diff --git a/htdocs/docs.php b/htdocs/docs.php index aa43e19b..9e6daadd 100644 --- a/htdocs/docs.php +++ b/htdocs/docs.php @@ -1,894 +1,22 @@ -
- History updated Juney 22, 2008
- Content last updated September 15, 2004
-Valid as of FCE Ultra 0.98.13
-
- Table of Contents: -
+Documentation | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Introduction-- FCEUX was started in 2006 by zeromus and rheiny (sp) as an attempt to merge various branches - of FCE Ultra into a unified emulator. Additional authors joined the project, including - mz, adelikat, nitsujrehtona, maximus, CaH4e3, Sebastian Porst. - -- FCEUX contains all features and enhancements from FCE, FCE Ultra, FCEU rerecording, - FCEUXD, and FCEUXDSP as well as many new mappers from FCEU-mm - - -- This document has been arranged to keep user interface details and emulation - details as separate as possible, though this has not been accomplished entirely. - -- In several places references are made to the "base directory". If you - are running a port on a UN*X-like system(Linux/*BSD/Mac OSX/SunOS/etc.), the - base directory is "~/.fceultra", or in other words, - "your home directory plus .fceultra". For all other ports(including DOS and -MS Windows), the base directory is the directory that the executable is in. - -- - History of FCE Ultra- -- Bero originally wrote a NES emulator that was referred to as FCE. - This name was apparently meant only to serve as a temporary name, - but its usage remained. Xodnizel originally ported it to Linux SVGAlib, - and made a few improvements. This code base was abandoned, and work began anew, - under DOS, with the original FCE source code. At the end of November, 1998, - FCE Ultra Beta 1 was released. - -- FCE Ultra remained DOS-only until version 0.18, when it was ported to Linux SVGAlib, - and released as a statically-linked executable. The first MS Windows port was released as version 0.25. - -- The source code of 0.40 was released on November 12, 2000. It retained the simple license - of FCE for a long time, which stated that " This software is freeware. You can use it non-commercially." - Almost two years later, in June 2002, 0.80 was released, and FCE Ultra was re-licensed under the GNU GPL. - -- It has been tested (and runs) under DOS, Linux SVGAlib, Linux X, Mac OS X, and Windows. A native GUI - is provided for the Windows port, and the other ports use a command-line interface. The SDL port should - run on any modern UNIX-like operating system (such as FreeBSD, Solaris or IRIX) with no code changes. - It has also been ported to the GP2X, PlayStation Portable as PSPFceUltra, the Nintendo GameCube and Pepper Pad. - -- FCE Ultra was created by Xodnizel. Development appeared to stop and the homepage and forums for the emulator were taken down. - The last version before this was v0.98.13-pre, released in September 2004 as source-only. The last binary release was v0.98.12 in August 2004. - -- However, it was resurrected again in March of 2006 by Anthony Giorgio and Mark Doliner. - -- There is also a graphical frontend for FCE Ultra. GFCE Ultra is written in Python and uses the GTK2 user interface library. - Because is it written in Python and with portability in mind, it can be run on any UNIX-like platform and any processor architecture - that is supported by Python. - -FCEU Rerecording-- The "rerecording" version of FCE Ultra was implemented to FCE Ultra 0.98.10 with movie - recording support. This was done by blip, and was implemented for the purpose of creating - Tool-Assisted Speedruns. - -- The rerecording branch continued with 0.98.12, adding movie support features, such as "bullet proof" - recording. In 2006, FCEU 0.98.16 was implemented by nitsuja and luke. Various tools such as read-only toggling, - increased hotkey mapping, and memory watch were added. - -- In 2008, FCEU rerecording was picked up again by mz, maximus, adelikat, and nitsujrehtona with various updates - named FCEU.0.98.17 - 0.98.28 - -FCEUD/FCEUXD/FCEUXDSP-- FCEUD - -- In 2002, Parasyte modified the then-current version (0.81.3) of FCE Ultra and added a Nesten-style - debugger, along with several other features, and named it "FCEUD" (FCE Ultra Debugger). - -- FCEUXD - -- In January 2004, bbitmaster began working on more features and called it "FCEUXD" (FCE Ultra Extended Debugger). - It is a branch of FCE Ultra that contains many extended debugging features compared to the original FCE Ultra code such as a trace logger, a built-in hex editor, a name table viewer, code/data logger, inline assembler, and Game Genie decoder/encoder in addition to the debugger and PPU viewer from FCEUD. - The last version made was FCEUXD 1.0a - -- FCEUXDSP stands for FCEUXD "SP" version and is a branch of FCEUXD 1.0a- -- It was created in 2006 by sp. The project extends the debugging tools even further compared to - FCEUXD by adding new tools, functions, and usability of debugging tools. - -- The last version of FCEUXDSP was 1.07 which adds a feature known as the RAM Filter. - - - -- - Core Features --- CPU --- All official instructions of the NES' CPU, the 2A03, which is compatible(mostly) - with the 6502, are emulated. "Unofficial" instructions are also emulated, - though probably not as accurately as the more well-defined official instructions. - -- - PPU ---
Palettes-- FCE Ultra has many palette features, including loading a custom palette - to replace the default NES palette. The palette from an NTSC NES can - also be generated on-the-fly. - -- First, a note on on the format of external palettes; Palette files are expected to contain 64 8-bit RGB triplets(each in - that order; red comes first in the triplet in the file, then green, - then blue). Each 8-bit value represents brightness for that particular - color. 0 is minimum, 255 is maximum. - -- Palettes can be set on a per-game basis. To do this, put a palette - file in the "gameinfo" directory with the same base filename - as the game you wish to associate with and add the extension "pal". - Examples: - - File name: Palette file name: - BigBad.nes BigBad.pal - BigBad.zip BigBad.pal - BigBad.Better.nes BigBad.Better.pal -- - - With so many ways to choose a palette, figuring out which one will - be active may be difficult. Here's a list of what palettes will - be used, in order from highest priority to least priority(if a - condition doesn't exist for a higher priority palette, the emulator - will continue down its list of palettes). -
- - -- All 5 internal sound channels are supported(2x rectangle, triangle, noise, - and DMC/PCM). Sound channels are emulated with CPU instruction granularity. - There are two sound quality options. Low-quality sound, the default sound - quality option, generates sound data at 16x the playback rate and averages - those samples together to 1 sample. This method works fairly well and - is reasonably fast, but there is still some aliasing and sound distortion. - All sample rates between 8192Hz and 96000Hz are supported. - - The high-quality sound emulation is much more CPU intensive, but the - quality is worth it, if your machine is fast enough. Sound data is - generated at the NES' CPU clock rate(about 1.8MHz for the NTSC NES), and - then resampled to the output sample rate. Custom-designed 483rd order - Parks-McClellan algorithm filter coefficients are used. Supported playback rates are - 44100Hz, 48000Hz, and 96000Hz. The following filter statistics apply - for NTSC emulation. - -
