while a movie is being played or recorded.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts34">Enable </span><span class="rvts37">(Sub-menu)</span></p>
<p><span class="rvts33">Enable </span><span class="rvts36">(Sub-menu)</span></p>
<p><br/></p>
<p><span class="rvts16">Run in Background</span></p>
<p><br/></p>
@ -104,29 +96,40 @@
<p>Enables the Auto-save feature. &nbsp;If enabled, FCEUX will make periodic savestates (once per every 256 frames) as you play or record a movie. &nbsp;You can right-click and select the "load last auto-save" in the context menu or press "Load Last Auto-save" <a class="rvts18" href="MapHotkeys.html">hotkey</a> to back up to the last auto-save savestate.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Frame Adv. - Skip Lag</span></p>
<p><span class="rvts27">Frame Adv. - Skip Lag</span></p>
<p><br/></p>
<p>This feature, if enabled, will cause the frame advance key (see <a class="rvts18" href="MovieRecording.html">movie recording</a>) to skip over lag frames. &nbsp;It does this by reading the lag counter (see <span class="rvts18">display</span>) and skipping past any frames where the input is not polled. &nbsp;</p>
<p><br/></p>
<p>For instance, in a 30fps game (such as double dragon), frame advance will advance 2 frames instead of 1.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Backup Savestates</span></p>
<p><span class="rvts27">Backup Savestates</span></p>
<p><br/></p>
<p>Enabled by default. &nbsp;This option allows for savestate &amp; loadstate Undo (&amp; redo).&nbsp;<span class="rvts39"> (see </span><a class="rvts40" href="ContextMenuItems.html">context menu</a><span class="rvts39">)</span></p>
<p>Enabled by default. &nbsp;This option allows for savestate &amp; loadstate Undo (&amp; redo).&nbsp;<span class="rvts38"> (see </span><a class="rvts39" href="ContextMenuItems.html">context menu</a><span class="rvts38">)</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Compress Savestates</span></p>
<p><span class="rvts27">Compress Savestates</span></p>
<p><br/></p>
<p>Enabled by default. &nbsp;This option compresses non movie savestates.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Auto-resume old play session</span></p>
<p><span class="rvts16">Game Genie ROM</span></p>
<p><br/></p>
<p>Allows the use of the game genie ROM. &nbsp;You must have a game genie ROM named gg.rom (it is safe to rename a game genie.nes file to gg.rom) and it must be in the FCEUX base directory (which is the folder fceux.exe is in unless you specified a different folder in the <a class="rvts18" href="Directories.html">Directory Override Menu</a>).</p>
<p><br/></p>
<p>If enabled, FCEUX will open gg.rom first when you load a new game. &nbsp;Any codes applied in the game genie screen will be applied to the game just like on a real NES. &nbsp;</p>
<p><br/></p>
<p>(Remember that enabling/disabling Game Genie emulation will not take effect until a new game is loaded)</p>
<p><br/></p>
<p>Note: &nbsp;Game genie codes can also be added with the <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie Encoder/Decoder</a> via the <a class="rvts18" href="CheatSearch.html">Cheat Search Menu</a> (and this method does not require a game genie ROM).</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts27">Auto-resume old play session</span></p>
<p><br/></p>
<p>If enabled, FCEUX will make a special savestate every time you close ROM, and will automatically load the savestate when you open this ROM next time, so you can continue from where you left the game. In addition, when this option is enabled, FCEUX automatically loads the last used ROM on startup.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts34">Display </span><span class="rvts37">(Sub-Menu)</span></p>
<p><span class="rvts33">Display </span><span class="rvts36">(Sub-Menu)</span></p>
<p><br/></p>
<p><span class="rvts16">Input Display</span></p>
<p><br/></p>
@ -179,14 +182,14 @@
<p><br/></p>
<p>Turning this off will turn off the objects (sprites) in the game.</p>
<p><br/></p>
<p>Note: You can set the default color when the Backgrounds are turned off. &nbsp;To do so, open fceux.cfg and change the value of the entry named: <span class="rvts38">gNoBGFillColor </span></p>
<p><span class="rvts38"><br/></span></p>
<p><span class="rvts38"><br/></span></p>
<p>Note: You can set the default color when the Backgrounds are turned off. &nbsp;To do so, open fceux.cfg and change the value of the entry named: <span class="rvts37">gNoBGFillColor </span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts16">Save Config File</span></p>
<p><span class="rvts38"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts22">Saves current settings to fceux.cfg. &nbsp;Normally settings are not saved until FCEUX is closed.</span></p>
<p><span class="rvts38"><br/></span></p>
<p><span class="rvts38"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/iphone-website-generation">Free iPhone documentation generator</a></p>
</div>

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<head>
<title>Tool Assisted Speedruns</title>
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@ -3,7 +3,7 @@
<head>
<title>Tools</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
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<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -57,41 +57,41 @@
<p>Guides for the specific tools and settings under FCEUX's Tools menu.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts42" href="CheatSearch.html">Cheat Search</a></p>
<p><a class="rvts41" href="CheatSearch.html">Cheat Search</a></p>
<p><br/></p>
<p>A guide to using the cheat search tool.</p>
<p><br/></p>
<p><a class="rvts42" href="MemoryWatch.html"><br/></a></p>
<p><a class="rvts42" href="MemoryWatch.html">Memory Watch</a></p>
<p><a class="rvts41" href="MemoryWatch.html"><br/></a></p>
<p><a class="rvts41" href="MemoryWatch.html">Memory Watch</a></p>
<p><br/></p>
<p>A guide to using the Memory Watch tool.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts26">RAM Filter</span></p>
<p><span class="rvts25">RAM Filter</span></p>
<p><br/></p>
<p>A guide to using the RAM filter tool.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts42" href="TASEditor.html">TAS Editor</a></p>
<p><a class="rvts41" href="TASEditor.html">TAS Editor</a></p>
<p><br/></p>
<p>A new tool designed for making TAS movies.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts42" href="Covertfcm.html">Convert fcm</a></p>
<p><a class="rvts41" href="Covertfcm.html">Convert fcm</a></p>
<p><br/></p>
<p>A tool that will convert .fcm movie files to the .fm2 file format.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts42" href="AutoFireConfigurations.html">Auto Fire settings</a></p>
<p><a class="rvts41" href="AutoFireConfigurations.html">Auto Fire settings</a></p>
<p><br/></p>
<p>A guide for setting auto-fire, auto-fire offset, and alternate A and B options.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts42" href="ExternalInput.html">Use External Input</a></p>
<p><a class="rvts41" href="ExternalInput.html">Use External Input</a></p>
<p><br/></p>
<p>Explanation of Use External Input</p>
<p><br/></p>
<p><a class="rvts42" href="TextHooker.html">Text Hooker</a></p>
<p><a class="rvts41" href="TextHooker.html">Text Hooker</a></p>
<p><br/></p>
<p>A guide for using the text hooking tool.</p>
<p></p>

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@ -3,7 +3,7 @@
<head>
<title>Trace Logger</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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@ -56,7 +56,7 @@
<div id="topic_content">
<p></p>
<p><span class="rvts47">Trace Logger</span></p>
<p><span class="rvts46">Trace Logger</span></p>
<p><br/></p>
<p><span class="rvts16">Introduction</span></p>
<p><br/></p>
@ -67,13 +67,13 @@
<p><br/></p>
<p>The Trace Logger is a very nice feature which logs each instruction as it is being executed; this log can be output either to a file or the window. &nbsp;If you choose to log to the window, you can set how many lines it will retain before discarding old lines. The higher this setting, the more RAM it will consume, but the more lines you'll have available to work with.</p>
<p><br/></p>
<p>Normally, when logging to a window, the Tracer only shows the log is if you pause emulator by Pause/Frame Advance hotkey or by snapping the Debugger. But there is the option to automatically update the log window will keep the window updating while the game runs; this is normally useless unless it is working with the Code/Data Logger to only show newly-executed instructions.</p>
<p>Normally, when logging to a window, the Tracer only shows the log is if you pause emulator by Pause/Frame Advance hotkey or by snapping the Debugger. But there is the option to automatically update the log window while the game runs - this is normally useless unless it is working with the Code/Data Logger to only show newly-executed instructions.</p>
<p><br/></p>
<p>You can specify the format of output in the log:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>whether to log registers state for every instruction, and where to put the data in every text line (to the left or to the right from the code disassembly)</li>
<li>whether to log current frame number</li>
<li>whether to log emulator messages (such as "State loaded"</li>
<li>whether to log emulator messages (such as "State 1 loaded")</li>
<li>whether to log Breakpoint Hits (when you use debugger while tracing)</li>
<li>whether to apply Symbolic data from *.nl files. See <a class="rvts18" href="Debugger.html">Debugger</a> section for details</li>
</ul>