- The "highest" sound quality mode is similar to the normal high-quality mode, - but the filters are of a higher order(1024 coefficients). Ripple is - reduced, the upper bound of the passband is higher, and the stopband - attenuation is slightly higher. The highest-quality mode filter coefficients - were created using "gmeteor". The parameters used to create these filters - can be found in the source code distribution. - -- Besides the 5 internal NES sound channels, FCE Ultra emulates the extra - sound capabilities of the Konami VRCVI, Konami VRCVII, Namco 106, Nintendo MMC5, and the Sunsoft FME-07 chips. The extra sound - channel in the Famicom Disk System is also emulated, but the support for - its FM capabilities is limited. - -- Input-- FCE Ultra emulates the standard NES gamepad, the Four-Score multiplayer - adapter, the Zapper, the Power Pad, and the Arkanoid controller. The - Famicom version of the Arkanoid controller, the "Space Shadow" gun, the - Famicom 4-player adapter, the Family Keyboard, the HyperShot controller, the Mahjong controller, - the Oeka Kids tablet, the Quiz King buzzers, the Family Trainer, and the Barcode World barcode - reader are also emulated. - -Zapper-- Most Zapper NES games expect the Zapper to be plugged into port 2. - and most VS Unisystem games expect the Zapper to be plugged - into port 1. - - The left mouse button is the emulated trigger button for the - Zapper. The right mouse button is also emulated as the trigger, - but as long as you have the right mouse button held down, no color - detection will take place, which is effectively like pulling the - trigger while the Zapper is pointed away from the television screen. - Note that you must hold the right button down for a short - time to have the desired effect. - -- File Formats/Expansion Hardware-- FCE Ultra supports the iNES, FDS(raw and with a header), UNIF, and NSF file - formats. FDS ROM images in the iNES format are not supported; it would - be silly to do so and storing them in that format is nonsensical. - -- FCE Ultra supports loading ROM/disk images from some types of compressed files. - FCE Ultra can load data from both PKZIP-format files and - gzip-format files. Only the "deflate" algorithm is supported, but - this is the most widely used algorithm for these formats. - -- All files in a PKZIP format archive will be scanned for the - followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif - The first archived file to have one of these extensions will be - loaded. If no archived file has one of these extensions, the - first archived file will be loaded. - -iNES Format-- The battery-backed RAM, vertical/horizontal mirroring, four-screen - name table layout, and 8-bit mapper number capabilities of the iNES - format are supported. The 512-byte trainer capability is also supported, - but it is deprecated. Common header corruption conditions are cleaned(let's - go on a DiskDude hunt), though not all conditions can be automatically - detected and fixed. In addition, a few common header inaccuracies for - games are also corrected(detected by CRC32 value). Note that these - fixes are not written back to the storage medium. - -- Support for the recent VS System bit and "number of 8kB RAM banks" - is not implemented. Too many iNES headers are corrupt where this new data - is stored, causing problems for those games. - -- The following table lists iNES-format "mappers" supported well in FCE Ultra. - -
- UNIF- -- FCE Ultra supports the following UNIF boards. The prefixes HVC-, NES-, BTL-, and BMC- are omitted, since they are currently ignored in FCE Ultra's UNIF loader. - --
Famicom Disk System-- You will need the FDS BIOS ROM image in the base FCE Ultra directory. - It must be named "disksys.rom". FCE Ultra will not load FDS games - without this file. - - Two types of FDS disk images are supported: disk images with the - FWNES-style header, and disk images with no header. The number - of sides on headerless disk images is calculated by the total file - size, so don't put extraneous data at the end of the file. -- If a loaded disk image is written to during emulation, FCE Ultra will store the modified - disk image in the save games directory, which is by default "sav" under the base - directory. - -Game Genie-- The Game Genie ROM image is loaded from the file "gg.rom" in the - base directory the first time Game Genie emulation is enabled and - a ROM image is loaded since the time FCE Ultra has run. - - The ROM image may either be the 24592 byte iNES-format image, or - the 4352 byte raw ROM image. - - Remember that enabling/disabling Game Genie emulation will not take - effect until a new game is loaded(this statement shouldn't concern - any of the "run once" command-line driven builds). - -VS Unisystem--FCE Ultra currently only supports VS Unisystem ROM images in the -iNES format. DIP switches and coin insertion are both emulated. -The following games are supported, and have palettes provided(though not -necessarily 100% accurate or complete): -
Automatic IPS Patching-- Place the IPS file in the same directory as the file to load, - and name it filename.ips. - -- Examples: Boat.nes - Boat.nes.ips - Boat.zip - Boat.zip.ips - Boat.nes.gz - Boat.nes.gz.ips - Boat - Boat.ips -- - Some operating systems and environments will hide file extensions. - Keep this in mind if you are having trouble. - -- Patching is supported for all supported formats(iNES, FDS, UNIF, and - NSF), but it will probably only be useful for the iNES and FDS formats. - UNIF files can't be patched well with the IPS format because they are chunk-based - with no fixed offsets. - -- Using FCE Ultra-- - -Key Assignments--
VS Unisystem--
Famicom Disk System--
Barcode Readers--
Game Pad--
-
Power Pad--
-
Family Keyboard-- All emulated keys are mapped to the closest open key on the PC - keyboard, with a few exceptions. The emulated "@" key is - mapped to the "`"(grave) key, and the emulated "kana" key - is mapped to the "Insert" key(in the 3x2 key block above the - cursor keys). - -- To enable or disable Family Keyboard input, press the "Scroll Lock" key. - When Family Keyboard input is enabled, FCE Ultra will also attempt - to prevent any key presses from being passed to the GUI or system. - -HyperShot Controller--
Mahjong Controller--
-
Quiz King Controller--
Command-line-- FCE Ultra supports arguments passed on the command line. Arguments - are taken in the form of "-parameter value". Some arguments are valueless. - Arguments that have both a parameter and a value will be saved in the - configuration file, with the exception being the network-play arguments. - Please note that most of these arguments are currently not recognized on the Win32-native port. - --
-
- |
Title: | Description: | Source code files affected: |
---|---|---|
KickMaster | -KickMaster relies on the low-level behavior of the MMC3(PPU A12 low->high transition) - to work properly in certain parts. If an IRQ begins at the "normal" time on the - last visible scanline(239), the game will crash after beating the second boss and retrieving - the item. The hack is simple, to clock the IRQ counter twice on scanline 238. - | -mbshare/mmc3.c |
Shougi Meikan '92 Shougin Meikan '93 |
- The hack for these games is identical to the hack for KickMaster. | -mbshare/mmc3.c |
Star Wars (PAL/European Version) | -This game probably has the same(or similar) problem on FCE Ultra as KickMaster. The - hack is to clock the IRQ counter twice on the "dummy" scanline(scanline before the first - visible scanline). | mbshare/mmc3.c |
-
Name: | Contribution(s): |
---|---|
\Firebug\ | High-level mapper information. |
Andrea Mazzoleni | Scale2x/Scale3x scalers included in FCE Ultra. |
Bero | Original FCE source code. |
Brad Taylor | NES sound information. |
EFX | DC PasoFami NES packs, testing. |
Fredrik Olson | NES four-player adapter information. |
Gilles Vollant | PKZIP file loading functions. |
goroh | Various documents. |
Info-ZIP | ZLIB |
Jeremy Chadwick | General NES information. |
Justin Smith | Good stuff. |
kevtris | Low-level NES information and sound information. |
Ki | Various technical information. |
Mark Knibbs | Various NES information. |
Marat Fayzullin | General NES information. |
Matthew Conte | Sound information. |
Maxim Stepin | hq2x and hq3x scalers included in FCE Ultra. |
MindRape | DC PasoFami NES packs. |
Mitsutaka | YM2413 emulator. |
nori | FDS sound information. |
Quietust | VRC7 sound translation code by The Quietust (quietust at ircN dort org). |