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<head>
<title>Troubleshooting</title>
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@ -61,54 +61,61 @@
<p><br/></p>
<p>This section describes potential problems/question that could arise when using FCEUX.</p>
<p><br/></p>
<p><span class="rvts41">Slow emulation / Sound crackle</span></p>
<p><span class="rvts40">Slow emulation / Sound crackle</span></p>
<p><br/></p>
<p>FCEUX may not run well on slower CPU's. &nbsp;You can improve performance by setting sound to low quality in the<a class="rvts18" href="SoundOptions.html"> Sound Dialog</a>.</p>
<p>In addition, for windowed mode try enabling hardware acceleration in the <a class="rvts18" href="Video.html">Video config</a> dialog.</p>
<p>FCEUX may not run well on slower CPUs.</p>
<p>Try enabling hardware acceleration in the <a class="rvts18" href="Video.html">Video config</a> dialog.</p>
<p>Also ensure that you're using the Old PPU, because the New PPU engine is very slow. Check Config -&gt; PPU -&gt; Old PPU.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts41">Emulated picture is blurred</span></p>
<p><span class="rvts40">Emulated picture is blurred (similar to the bilinear filter)</span></p>
<p><br/></p>
<p>Disable hardware acceleration in the <a class="rvts18" href="Video.html">Video config</a> dialog.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts41">Slow savestates when recording movies</span></p>
<p><span class="rvts40">Sound crackle</span></p>
<p><br/></p>
<p>On slower computers, savestates can be slow with long movies. &nbsp;A small speedup can be done by disabling config &gt; enable &gt; Backup savestates.</p>
<p>If you enable hardware acceleration and VSync, and your monitor has a framerate different from 60FPS, you may experience minor sound cracle. This is a known issue and will probably be resolved in a future release.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts41">"The colors in game X do not look right"</span></p>
<p><span class="rvts40">Slow savestates when recording movies</span></p>
<p><br/></p>
<p>On slower computers, savestates can be slow with long movies. &nbsp;A small speedup can be done by disabling Config -&gt; Enable -&gt; Backup savestates.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts40">"The colors in game X do not look right"</span></p>
<p><br/></p>
<p>There's no such thing as a universally right palette for NES games.</p>
<p>FCEUX uses the color palette of the old FCEU / FCEUXD branches. Also FCEUX comes pre-packaged with several additional color palettes. For more information see <a class="rvts18" href="Palette.html">Palette config</a> and <a class="rvts18" href="PaletteOptions.html">Palette options</a>.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts41">"I converted a .fcm file to .fm2 but the .fm2 desyncs"</span></p>
<p><span class="rvts40">"I converted a .fcm file to .fm2 but the .fm2 desyncs"</span></p>
<p><br/></p>
<p>Depending on what version of FCEU / Game your .fcm was made, there maybe a number of sync issues. &nbsp;These are listed in detail at <a class="rvts18" href="http://tasvideos.org/ConvertFCMtoFM2.html" target="_blank">http://tasvideos.org/ConvertFCMtoFM2.html</a>.</p>
<p><br/></p>
<p>In addition, the .fm2 conversion tool has had some issues on certain operating systems including Vista and Mac.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts41">"Can't find FDS Bios image when I attempt to load a .fds game!"</span></p>
<p><span class="rvts40">"Can't find FDS Bios image when I attempt to load a .fds game!"</span></p>
<p><br/></p>
<p>FCEUX requires the FDS Bios to be named <span class="rvts33">disksys.rom</span>. &nbsp;It must be located in the root directory (where fceux.exe is stored) or in the folder of the FDS Directory override (see <a class="rvts18" href="Directories.html">Directory overrides</a>).</p>
<p>FCEUX requires the FDS Bios to be named <span class="rvts32">disksys.rom</span>. &nbsp;It must be located in the root directory (where fceux.exe is stored) or in the folder of the FDS Directory override (see <a class="rvts18" href="Directories.html">Directory overrides</a>).</p>
<p><br/></p>
<p>In addition, there are some bad versions of disksys.rom. &nbsp;The one FDS requires is 8192 bytes in size.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts41">"How can I use Netplay / Where can I get FCEU Server?"</span></p>
<p><span class="rvts40">"How can I use Netplay / Where can I get FCEU Server?"</span></p>
<p><br/></p>
<p>Currently FCEUX is not compatible with the FCEU-server code. &nbsp;This is a known issue and will probably be resolved in a future release.</p>
<p>Currently, the WIndows version of FCEUX is not compatible with the FCEU-server code. This is a known issue and will probably be resolved in a future release.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts41">"I have a Game Genie rom, how can I use it with FCEUX?" </span></p>
<p><span class="rvts40">"I have a Game Genie rom, how can I use it with FCEUX?" </span></p>
<p><br/></p>
<p>While FCEUX has a <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie code converter</a>, you can also use game genie codes with the game genie rom. &nbsp;It must be named gg.rom and be placed in the root directory (where fceux.exe is stored). &nbsp;You must also check NES -&gt; Game Genie in the main menu.</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/create-epub-ebooks">Produce electronic books easily</a></p>
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@ -3,7 +3,7 @@
<head>
<title>Video</title>
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@ -63,77 +63,80 @@
<p><br/></p>
<p><span class="rvts12">Full Screen Settings</span></p>
<p><br/></p>
<p><span class="rvts41">Full Screen</span></p>
<p><span class="rvts40">Full Screen</span></p>
<p>If checked, FCEUX will enter full screen mode when it is loaded.</p>
<p><br/></p>
<p><span class="rvts41">Enter full screen mode after game is loaded</span></p>
<p><span class="rvts40">Enter full screen mode after game is loaded</span></p>
<p>If checked, FCEUX will enter full screen mode when a game is loaded.</p>
<p><br/></p>
<p><span class="rvts41">Hide mouse cursor</span></p>
<p><span class="rvts40">Hide mouse cursor</span></p>
<p>If checked, FCEUX will hide mouse cursor when in full screen mode.</p>
<p><br/></p>
<p><span class="rvts41">Mode</span></p>
<p><span class="rvts40">Mode</span></p>
<p>Sets the image size during full screen mode. By default this is automatically set to match current display resolution. You can change the resolution by entering different values.</p>
<p><br/></p>
<p><span class="rvts41">Special Scaler</span></p>
<p><span class="rvts40">Special Scaler</span></p>
<p>Within this box is four options: Hq2x, Scale2x, Hq3x, and Scale3x. </p>
<p>- Scale2x/3x just attempts to render out the corners of the pixels to make them look a bit rounder. "2x" means two times bigger than 1x1 and "3x" means three times bigger than 1x1.</p>
<p>- Hq2x/3x does a much better job than scale2x/3x by smearing the pixels together with a slight blur. However, Hq2x/3x requires a faster computer for decent speed (at least 1 GHz and above). "2x" means two times bigger than 1x1 and "3x" means three times bigger than 1x1.</p>
<p><br/></p>
<p><span class="rvts41">Sync Method</span></p>
<p><span class="rvts40">Sync Method</span></p>
<p>If the emulator is running poorly, trying out these sync options can help make it run smoother (fix image tearing).</p>
<p><br/></p>
<p><span class="rvts41">Disable Hardware Acceleration</span></p>
<p><span class="rvts40">Disable Hardware Acceleration</span></p>
<p>If full screen is causing problems, checking this might fix it.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts12">Windowed Settings</span></p>
<p><br/></p>
<p><span class="rvts41">Size Multiplier</span></p>
<p><span class="rvts40">Size Multiplier</span></p>
<p>Takes the image size and multiples the X and Y by a specific amount. You can also change these by clicking and dragging the border of the FCEUX window.</p>
<p><br/></p>
<p><span class="rvts41">Force Integral Scaling Factors</span></p>
<p>If checked, &nbsp;FCEUX can only be stretched by even amounts (1x, 2x, 3x, etc.). &nbsp;If unchecked, it can be stretched by any amount.</p>
<p><span class="rvts40">Force Integral Scaling Factors</span></p>
<p>If checked, FCEUX window can only be stretched by even amounts (1x, 2x, 3x, etc.). &nbsp;If unchecked, it can be stretched by any amount.</p>
<p>When you are resizing FCEUX window by dragging its borders, you can hold Shift to temporarily revert this option.</p>
<p><br/></p>
<p><span class="rvts41">Force Aspect Ratio Correction</span></p>
<p><span class="rvts40">Force Aspect Ratio Correction</span></p>
<p>Checking this will only allow the correct aspect ratio while resizing the window.</p>
<p><br/></p>
<p><span class="rvts41">Special Scaler</span></p>
<p><span class="rvts40">Special Scaler</span></p>
<p>Within this box is four options: Hq2x, Scale2x, Hq3x, and Scale3x. </p>
<p><br/></p>
<p><span class="rvts41">Sync Method</span></p>
<p><span class="rvts40">Sync Method</span></p>
<p>If the emulator is running poorly, trying out these sync options can help make it run smoother (fix image tearing).</p>
<p><br/></p>
<p><span class="rvts41">Disable Hardware Acceleration</span></p>
<p>This is checked by default. Slower computers may experience slow emulation and should uncheck this option. The video will be blurred somewhat with this option checked.</p>
<p><span class="rvts40">Disable Hardware Acceleration</span></p>
<p>This is checked by default. Slower computers may experience slow emulation and should uncheck this option. On WIndows XP the picture may be somewhat blurred with this option checked.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Best Fit</span></p>
<p><span class="rvts27">Aspect ratio</span></p>
<p><br/></p>
<p><span class="rvts41">Always maintain correct aspect ratio</span></p>
<p>Checking this will automatically maintain correct aspect ratio for any size of the window.</p>
<p><span class="rvts40">Best Fit</span></p>
<p>This is checked by default, so FCEUX will automatically maintain correct aspect ratio for any size of the window. If you uncheck this, the image will be stretched to fill the whole window area.</p>
<p><br/></p>
<p><span class="rvts41">Use console BG color for empty areas</span></p>
<p>When window size is larger wider or taller than image size, empty areas of the window will be colored black by default. Checking this option will color these areas according to current "background" color of NES palette.</p>
<p><span class="rvts40">TV Aspect (4:3)</span></p>
<p>Check this if you prefer TV aspect ratio (4:3).</p>
<p><br/></p>
<p><span class="rvts40">Use console BG color for empty areas</span></p>
<p>When window size is wider or taller than image size, empty areas of the window are colored black by default. Checking this option will color these areas according to current "background" color of NES palette.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Drawing Area</span></p>
<p><span class="rvts27">Drawing Area</span></p>
<p><br/></p>
<p><span class="rvts41">First Line</span></p>
<p><span class="rvts40">First Line</span></p>
<p>Sets the first scan line for NTSC and PAL Modes. This should be left on the default of 8 for NTSC and 0 for PAL.</p>
<p><br/></p>
<p><span class="rvts41">Last Line</span></p>
<p><span class="rvts40">Last Line</span></p>
<p>Sets the last scan line for NTSC and PAL Modes. This should be left on the default of 231 for NTSC and 239 for PAL.</p>
<p><br/></p>
<p><span class="rvts41">Clip left and right sides</span><span class="rvts33"> (8 px on each)</span></p>
<p><span class="rvts40">Clip left and right sides</span><span class="rvts32"> (8 px on each)</span></p>
<p>If enabled, 8 pixels from each side of the windows will be removed. Some NES games (even on real hardware) show grapical artifacts on the sides of screen when scrolling, so you may hide those artifacts by checking the option.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts28">Emulation</span></p>
<p><span class="rvts27">Emulation</span></p>
<p><br/></p>
<p><span class="rvts41">Allow more than 8 sprites per scanline</span></p>
<p>On real NES hardware, more than 8 sprites on the screen causes flickering. &nbsp;Enabling this can cause less flickering by allowing more sprites to be visible at once. &nbsp;If you prefer to stay "true" to NES hardware, this should not be checked.</p>
<p><span class="rvts40">Allow more than 8 sprites per scanline</span></p>
<p>On real NES hardware, more than 8 sprites on the screen causes flickering. Enabling this option can reduce flickering by allowing more sprites to be visible at once. But if you prefer to stay "true" to NES hardware, this should not be checked, because some games rely on the limitation.</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.0.0</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -110,9 +110,9 @@
<p><br/></p>
<p><span class="rvts21">New Tools</span></p>
<p><br/></p>
<p><a class="rvts26" href="TASEditor.html">TAS Edit</a> - a revolutionary new way of making TAS movies.</p>
<p><a class="rvts25" href="TASEditor.html">TAS Edit</a> - a revolutionary new way of making TAS movies.</p>
<p><br/></p>
<p><a class="rvts26" href="Input.html">Input Presets</a> - a system for quickly toggling different input configurations.</p>
<p><a class="rvts25" href="Input.html">Input Presets</a> - a system for quickly toggling different input configurations.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts21">Tool Upgrades</span></p>
@ -162,6 +162,7 @@
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Full-featured Help generator</a></p>
</div>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.0.1 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -66,6 +66,11 @@
<p>* homebrew mmc5 games now have 64KB of exwram instead of only 8KB</p>
<p>* fix crash related to player2 in lua scripts</p>
<p>* fixed player2 in lua scripts</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/create-ebooks-for-amazon-kindle">Full-featured Kindle eBooks generator</a></p>
</div>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.0.2 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -151,23 +151,6 @@
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/create-ebooks-for-amazon-kindle">Produce Kindle eBooks easily</a></p>
</div>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.0.3 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -111,7 +111,6 @@
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Easily create PDF Help documents</a></p>
</div>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.1 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -229,6 +229,8 @@
<p>*SDL Frame Advance Skip Lag frames toggle implemented</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/create-ebooks-for-amazon-kindle">Write eBooks for the Kindle</a></p>
</div>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.1.1 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -137,6 +137,10 @@
<li><span class="rvts22">dropped UTFConverter.c from SDL build</span></li>
<li><span class="rvts22">added hotkey Q for toggling read-only/read+write movie playback</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Free PDF documentation generator</a></p>
</div>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.1.2 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -116,6 +116,11 @@
<li><span class="rvts22">A multi-track movie recording tools written by FatRatKnight. &nbsp;Allows input for different players to be recorded separately.</span></li>
<li><span class="rvts22">A rewinding tool by Antony Lavelle</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Easily create Help documents</a></p>
</div>