rahga | Famicom four-player adapter information. |
Sean Whalen | Node 99 |
TheRedEye | ROM images, testing. |
TyphoonZ | Archaic Ruins. |
...and everyone whose name my mind has misplaced. |
+ History updated June 22, 2008
+ Content last updated September 15, 2004
+Valid as of FCE Ultra 0.98.13
+
+ Table of Contents: +
++ FCEUX was started in 2006 by zeromus and rheiny (sp) as an attempt to merge various branches + of FCE Ultra into a unified emulator. Additional authors joined the project, including + mz, adelikat, nitsujrehtona, maximus, CaH4e3, Sebastian Porst. +
++ FCEUX contains all features and enhancements from FCE, FCE Ultra, FCEU rerecording, + FCEUXD, and FCEUXDSP as well as many new mappers from FCEU-mm +
+ ++ This document has been arranged to keep user interface details and emulation + details as separate as possible, though this has not been accomplished entirely. +
++ In several places references are made to the "base directory". If you + are running a port on a UN*X-like system(Linux/*BSD/Mac OSX/SunOS/etc.), the + base directory is "~/.fceultra", or in other words, + "your home directory plus .fceultra". For all other ports(including DOS and +MS Windows), the base directory is the directory that the executable is in. +
++ Bero originally wrote a NES emulator that was referred to as FCE. + This name was apparently meant only to serve as a temporary name, + but its usage remained. Xodnizel originally ported it to Linux SVGAlib, + and made a few improvements. This code base was abandoned, and work began anew, + under DOS, with the original FCE source code. At the end of November, 1998, + FCE Ultra Beta 1 was released. +
++ FCE Ultra remained DOS-only until version 0.18, when it was ported to Linux SVGAlib, + and released as a statically-linked executable. The first MS Windows port was released as version 0.25. +
++ The source code of 0.40 was released on November 12, 2000. It retained the simple license + of FCE for a long time, which stated that " This software is freeware. You can use it non-commercially." + Almost two years later, in June 2002, 0.80 was released, and FCE Ultra was re-licensed under the GNU GPL. +
++ It has been tested (and runs) under DOS, Linux SVGAlib, Linux X, Mac OS X, and Windows. A native GUI + is provided for the Windows port, and the other ports use a command-line interface. The SDL port should + run on any modern UNIX-like operating system (such as FreeBSD, Solaris or IRIX) with no code changes. + It has also been ported to the GP2X, PlayStation Portable as PSPFceUltra, the Nintendo GameCube and Pepper Pad. +
++ FCE Ultra was created by Xodnizel. Development appeared to stop and the homepage and forums for the emulator were taken down. + The last version before this was v0.98.13-pre, released in September 2004 as source-only. The last binary release was v0.98.12 in August 2004. +
++ However, it was resurrected again in March of 2006 by Anthony Giorgio and Mark Doliner. +
++ There is also a graphical frontend for FCE Ultra. GFCE Ultra is written in Python and uses the GTK2 user interface library. + Because is it written in Python and with portability in mind, it can be run on any UNIX-like platform and any processor architecture + that is supported by Python. +
++ The "rerecording" version of FCE Ultra was implemented to FCE Ultra 0.98.10 with movie + recording support. This was done by blip, and was implemented for the purpose of creating + Tool-Assisted Speedruns. +
++ The rerecording branch continued with 0.98.12, adding movie support features, such as "bullet proof" + recording. In 2006, FCEU 0.98.16 was implemented by nitsuja and luke. Various tools such as read-only toggling, + increased hotkey mapping, and memory watch were added. +
++ In 2008, FCEU rerecording was picked up again by mz, maximus, adelikat, and nitsujrehtona with various updates + named FCEU.0.98.17 - 0.98.28 +
++ FCEUD +
++ In 2002, Parasyte modified the then-current version (0.81.3) of FCE Ultra and added a Nesten-style + debugger, along with several other features, and named it "FCEUD" (FCE Ultra Debugger). +