View File

@ -3,7 +3,7 @@
<head>
<title>What's New? 2.1.3 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -114,6 +114,9 @@
<li><span class="rvts22">Lua no longer unpauses the emulator when a script is loaded</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/create-epub-ebooks">Full-featured EBook editor</a></p>
</div>

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@ -3,7 +3,7 @@
<head>
<title>What's New? 2.1.4 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />

View File

@ -3,7 +3,7 @@
<head>
<title>What's New? 2.1.5 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -64,22 +64,22 @@
<p><br/></p>
<p><span class="rvts23">Common </span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Fixed compatibility issue with Young Indiana Jones Chronicals.</span></li>
<li><span class="rvts22">Fixed bug in new PPU that made some intensify bits not get applied to output (fixed flashing siren screen in Werefolf).</span></li>
<li><span class="rvts22">Fix many segmentation faults related to file handling.</span></li>
<li><span class="rvts22">Fixed compatibility issue with Young Indiana Jones Chronicles</span></li>
<li><span class="rvts22">Fixed bug in new PPU that made some intensify bits not get applied to output (fixed flashing siren screen in Werefolf)</span></li>
<li><span class="rvts22">Fix many segmentation faults related to file handling</span></li>
</ul>
<p><span class="rvts24"><br/></span></p>
<p><span class="rvts24">Movies</span></p>
<p><span class="rvts22"><br/></span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Slight performance increase when loading movies.</span></li>
<li><span class="rvts22">Fixed read-only loadstate error messages and logic.</span></li>
<li><span class="rvts22">Slight performance increase when loading movies</span></li>
<li><span class="rvts22">Fixed read-only loadstate error messages and logic</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts24">Lua</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Lua socket added to built-in lua library.</span></li>
<li><span class="rvts22">Fixed speed.mode() function so that normal turns off turbo.</span></li>
<li><span class="rvts22">Lua socket added to built-in lua library</span></li>
<li><span class="rvts22">Fixed speed.mode() function so that normal turns off turbo</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22">New Lua functions</span></p>
@ -91,44 +91,44 @@
<p><span class="rvts24">Win32</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Fixed bug where PPU toggling toggled the Game Genie as well</span></li>
<li><span class="rvts22">Fixed some minor GUI issues.</span></li>
<li><span class="rvts22">Added avi capture commandline argument and related parameters.</span></li>
<li><span class="rvts22">Fix input selection for Famicom Expansion port.</span></li>
<li><span class="rvts22">Fixed some minor GUI issues</span></li>
<li><span class="rvts22">Added avi capture commandline argument and related parameters</span></li>
<li><span class="rvts22">Fix input selection for Famicom Expansion port</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts23">Debugger</span></p>
<p><span class="rvts22"><br/></span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Fixed Ram Search to only display valid RAM addresses (0000-07FF and 6000-7FFF).</span></li>
<li><span class="rvts22">Fixed crash when re-opening debugging window.</span></li>
<li><span class="rvts22">Fixed Ram Search to only display valid RAM addresses (0000-07FF and 6000-7FFF)</span></li>
<li><span class="rvts22">Fixed crash when re-opening debugging window</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts23">Hex Editor</span></p>
<p><span class="rvts22"><br/></span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Added a confirmation prompt before removing all bookmarks.</span></li>
<li><span class="rvts22">Added a confirmation prompt before removing all bookmarks</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts23">Ram Watch / Ram Search</span></p>
<p><span class="rvts22"><br/></span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Fixed the multiple selection of watches.</span></li>
<li><span class="rvts22">Added support for Multiple selection of addresses in RamWatch Fixed issue with restoration of the selection range in RamWatch.</span></li>
<li><span class="rvts22">Fixed the multiple selection of watches</span></li>
<li><span class="rvts22">Added support for Multiple selection of addresses in RamWatch Fixed issue with restoration of the selection range in RamWatch</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts23">TasEdit</span></p>
<p><span class="rvts22"><br/></span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">General cleanup.</span></li>
<li><span class="rvts22">Fixed crash when truncating while turbo was enabled.</span></li>
<li><span class="rvts22">Invalidate greenzone when re-recording earlier portions of a movie.</span></li>
<li><span class="rvts22">General cleanup</span></li>
<li><span class="rvts22">Fixed crash when truncating while turbo was enabled</span></li>
<li><span class="rvts22">Invalidate greenzone when re-recording earlier portions of a movie</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts23">GUI</span></p>
<p><span class="rvts22"><br/></span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Added "SaveStateAs" menu item.</span></li>
<li><span class="rvts22">Display movie name at the top of the main window.</span></li>
<li><span class="rvts22">Added "SaveStateAs" menu item</span></li>
<li><span class="rvts22">Display movie name at the top of the main window</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22"><br/></span></p>

View File

@ -3,7 +3,7 @@
<head>
<title>What's New? 2.2.0 (changelog)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -46,7 +46,7 @@
<div id="topic_header_nav">
<a href="Intro.html"><img src="img/arrow_up.png" alt="Parent"/></a>
<a href="FCEUltraVersionHistory.html"><img src="img/arrow_left.png" alt="Previous"/></a>
<a href="WhatsNew221.html"><img src="img/arrow_left.png" alt="Previous"/></a>
<a href="WhatsNew215.html"><img src="img/arrow_right.png" alt="Next"/></a>
@ -106,7 +106,7 @@
<li><span class="rvts22">New library: taseditor (Windows-only) - contains 24 functions, see taseditor.chm</span></li>
</ul>
<p><span class="rvts22"><br/></span></p>
<p><span class="rvts22">New Lua functions</span></p>
<p><span class="rvts22">New Lua functions:</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">emu.paused()</span></li>
<li><span class="rvts22">emu.setlagflag()</span></li>
@ -203,7 +203,7 @@
<li><span class="rvts22">Ctrl+F opens Find dialog</span></li>
</ul>
<p><span class="rvts24"><br/></span></p>
<p><span class="rvts23">Ram Watch / Ram Search</span></p>
<p><span class="rvts23">RAM Watch / RAM Search</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Updating list when emulator is paused (on Power or when resetting search)</span></li>
<li><span class="rvts22">Fixed loading Data Size and Data Type from a .wch, now corrupted .wch won't crash</span></li>

View File

@ -36,24 +36,24 @@ a.rvts5, span.rvts5 /* Jump 2 */
}
span.rvts6
{
color: #aca899;
color: #a0a0a0;
}
span.rvts7
{
font-size: 15pt;
font-family: 'Tahoma', 'Geneva', sans-serif;
font-weight: bold;
color: #716f64;
color: #696969;
}
span.rvts8
{
font-weight: bold;
color: #aca899;
color: #a0a0a0;
}
span.rvts9
{
font-style: italic;
color: #aca899;
color: #a0a0a0;
}
span.rvts10
{
@ -126,10 +126,13 @@ span.rvts24
{
font-size: 16pt;
}
span.rvts25
a.rvts25, span.rvts25
{
font-weight: bold;
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts25:hover { color: #0000ff; }
a.rvts26, span.rvts26
{
font-size: 12pt;
@ -137,257 +140,250 @@ a.rvts26, span.rvts26
text-decoration: underline;
}
a.rvts26:hover { color: #0000ff; }
a.rvts27, span.rvts27
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts27:hover { color: #0000ff; }
span.rvts28
span.rvts27
{
font-size: 16pt;
}
span.rvts29
span.rvts28
{
font-family: 'Lucida Console', 'Monaco', monospace;
}
span.rvts30
span.rvts29
{
font-style: italic;
}
span.rvts31
span.rvts30
{
font-family: 'Times New Roman', 'Times', serif;
}
span.rvts32
span.rvts31
{
font-size: 11pt;
font-family: 'Courier New', 'Courier', monospace;
}
span.rvts33
span.rvts32
{
font-weight: bold;
}
span.rvts34
span.rvts33
{
font-size: 16pt;
text-decoration: underline;
}
a.rvts35, span.rvts35
a.rvts34, span.rvts34
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts35:hover { color: #0000ff; }
span.rvts36
a.rvts34:hover { color: #0000ff; }
span.rvts35
{
font-size: 24pt;
}
span.rvts37
span.rvts36
{
font-size: 14pt;
text-decoration: underline;
}
span.rvts38
span.rvts37
{
font-family: 'Courier New', 'Courier', monospace;
}
span.rvts39
span.rvts38
{
font-size: 9pt;
}
a.rvts40, span.rvts40
a.rvts39, span.rvts39
{
font-size: 9pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts40:hover { color: #0000ff; }
span.rvts41
a.rvts39:hover { color: #0000ff; }
span.rvts40
{
font-size: 12pt;
font-weight: bold;
}
a.rvts42, span.rvts42
a.rvts41, span.rvts41
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts42:hover { color: #0000ff; }
span.rvts43
a.rvts41:hover { color: #0000ff; }
span.rvts42
{
font-size: 12pt;
font-weight: bold;
text-decoration: underline;
}
a.rvts44, span.rvts44
a.rvts43, span.rvts43
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts44:hover { color: #0000ff; }
span.rvts45 /* Font Style */
a.rvts43:hover { color: #0000ff; }
span.rvts44 /* Font Style */
{
font-size: 18pt;
}
span.rvts46
span.rvts45
{
font-size: 11pt;
font-weight: bold;
}
span.rvts47
span.rvts46
{
font-size: 22pt;
text-decoration: underline;
}
span.rvts48
span.rvts47
{
color: #00be00;
}
span.rvts49
span.rvts48
{
color: #a08c00;
}
span.rvts50
span.rvts49
{
color: #0000c3;
}
span.rvts51
span.rvts50
{
color: #0082a0;
}
span.rvts52
span.rvts51
{
color: #d2be00;
}
span.rvts53
span.rvts52
{
color: #0a0aff;
}
span.rvts54
span.rvts53
{
color: #05ff05;
}
a.rvts55, span.rvts55
a.rvts54, span.rvts54
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts55:hover { color: #0000ff; }
span.rvts56
a.rvts54:hover { color: #0000ff; }
span.rvts55
{
font-size: 18pt;
font-weight: bold;
}
span.rvts57
span.rvts56
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts58
span.rvts57
{
font-size: 14pt;
font-weight: bold;
}
span.rvts58
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
}
span.rvts59
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
color: #333399;
}
span.rvts60
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #333399;
}
span.rvts61
{
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
}
span.rvts62
span.rvts61
{
font-size: 16pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts63
span.rvts62
{
font-size: 11pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts63
{
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts64
{
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts65
{
font-family: 'Courier New', 'Courier', monospace;
}
span.rvts66
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
}
a.rvts67, span.rvts67
a.rvts66, span.rvts66
{
font-family: 'Courier New', 'Courier', monospace;
color: #0000ff;
text-decoration: underline;
}
a.rvts67:hover { color: #0000ff; }
span.rvts68
a.rvts66:hover { color: #0000ff; }
span.rvts67
{
font-size: 14pt;
font-weight: bold;
}
span.rvts69 /* Font Style */
span.rvts68 /* Font Style */
{
font-size: 14pt;
}
span.rvts70
span.rvts69
{
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
text-decoration: underline;
}
a.rvts71, span.rvts71
a.rvts70, span.rvts70
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts71:hover { color: #0000ff; }
span.rvts72
a.rvts70:hover { color: #0000ff; }
span.rvts71
{
font-family: 'Lucida Console', 'Monaco', monospace;
text-decoration: underline;
}
span.rvts73
span.rvts72
{
font-weight: bold;
text-decoration: underline;
}
span.rvts74
span.rvts73
{
font-size: 11pt;
text-decoration: underline;
}
span.rvts75
span.rvts74
{
font-size: 5pt;
}
span.rvts76
span.rvts75
{
font-size: 5pt;
font-weight: bold;

View File

@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<title>FCEUX Help</title>
<script type="text/javascript">
var sTopic = "";

View File

@ -3,7 +3,7 @@
<head>
<title>.fcm</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
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@ -3,7 +3,7 @@
<head>
<title>Savestate (.fcs)</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
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@ -3,7 +3,7 @@
<head>
<title>.fm2</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="generator" content="HelpNDoc Personal Edition 3.7.1.482">
<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
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<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
@ -76,7 +76,7 @@
<p>The header is always in ASCII plain text format. It consists of several key-value pairs.</p>
<p>The input log section can be identified by it starting with a | (pipe).</p>
<p>The input log section can be either in ASCII plain text format or in binary format.</p>
<p>The input log section terminates at EOF, unless the <span class="rvts33">length</span> key is specified in header.</p>
<p>The input log section terminates at EOF, unless the <span class="rvts32">length</span> key is specified in header.</p>
<p>Newlines may be \r\n or \n.</p>
<p><br/></p>
<p><br/></p>
@ -89,54 +89,54 @@
<p><br/></p>
<p>Integer keys (also used for booleans, with a 1 for true and 0 for false) must have a value that can be stored as int32:</p>
<p><br/></p>
<p> <span class="rvts33">- version</span> (required) - the version of the movie file format; for now it is always 3</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- emuVersion</span> (required) - the version of the emulator used to produce the movie</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- rerecordCount</span> (optional) - the rerecord count</p>
<p><span class="rvts75"><br/></span></p>
<p> -<span class="rvts33"> palFlag</span> (bool) (optional) - true if the movie uses PAL timing</p>
<p><span class="rvts75"><br/></span></p>
<p> -<span class="rvts33"> NewPPU</span> (bool) (optional) - true if the movie uses New PPU</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- FDS</span> (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- fourscore</span> (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- port0 </span>- indicates the type of input device attached to the port 0. Supported values are:</p>
<p> <span class="rvts32">- version</span> (required) - the version of the movie file format; for now it is always 3</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- emuVersion</span> (required) - the version of the emulator used to produce the movie</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- rerecordCount</span> (optional) - the rerecord count</p>
<p><span class="rvts74"><br/></span></p>
<p> -<span class="rvts32"> palFlag</span> (bool) (optional) - true if the movie uses PAL timing</p>
<p><span class="rvts74"><br/></span></p>
<p> -<span class="rvts32"> NewPPU</span> (bool) (optional) - true if the movie uses New PPU</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- FDS</span> (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- fourscore</span> (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- port0 </span>- indicates the type of input device attached to the port 0. Supported values are:</p>
<p> &nbsp; &nbsp; SI_NONE = 0</p>
<p> &nbsp; &nbsp; SI_GAMEPAD = 1</p>
<p> &nbsp; &nbsp; SI_ZAPPER = 2</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- port1</span> - indicates the type of input device attached to the port 1. Supported values are:</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- port1</span> - indicates the type of input device attached to the port 1. Supported values are:</p>
<p> &nbsp; &nbsp; SI_NONE = 0</p>
<p> &nbsp; &nbsp; SI_GAMEPAD = 1</p>
<p> &nbsp; &nbsp; SI_ZAPPER = 2</p>
<p><span class="rvts75"><br/></span></p>
<p><span class="rvts33"> - port2</span> (required) - indicates the type of the FCExp port device which was attached. Supported values are:</p>
<p><span class="rvts74"><br/></span></p>
<p><span class="rvts32"> - port2</span> (required) - indicates the type of the FCExp port device which was attached. Supported values are:</p>
<p> &nbsp; &nbsp; SIFC_NONE = 0</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- binary</span> (bool) (optional) - true if input log is stored in binary format</p>
<p><span class="rvts75"><br/></span></p>
<p> <span class="rvts33">- length</span> (optional) - movie size (number of frames in the input log). If this key is specified and the number is &gt;= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in <span class="rvts73">fm3</span> format to allow storing extra data after the end of input log</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- binary</span> (bool) (optional) - true if input log is stored in binary format</p>
<p><span class="rvts74"><br/></span></p>
<p> <span class="rvts32">- length</span> (optional) - movie size (number of frames in the input log). If this key is specified and the number is &gt;= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in <span class="rvts72">fm3</span> format to allow storing extra data after the end of input log</p>
<p><br/></p>
<p><br/></p>
<p>String keys have values that consist of the remainder of the key-value pair line. As a consequence, string values cannot contain newlines.</p>
<p><br/></p>
<p><span class="rvts33"> - romFilename</span> (required) - the name of the file used to record the movie</p>
<p><span class="rvts75"><br/></span></p>
<p><span class="rvts33"> - comment </span>(optional) - simply a memo</p>
<p><span class="rvts32"> - romFilename</span> (required) - the name of the file used to record the movie</p>
<p><span class="rvts74"><br/></span></p>
<p><span class="rvts32"> - comment </span>(optional) - simply a memo</p>
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
<li>by convention, the first token in the comment value is the subject of the comment</li>
<li>by convention, subsequent comments with the same subject should have their ordering preserved and may be used to approximate multi-line comments</li>
<li>by convention, the author of the movie should be stored in comment(s) with a subject of: <span class="rvts33">author</span></li>
<li>by convention, the author of the movie should be stored in comment(s) with a subject of: <span class="rvts32">author</span></li>
</ul>
<p>Example:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>comment author adelikat</li>
</ul>
<p><span class="rvts75"><br/></span></p>
<p><span class="rvts33"> - subtitle </span>(optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see <a class="rvts18" href="MovieOptions.html">Movie options</a>)</p>
<p><span class="rvts74"><br/></span></p>
<p><span class="rvts32"> - subtitle </span>(optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see <a class="rvts18" href="MovieOptions.html">Movie options</a>)</p>
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
<li>by convention, subtitles begin with the word "subtitle"</li>
<li>by convention, an integer value following the word "subtitle" indicates the frame that the subtitle will be displayed</li>
@ -147,13 +147,13 @@
<li>subtitle 1000 Level Two</li>
</ul>
<p>At frame 1000 the words "Level Two" will be displayed on the screen</p>
<p><span class="rvts75"><br/></span></p>
<p><span class="rvts33"> - guid </span>(required) - a unique identifier for a movie, generated when the movie is created, which is used when loading a savestate to make sure it belongs to the current movie</p>
<p><span class="rvts74"><br/></span></p>
<p><span class="rvts32"> - guid </span>(required) - a unique identifier for a movie, generated when the movie is created, which is used when loading a savestate to make sure it belongs to the current movie</p>
<p>GUID keys have a value which is in the standard guide format: 452DE2C3-EF43-2FA9-77AC-0677FC51543B</p>
<p><span class="rvts76"><br/></span></p>
<p><span class="rvts33"> - romChecksum </span>(required) - the base64 of the hexified MD5 hash of the ROM which was used to record the movie</p>
<p><span class="rvts75"><br/></span></p>
<p><span class="rvts33"> - savestate </span>(optional) - a <a class="rvts18" href="fcs.html">fcs</a> savestate blob, in case a movie was recorded from savestate &nbsp;</p>
<p><span class="rvts32"> - romChecksum </span>(required) - the base64 of the hexified MD5 hash of the ROM which was used to record the movie</p>
<p><span class="rvts74"><br/></span></p>
<p><span class="rvts32"> - savestate </span>(optional) - a <a class="rvts18" href="fcs.html">fcs</a> savestate blob, in case a movie was recorded from savestate &nbsp;</p>
<p>Hex string keys (used for binary blobs) have a value that is like 0x0123456789ABCDEF...</p>
<p><br/></p>
<p><br/></p>
@ -162,13 +162,13 @@
<p>The input log section consists of movie records either in the form of text lines or in the form of binary data.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts74">Text format (default format):</span></p>
<p><span class="rvts73">Text format (default format):</span></p>
<p><br/></p>
<p>Every frame of the movie is represented by line of text beginning and ending with a | (pipe).</p>
<p>The fields in the line are as follows, except when fourscore is used.</p>
<p><span class="rvts46">|commands|port0|port1|port2|</span></p>
<p><span class="rvts45">|commands|port0|port1|port2|</span></p>
<p><br/></p>
<p>Field <span class="rvts33">commands</span> is a variable length decimal integer which is interpreted as a bit field corresponding to miscellaneous input states which are valid at the start of the frame. Current values for this are:</p>
<p>Field <span class="rvts32">commands</span> is a variable length decimal integer which is interpreted as a bit field corresponding to miscellaneous input states which are valid at the start of the frame. Current values for this are:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>1 = Soft Reset</li>
<li>2 = Hard Reset (Power)</li>
@ -182,31 +182,31 @@
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>the field consists of eight characters which constitute a bit field</li>
<li>any character other than ' ' or '.' means that the button was pressed</li>
<li>by convention, the following mnemonics are used in a column to remind us of which button corresponds to which column: <span class="rvts33">RLDUTSBA</span> (Right, Left, Down, Up, sTart, Select, B, A)</li>
<li>by convention, the following mnemonics are used in a column to remind us of which button corresponds to which column: <span class="rvts32">RLDUTSBA</span> (Right, Left, Down, Up, sTart, Select, B, A)</li>
</ul>
<p><br/></p>
<p>SI_ZAPPER:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts33">XXX YYY B Q Z</span></li>
<li><span class="rvts32">XXX YYY B Q Z</span></li>
</ul>
<p><span class="rvts33">XXX: </span>%03d, the x position of the mouse</p>
<p><span class="rvts33">YYY: </span>%03d, the y position of the mouse</p>
<p><span class="rvts33">B: </span>%1d, 1 if the mouse button is pressed; 0 if not</p>
<p><span class="rvts33">Q: </span>%1d, an internal value used by the emulator's zapper code</p>
<p><span class="rvts33">Z: </span>%d, a variable-length decimal integer; an internal value used by the emulator's zapper code</p>
<p><span class="rvts32">XXX: </span>%03d, the x position of the mouse</p>
<p><span class="rvts32">YYY: </span>%03d, the y position of the mouse</p>
<p><span class="rvts32">B: </span>%1d, 1 if the mouse button is pressed; 0 if not</p>
<p><span class="rvts32">Q: </span>%1d, an internal value used by the emulator's zapper code</p>
<p><span class="rvts32">Z: </span>%d, a variable-length decimal integer; an internal value used by the emulator's zapper code</p>
<p><br/></p>
<p>SI_NONE:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>the field must be empty</li>
</ul>
<p><br/></p>
<p>If a <span class="rvts33">fourscore</span> is used, then port0 and port1 are irrelevant and ignored.</p>
<p>If a <span class="rvts32">fourscore</span> is used, then port0 and port1 are irrelevant and ignored.</p>
<p>The input types must all be gamepads, and each input log record must be in the following format:</p>
<p><span class="rvts46">|commands|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|</span></p>
<p><span class="rvts45">|commands|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|</span></p>
<p>{commands, player1, player2, player3, player4, port2}</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts74">Binary format:</span></p>
<p><span class="rvts73">Binary format:</span></p>
<p><br/></p>
<p>Input log section starts with a | (pipe).</p>
<p>Every frame of the movie is represented by a record of a fixed length which can be determined by the devices on port0 and port1.</p>
@ -242,12 +242,12 @@
<li>0 bytes added to the size of record</li>
</ul>
<p><br/></p>
<p>If a <span class="rvts33">fourscore</span> is used, then port0 and port1 are irrelevant and ignored. 4 bytes are added to the size of record. The bits of the 1st byte represent the state of buttons of the 1st joypad (bit0 = A, bit1 = B, bit2 = Select, bit3 = sTart, bit4 = Up, bit5 = Down, bit6 = Left, bit7 = Right); bits of the 2nd byte represent the state of buttons of the 2nd joypad, and so on.</p>
<p>If a <span class="rvts32">fourscore</span> is used, then port0 and port1 are irrelevant and ignored. 4 bytes are added to the size of record. The bits of the 1st byte represent the state of buttons of the 1st joypad (bit0 = A, bit1 = B, bit2 = Select, bit3 = sTart, bit4 = Up, bit5 = Down, bit6 = Left, bit7 = Right); bits of the 2nd byte represent the state of buttons of the 2nd joypad, and so on.</p>
<p><br/></p>
<p><br/></p>
<hr style="height: 1px; color : #000000; background-color : #000000; border-width : 0px;"/>
<p><span class="rvts41">Notes:</span></p>
<p><span class="rvts41"><br/></span></p>
<p><span class="rvts40">Notes:</span></p>
<p><span class="rvts40"><br/></span></p>
<p>A. All movies start from power-on, unless a savestate key-value is present.</p>
<p><br/></p>
<p>B. The emulator uses these framerate constants</p>