++ FCEUXD +
++ In January 2004, bbitmaster began working on more features and called it "FCEUXD" (FCE Ultra Extended Debugger). + It is a branch of FCE Ultra that contains many extended debugging features compared to the original FCE Ultra code such as a trace logger, a built-in hex editor, a name table viewer, code/data logger, inline assembler, and Game Genie decoder/encoder in addition to the debugger and PPU viewer from FCEUD. + The last version made was FCEUXD 1.0a +
++
+ It was created in 2006 by sp. The project extends the debugging tools even further compared to + FCEUXD by adding new tools, functions, and usability of debugging tools. +
++ The last version of FCEUXDSP was 1.07 which adds a feature known as the RAM Filter. +
+ + ++ All official instructions of the NES' CPU, the 2A03, which is compatible(mostly) + with the 6502, are emulated. "Unofficial" instructions are also emulated, + though probably not as accurately as the more well-defined official instructions. +
++
+ FCE Ultra has many palette features, including loading a custom palette + to replace the default NES palette. The palette from an NTSC NES can + also be generated on-the-fly. +
++ First, a note on on the format of external palettes; Palette files are expected to contain 64 8-bit RGB triplets(each in + that order; red comes first in the triplet in the file, then green, + then blue). Each 8-bit value represents brightness for that particular + color. 0 is minimum, 255 is maximum. +
++ Palettes can be set on a per-game basis. To do this, put a palette + file in the "gameinfo" directory with the same base filename + as the game you wish to associate with and add the extension "pal". + Examples: +
+ File name: Palette file name: + BigBad.nes BigBad.pal + BigBad.zip BigBad.pal + BigBad.Better.nes BigBad.Better.pal ++ +
+ With so many ways to choose a palette, figuring out which one will + be active may be difficult. Here's a list of what palettes will + be used, in order from highest priority to least priority(if a + condition doesn't exist for a higher priority palette, the emulator + will continue down its list of palettes). +
+
+ All 5 internal sound channels are supported(2x rectangle, triangle, noise, + and DMC/PCM). Sound channels are emulated with CPU instruction granularity. + There are two sound quality options. Low-quality sound, the default sound + quality option, generates sound data at 16x the playback rate and averages + those samples together to 1 sample. This method works fairly well and + is reasonably fast, but there is still some aliasing and sound distortion. + All sample rates between 8192Hz and 96000Hz are supported. +
+ The high-quality sound emulation is much more CPU intensive, but the + quality is worth it, if your machine is fast enough. Sound data is + generated at the NES' CPU clock rate(about 1.8MHz for the NTSC NES), and + then resampled to the output sample rate. Custom-designed 483rd order + Parks-McClellan algorithm filter coefficients are used. Supported playback rates are + 44100Hz, 48000Hz, and 96000Hz. The following filter statistics apply + for NTSC emulation. +
+
Rate: | Passband Upper Bound(Hz): | Passband ripple(dB): | Transition bandwidth(Hz): | Stopband attenuation(dB): |
---|---|---|---|---|
44100 | 11982.5 | 0.20 | 10067.5 | 66.4 |
48000 | 13932.5 | 0.10 | 10067.5 | 60.0 |
96000 | 30000.0 | 0.01 | 18000.0 | 103.0 |
+ The "highest" sound quality mode is similar to the normal high-quality mode, + but the filters are of a higher order(1024 coefficients). Ripple is + reduced, the upper bound of the passband is higher, and the stopband + attenuation is slightly higher. The highest-quality mode filter coefficients + were created using "gmeteor". The parameters used to create these filters + can be found in the source code distribution. +