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<head>
<title>6. Продвинутые возможности</title>
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<p class="rvps10"><span class="rvts26">Binary format of Input</span><span class="rvts22"> сохранять Ввод мувика в двоичном формате. Эта настройка относится к особенностям формата fm2, расширением которого является fm3-формат. По умолчанию галочка установлена. Если снять её, Ввод будет записан в fm3-файл в текстовом формате, что увеличит размер &nbsp;файла, но позволит редактировать его в любом текстовом редакторе. Однако Тасэдитор гораздо лучше приспособлен к редактированию мувиков, поэтому рекомендуется оставить эту галочку установленной и воздержаться от изменений содержимого fm3-файлов вне Тасэдитора. В некомпактных fm3-проектах (сохраняемых обычным способом) Ввод сохраняется в двоичном формате.</span></p>
<p class="rvps10"><span class="rvts26">Markers</span><span class="rvts22"> сохранять Маркеры в файл. Ввод будет сохраняться в любом случае, так как без Ввода невозможно будет открыть fm3-файлы в эмуляторе. Без Маркеров проигрывание fm3-мувиков возможно, поэтому вы можете снять эту галочку, если не хотите выкладывать Маркеры. Но такие проекты не многим будут отличаться от fm2-мувиков, поэтому рекомендуется оставить эту галочку установленной, чтобы передать в компактном проекте все текущие Маркеры и их Заметки. Размер файла при этом увеличится незначительно.</span></p>
<p class="rvps10"><span class="rvts26">Bookmarks</span><span class="rvts22"> сохранять Закладки в файл. Сохраняются данные всех имеющихся в проекте Закладок и их ответвлений. Рекомендуется оставить эту галочку установленной. Размер файла увеличится незначительно.</span></p>
<p class="rvps10"><span class="rvts26">Greenzone</span><span class="rvts22"> сохранять Гринзону в файл, включая все сэйвы и Журнал лага. Размер файла значительно увеличится! Именно из-за Гринзоны проекты занимают так много места на диске. Поэтому рекомендуется оставить эту галочку снятой. Если Курсор Проигрывателя в момент компактного сохранения проекта находится на начальном кадре мувика, в компактном fm3 вообще не будет ни одного сэйва Гринзоны. Но если Курсор Проигрывателя остался внутри мувика, в fm3 попадает один сэйв Гринзоны, позволяющий при открытии проекта восстановить состояние эмулятора на кадр Курсора Проигрывателя. Один сэйв занимает очень мало места, поэтому файл остаётся компактным.</span></p>
<p class="rvps10"><span class="rvts26">History</span><span class="rvts22"> сохранять Журнал Истории в файл. Размер файла увеличится на несколько мегабайт. Обычно нет смысла публиковать данные для отката изменений. Поэтому рекомендуется оставить эту галочку снятой. Когда вы открываете fm3-проект без журнала Истории, Тасэдитор создаёт его автоматически.</span></p>
<p class="rvps10"><span class="rvts26">Piano Roll</span><span class="rvts22"> сохранять текущую позицию вертикального скроллинга Piano Roll, чтобы при открытии проекта сразу увидеть тот же самый участок. Размер файла увеличится незначительно, поэтому можно оставить галочку установленной.</span></p>
<p class="rvps10"><span class="rvts26">Selection</span><span class="rvts22"> сохранять все данные Выделения в файл. Сохраняется как текущее Выделение (если есть), так и История Выделений. Размер файла увеличится незначительно, однако обычно нет смысла оставлять эти данные в публикуемом проекте. Поэтому рекомендуется оставить эту галочку снятой.</span></p>
<p class="rvps10"><span class="rvts26">Greenzone saving options</span><span class="rvts22"> здесь можно выбрать способ сохранения Гринзоны: Именно из-за Гринзоны проекты занимают так много места на диске. Поэтому рекомендуется выбрать частичное сохранение или вовсе не сохранять Гринзону.</span></p>
<ul style="text-indent: 30px; margin-left: 0px; list-style-position: inside;">
<li class="rvps10"><span class="rvts26">all frames</span><span class="rvts22"> сохранить всю Гринзону. Размер файла значительно увеличится!</span></li>
<li class="rvps10"><span class="rvts26">every 16th frame</span><span class="rvts22"> сохранить только каждый 16-й кадр. Размер файла значительно увеличится.</span></li>
<li class="rvps10"><span class="rvts26">marked frames</span><span class="rvts22"> сохранить только кадры, на которых стоят Маркеры. Размер файла увеличится в зависимости от количества Маркеров в проекте.</span></li>
<li class="rvps10"><span class="rvts26">don't save</span><span class="rvts22"> не сохранять Гринзону. Если Курсор Проигрывателя в момент компактного сохранения проекта находится на начальном кадре мувика, в компактном fm3 вообще не будет ни одного сэйва Гринзоны. Но если Курсор Проигрывателя остался внутри мувика, в fm3 попадает один сэйв Гринзоны, позволяющий при открытии проекта восстановить состояние эмулятора на кадр Курсора Проигрывателя. Один сэйв занимает очень мало места, поэтому файл остаётся компактным.</span></li>
</ul>
<p class="rvps10"><span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts22">В результате компактного сохранения вы можете получить fm3-проект размером менее полумегабайта, при этом передавая в файле не только текущий мувик, но и все существенные данные, которые могут понадобиться получателю. Например, если вы работаете в соавторстве с другим ТАСером, нужно обмениваться не только Вводом, но и Маркерами, и Закладками. А Гринзону получатель файла сможет воссоздать самостоятельно, просто запустив просмотр в Тасэдиторе.</span></p>
<p class="rvps10"><span class="rvts22">При сохранении компактного проекта к имени файла добавляется суффикс "-compact". Компактное сохранение проекта не заменяет обычное сохранение, поэтому, если в проекте имеются несохранённые изменения, звёздочка из заголовка окна не исчезнет после Save Compact.</span></p>

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<title>Курс для новичка</title>
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<title>Управление</title>
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<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps10"><span class="rvts22">При редактировании Заметок клавиатура используется для печатания текста.</span></p>
<p class="rvps10"><span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts22">1. Следующие клавиатурные акселераторы действуют иначе:</span></p>
<p class="rvps10"><span class="rvts22">1. Клавиатурные акселераторы </span><span class="rvts22">не действуют.</span></p>
<p class="rvps10"><span class="rvts34">Ctrl + A</span><span class="rvts22"> выделяет весь текст Заметки</span></p>
<p class="rvps10"><span class="rvts34">Ctrl + Z</span><span class="rvts22"> откатывает последний введённый символ</span></p>
<p class="rvps10"><span class="rvts34">Ctrl + X</span><span class="rvts22">, </span><span class="rvts34">Ctrl + C</span><span class="rvts22">, </span><span class="rvts34">Ctrl + V</span><span class="rvts22"> копипаст текста</span></p>
<p class="rvps10"><span class="rvts34">Delete</span><span class="rvts22"> удаляет выделенный текст или один символ после курсора</span></p>
<p class="rvps10"><span class="rvts34">Home</span><span class="rvts22">/</span><span class="rvts34">End</span><span class="rvts22"> перемещают курсор в начало и конец текста</span></p>
<p class="rvps10"><span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts22">2. Хоткеи FCEUX не действуют.</span></p>
<p class="rvps10"><span class="rvts27">Backspace</span><span class="rvts22"> удаление символа перед курсором</span></p>

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<title>Ответы на вопросы</title>
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<head>
<title>Формат FM3</title>
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<head>
<title>Глоссарий</title>
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<head>
<title>Идеи</title>
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<p class="rvps10"><span class="rvts23">Автосохранение</span></p>
<p class="rvps10"><span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts22">Как и в случае с любым офисным документом, проект Тасэдитора желательно время от времени сохранять на диск, даже если не планируется выход из программы. Однако до Тасэдитора у ТАСеров не было такой привычки, поэтому имеет смысл сохранять проект автоматически, предоставив пользователю возможность настроить или отключить эту функцию.</span></p>
<p class="rvps10"><span class="rvts22">Подробнее см. </span><a class="rvts28" href="ProgramCustomization.html#SetAutosaveperiod">Настройка программы</a><span class="rvts22">.</span></p>
<p class="rvps10"><span class="rvts22">Подробнее см. </span><a class="rvts28" href="ProgramCustomization.html#Projectfilesavingoptions">Настройка программы</a><span class="rvts22">.</span></p>
<p class="rvps10"><span class="rvts22"><br/></span></p>
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<p class="rvps10"><a name="PlannedIdeas"></a>

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<title>Реализация</title>
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<title>1. Введение</title>
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<title>Lua-функции</title>
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<title>Защита от ошибок</title>
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<li class="rvps10"><span class="rvts21">selection.JumpNextMarker()</span><span class="rvts22"> </span><span class="rvts34">Ctrl + Page Down</span></li>
</ul>
<ul style="text-indent: 30px; margin-left: 0px; list-style-position: inside;">
<li class="rvps10"><span class="rvts22">При перетаскивании Курсора Проигрывателя действует небольшое ограничение, связанное с добеганием. После щелчка левой кнопкой по столбцу иконок начинается добегание к указанному кадру, и пока Курсор Проигрывателя не окажется на этом кадре, перетаскивание не будет действовать. Во время первого добегания курсор мыши заменяется на стрелку с песочными часами. Как только первое добегание окончено, перетаскивание Курсора Проигрывателя будет полноценным. Это нужно, т.к. возможна ситуация, когда пользователь щёлкнул по кадру далеко от головы Гринзоны, а из-за галочки "Follow cursor" Piano Roll прыгает к текущему положению голубого курсора, и курсор мыши указывает уже на другой кадр, ещё до того, как пользователь отпустит левую кнопку.</span></li>
<li class="rvps10"><span class="rvts22">Так как столбец иконок в Piano Roll довольно узкий, пользователь может случайно промахнуться во время щелчка по этому столбцу. Поэтому при щелчке по левой границе Piano Roll, а также &nbsp;по пространству слева Piano Roll &nbsp;Тасэдитор считает, что был осуществлён щелчок по колонке иконок. В результате пользователю не нужно точно прицеливаться, когда требуется передвинуть Курсор Проигрывателя или начать его перетаскивание.</span></li>
<li class="rvps10"><span class="rvts22">Когда эмулятор стоит на паузе, средняя кнопка мыши работает только при условии, что правая кнопка мыши отпущена. Так как средняя кнопка обычно является колесом, пользователь может случайно надавить её при вращении колеса с зажатой правой кнопкой (перемещение Курсора Проигрывателя). Вращение колеса с зажатыми клавишами-модификаторами используется гораздо реже, поэтому для них защита не требуется.</span></li>
<li class="rvps10"><span class="rvts22">Щелчок средней кнопкой по окну FCEUX передаётся окну Тасэдитора. Точно так же передаётся сообщение в вращении колеса, когда фокус у окна FCEUX. А щелчок правой кнопкой по окну FCEUX никак не действует. Благодаря этому пользователь может использовать среднюю кнопку (колесо мыши), даже когда курсор мыши находится над окном FCEUX.</span></li>