++ Besides the 5 internal NES sound channels, FCE Ultra emulates the extra + sound capabilities of the Konami VRCVI, Konami VRCVII, Namco 106, Nintendo MMC5, and the Sunsoft FME-07 chips. The extra sound + channel in the Famicom Disk System is also emulated, but the support for + its FM capabilities is limited. +
++ FCE Ultra emulates the standard NES gamepad, the Four-Score multiplayer + adapter, the Zapper, the Power Pad, and the Arkanoid controller. The + Famicom version of the Arkanoid controller, the "Space Shadow" gun, the + Famicom 4-player adapter, the Family Keyboard, the HyperShot controller, the Mahjong controller, + the Oeka Kids tablet, the Quiz King buzzers, the Family Trainer, and the Barcode World barcode + reader are also emulated. +
++ Most Zapper NES games expect the Zapper to be plugged into port 2. + and most VS Unisystem games expect the Zapper to be plugged + into port 1. +
+ The left mouse button is the emulated trigger button for the + Zapper. The right mouse button is also emulated as the trigger, + but as long as you have the right mouse button held down, no color + detection will take place, which is effectively like pulling the + trigger while the Zapper is pointed away from the television screen. + Note that you must hold the right button down for a short + time to have the desired effect. +
++ FCE Ultra supports the iNES, FDS(raw and with a header), UNIF, and NSF file + formats. FDS ROM images in the iNES format are not supported; it would + be silly to do so and storing them in that format is nonsensical. +
++ FCE Ultra supports loading ROM/disk images from some types of compressed files. + FCE Ultra can load data from both PKZIP-format files and + gzip-format files. Only the "deflate" algorithm is supported, but + this is the most widely used algorithm for these formats. +
++ All files in a PKZIP format archive will be scanned for the + followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif + The first archived file to have one of these extensions will be + loaded. If no archived file has one of these extensions, the + first archived file will be loaded. +
++ The battery-backed RAM, vertical/horizontal mirroring, four-screen + name table layout, and 8-bit mapper number capabilities of the iNES + format are supported. The 512-byte trainer capability is also supported, + but it is deprecated. Common header corruption conditions are cleaned(let's + go on a DiskDude hunt), though not all conditions can be automatically + detected and fixed. In addition, a few common header inaccuracies for + games are also corrected(detected by CRC32 value). Note that these + fixes are not written back to the storage medium. +
++ Support for the recent VS System bit and "number of 8kB RAM banks" + is not implemented. Too many iNES headers are corrupt where this new data + is stored, causing problems for those games. +
++ The following table lists iNES-format "mappers" supported well in FCE Ultra. +
+
Number: | Description: | Game Examples: |
---|---|---|
0 | No bankswitching | Donkey Kong, Mario Bros |
1 | Nintendo MMC1 | MegaMan 2, Final Fantasy |
2 | Simple 16KB PROM Switch(UNROM) | MegaMan, Archon, 1944 |
3 | Simple 8KB VROM Switch(CNROM) | Spy Hunter, Gradius |
4 | Nintendo MMC3 | Super Mario Bros. 3, Recca, Final Fantasy 3 |
5 | Nintendo MMC5 | Castlevania 3, Just Breed, Bandit Kings of Ancient China |
6 | FFE F4 Series(hacked, bootleg) | |
7 | AOROM | Battle Toads, Time Lord |
8 | FFE F3 Series(hacked, bootleg) | |
9 | Nintendo MMC2 | Punchout! |
10 | Nintendo MMC4 | Fire Emblem, Fire Emblem Gaiden |
11 | Color Dreams | Crystal Mines, Bible Adventures |
12 | ?? | Dragon Ball Z 5 ("bootleg" original) |
13 | CPROM | Videomation |
15 | Multi-cart(bootleg) | 100-in-1: Contra Function 16 |
16 | Bandai ?? | Dragon Ball Z, SD Gundam Gaiden **EEPROM is not emulated |
17 | FFE F8 Series(hacked, bootleg) | |
18 | Jaleco SS806 | Pizza Pop, Plasma Ball |
19 | Namco 106 | Splatter House, Mappy Kids |
21 | Konami VRC4 2A | WaiWai World 2, Ganbare Goemon Gaiden 2 |
22 | Konami VRC4 1B | Twinbee 3 |