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<title>Навигация</title>
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<title>4.2. Нелинейный ТАСинг</title>
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<title>Операции</title>
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<title>2.1. Piano Roll</title>
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<title>5. Настройка программы</title>
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<p class="rvps10"><span class="rvts22">На этом настройка внешнего вида программы завершена. При дальнейшей работе вам вряд ли понадобится перенастраивать эти галочки.</span></p>
<p class="rvps10"><img align="left" alt="" style="padding : 6px;" src="lib/config-menu.png"/></p>
<p class="rvps10"><span class="rvts22">Теперь откройте пункт меню "Config" (Конфигурация). Перечисленные здесь опции влияют на ход работы в Тасэдиторе более существенно. Перенастройка некоторых из них вам может понадобиться неоднократно.</span></p>
<p class="rvps10"><a name="Projectfilesavingoptions"></a>
<span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts23">Config -&gt; Project file saving options</span></p>
<p class="rvps10"><span class="rvts22">В открывшемся окне вы можете настроить режим автоматического сохранения проекта и выбрать</span><span class="rvts22">, какие аспекты рабочего процесса следует сохранить в файл проекта.</span></p>
<p class="rvps10"><span class="rvts22">В Тасэдиторе реализована функция автоматического сохранения проекта на диск, когда пользователь долгое время не сохраняет его вручную (</span><span class="rvts34">Ctrl + S</span><span class="rvts22">). До Тасэдитора ТАСеры сохраняли свой мувик на диск при каждом &nbsp;сэйве. Но проекты Тасэдитора хранят гораздо больше данных, </span><span class="rvts22">и сохранение FM3-файла может занимать несколько секунд, поэтому нет смысла делать это слишком часто.</span></p>
<p class="rvps10"><span class="rvts22">По умолчанию установлено значение периода автосохранения в 15 минут. Это означает, что если вы совершили в проекте какие-нибудь существенные изменения (например, изменили </span><span class="rvts22">Ввод</span><span class="rvts22">, и в заголовке окна Тасэдитора появилась звёздочка), а потом в течение 15 минут так и не сохранили проект на диск, Тасэдитор либо напомнит вам об этом, либо запустит сохранение самостоятельно, в зависимости от галочки "silently". </span><span class="rvts22">Если галочка установлена, Тасэдитор молча сохраняет проект на диск под тем же именем. </span><span class="rvts22">Если галочка снята, по истечении периода Тасэдитор выводит на экран диалог сохранения файла (Save As), где вы можете либо подтвердить сохранение, либо отменить его. В последнем случае Тасэдитор подождёт ещё один период, прежде чем напомнить о наличии несохранённых данных.</span></p>
<p class="rvps10"><span class="rvts22">Функция автоматического сохранения работает, только когда текущему проекту уже присвоено файловое имя на диске.</span></p>
<p class="rvps10"><span class="rvts22">Максимально возможное значение периода равно 1440 минут (24 часа). Вы можете отключить эту функцию, сняв галочку "Autosave project", но делать это не рекомендуется.</span></p>
<p class="rvps10"><a name="SetGreenzonecapacity"></a>
<span class="rvts22"><br/></span></p>
<p class="rvps10"><img align="right" alt="" style="padding : 6px;" src="lib/greenzone-capacity.png"/></p>
@ -140,29 +148,12 @@
<p class="rvps10"><span class="rvts22">Определяет количество уровней отката изменений. Столько раз вы сможете возвратить проект на предыдущее состояние нажатием </span><span class="rvts34">Ctrl + Z</span><span class="rvts22">.</span></p>
<p class="rvps10"><span class="rvts22">Журналу Истории требуется много оперативной памяти и немного места на диске для сохранения FM3-проекта. Весь Журнал сохраняется в файле проекта в сжатом виде, сжатие производится постепенно во моменты простоев в работе, незаметно для пользователя. Благодаря этому на время сохранения проекта объём Журнала Истории влияет незначительно.</span></p>
<p class="rvps10"><span class="rvts22">С помощью этой настройки можно регулировать используемый объём памяти. </span><span class="rvts22">По умолчанию установлено 100 уровней отката. Это значит, что вы сможете отменить 100 совершённых с мувиком действий. Это не очень много, ведь в реальном ТАСинге действия совершаются очень быстро, а время летит незаметно. Если в вашем компьютере достаточно оперативной памяти, можете увеличить значение "max undo levels" вплоть до максимально возможного 1000 уровней.</span></p>
<p class="rvps10"><a name="SetAutosaveperiod"></a>
<span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts23">Config -&gt; Set Autosave period</span></p>
<p class="rvps10"><span class="rvts22">Определяет, сколько минут несохранённые изменения могут оставаться без присмотра.</span></p>
<p class="rvps10"><span class="rvts22">В Тасэдиторе реализована функция автоматического сохранения проекта на диск, когда пользователь долгое время не сохраняет его вручную (</span><span class="rvts34">Ctrl + S</span><span class="rvts22">). До Тасэдитора ТАСеры сохраняли свой мувик на диск при каждом &nbsp;сэйве. Но проекты Тасэдитора хранят гораздо больше данных, </span><span class="rvts22">и сохранение FM3-файла может занимать несколько секунд, поэтому нет смысла делать это слишком часто.</span></p>
<p class="rvps10"><span class="rvts22">По умолчанию установлено значение "autosave period" в 15 минут. Это означает, что если вы совершили в проекте какие-нибудь существенные изменения (например, изменили </span><span class="rvts22">Ввод</span><span class="rvts22">, и в заголовке окна Тасэдитора появилась звёздочка), а потом в течение 15 минут так и не сохранили проект на диск, Тасэдитор либо напомнит вам об этом, либо запустит сохранение самостоятельно (см. "</span><a class="rvts28" href="ProgramCustomization.html#SilentAutosave">Silent autosave</a><span class="rvts22">").</span></p>
<p class="rvps10"><span class="rvts22">Функция автоматического сохранения работает, только когда текущему проекту уже присвоено файловое имя на диске.</span></p>
<p class="rvps10"><span class="rvts22">Максимально возможное значение этого параметра равно 1440 минут (24 часа). Вы можете отключить эту функцию, установив в качестве периода значение 0, но делать это не рекомендуется.</span></p>
<p class="rvps10"><span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts22">Это были числовые настройки Тасэдитора, далее следуют галочки.</span></p>
<p class="rvps10"><a name="EnableGreenzoning"></a>
<span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts23">Config -&gt; Enable Greenzoning</span></p>
<p class="rvps10"><span class="rvts22">Управляет процессом собирания данных в Гринзону.</span></p>
<p class="rvps10"><span class="rvts22">Если галочка установлена, каждый новый кадр сохраняется в Гринзону сразу после его эмуляции. Это стандартное поведение Тасэдитора, так что п</span><span class="rvts22">о умолчанию галочка установлена.</span></p>
<p class="rvps10"><span class="rvts22">Отключение этой функции может понадобиться в редких ситуациях, например, при использовании ботов, которые требуют быстродействия. В обычных же ситуациях рекомендуется работать с включенной функцией.</span></p>
<p class="rvps10"><a name="SilentAutosave"></a>
<span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts23">Config -&gt; Silent Autosave</span></p>
<p class="rvps10"><span class="rvts22">Определяет поведение функции автоматического сохранения.</span></p>
<p class="rvps10"><span class="rvts22">Если галочка установлена, по истечении периода автосохранения Тасэдитор молча сохраняет проект на диск под тем же именем.</span></p>
<p class="rvps10"><span class="rvts22">Если галочка снята, по истечении периода автосохранения Тасэдитор выводит на экран диалог сохранения файла (Save As), где вы можете либо подтвердить сохранение, либо отменить его. В последнем случае Тасэдитор подождёт ещё один период, прежде чем напомнить о наличии несохранённых данных.</span></p>
<p class="rvps10"><span class="rvts22">По умолчанию галочка установлена. Если вы хотите полностью контролировать ситуацию (например, не допустить сохранение случайных изменений, внесённых при просмотре чужого FM3-проекта), можете снять эту галочку. Но для повышения комфортности ТАСинга рекомендуется её включить.</span></p>
<p class="rvps10"><a name="AutofirePatternskipsLag"></a>
<span class="rvts22"><br/></span></p>
<p class="rvps10"><span class="rvts23">Config -&gt; Autofire Pattern skips Lag</span></p>

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<title>2. Интерфейс программы</title>
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