23 | Konami VRC2B | WaiWai World, Crisis Force |
24 | Konami VRC6 | Akumajou Densetsu |
25 | Konami VRC4 | Gradius 2, Bio Miracle:Boku tte Upa |
26 | Konami VRC6 A0-A1 Swap | Esper Dream 2, Madara |
32 | IREM G-101 | Image Fight 2, Perman |
33 | Taito TC0190/TC0350 | Don Doko Don |
34 | NINA-001 and BNROM | Impossible Mission 2, Deadly Towers, Bug Honey |
40 | (bootleg) | Super Mario Bros. 2 |
41 | Caltron 6-in-1 | Caltron 6-in-1 |
42 | (bootleg) | Mario Baby |
44 | Multi-cart(bootleg) | Super HiK 7 in 1 |
45 | Multi-cart(bootleg) | Super 1000000 in 1 |
46 | Game Station | Rumble Station |
47 | NES-QJ | Nintendo World Cup/Super Spike V-Ball |
48 | Taito TC190V | Flintstones |
49 | Multi-cart(bootleg) | Super HiK 4 in 1 |
50 | (bootleg) | Super Mario Bros. 2 |
51 | Multi-cart(bootleg) | 11 in 1 Ball Games |
52 | Multi-cart(bootleg) | Mario Party 7 in 1 |
57 | Multi-cart(bootleg) | Game Star GK-54 |
58 | Multi-cart(bootleg) | 68-in-1 Game Star HKX5268 |
60 | Multi-cart(bootleg) | 4 in 1(Reset-selected) |
61 | Multi-cart(bootleg) | 20 in 1 |
62 | Multi-cart(bootleg) | Super 700 in 1 |
64 | Tengen RAMBO 1 | Klax, Rolling Thunder, Skull and Crossbones |
65 | IREM H-3001 | Daiku no Gensan 2 |
66 | GNROM | SMB/Duck Hunt |
67 | Sunsoft ?? | Fantasy Zone 2 |
68 | Sunsoft ?? | After Burner 2, Nantetta Baseball |
69 | Sunsoft FME-7 | Batman: Return of the Joker, Hebereke | +
70 | ?? | Kamen Rider Club |
71 | Camerica | Fire Hawk, Linus Spacehead |
72 | Jaleco ?? | Pinball Quest |
73 | Konami VRC3 | Salamander |
74 | Taiwanese MMC3 CHR ROM w/ VRAM | Super Robot Wars 2 |
75 | Jaleco SS8805/Konami VRC1 | Tetsuwan Atom, King Kong 2 |
76 | Namco 109 | Megami Tensei |
77 | IREM ?? | Napoleon Senki |
78 | Irem 74HC161/32 | Holy Diver |
79 | NINA-06/NINA-03 | F15 City War, Krazy Kreatures, Tiles of Fate |
80 | Taito X-005 | Minelvation Saga |
82 | Taito ?? | Kyuukyoku Harikiri Stadium - Heisei Gannen Ban |
85 | Konami VRC7 | Lagrange Point |
86 | Jaleco JF-13 | More Pro Baseball |
87 | ?? | Argus |
88 | Namco 118 | Dragon Spirit |
89 | Sunsoft ?? | Mito Koumon |
90 | ?? | Super Mario World, Mortal Kombat 3, Tekken 2 |
91 | ?? | Mari Street Fighter 3 Turbo |
92 | Jaleco ?? | MOERO Pro Soccer |
93 | ?? | Fantasy Zone |
94 | ?? | Senjou no Ookami |
95 | Namco 118 | Dragon Buster |
96 | Bandai ?? | Oeka Kids |
97 | ?? | Kaiketsu Yanchamaru |
99 | VS System 8KB VROM Switch | VS SMB, VS Excite Bike |
105 | NES-EVENT | Nintendo World Championships |
107 | ?? | Magic Dragon |
112 | Asder | Sango Fighter, Hwang Di |
113 | MB-91 | Deathbots |
114 | ?? | The Lion King |
115 | ?? | Yuu Yuu Hakusho Final |
117 | ?? | San Guo Zhi 4 |
118 | MMC3-TLSROM/TKSROM Board | Ys 3, Goal! 2, NES Play Action Football |
119 | MMC3-TQROM Board | High Speed, Pin*Bot |
140 | Jaleco ?? | Bio Senshi Dan |
144 | ?? | Death Race |
151 | Konami VS System Expansion | VS The Goonies, VS Gradius |
152 | ?? | Arkanoid 2, Saint Seiya Ougon Densetsu |
153 | Bandai ?? | Famicom Jump 2 |
154 | Namco ?? | Devil Man |
155 | MMC1 w/o normal WRAM disable | The Money Game, Tatakae!! Rahmen Man |
156 | ?? | Buzz and Waldog |
157 | Bandai Datach ?? | Datach DBZ, Datach SD Gundam Wars, **EEPROM is not emulated |
158 | RAMBO 1 Derivative | Alien Syndrome |
160 | (same as mapper 90) | (same as mapper 90) |
180 | ?? | Crazy Climber |
182 | ?? | Super Donkey Kong |
184 | ?? | Wing of Madoola, The |
185 | CNROM w/ CHR ROM unmapping | Banana, Mighty Bomb Jack, Spy vs Spy(Japanese) |
189 | ?? | Thunder Warrior, Street Fighter 2 (Yoko) |
193 | Mega Soft | Fighting Hero |
200 | Multi-cart(bootleg) | 1200-in-1 |
201 | Multi-cart(bootleg) | 21-in-1 |
202 | Multi-cart(bootleg) | 150 in 1 |
203 | Multi-cart(bootleg) | 35 in 1 |
206 | DEIROM | Karnov |
207 | Taito ?? | Fudou Myouou Den |
208 | ?? | Street Fighter IV (by Gouder) |
209 | (mapper 90 w/ name-table control mode enabled) | Shin Samurai Spirits 2, Power Rangers III |
210 | Namco ?? | Famista '92, Famista '93, Wagyan Land 2 |
225 | Multi-cart(bootleg) | 58-in-1/110-in-1/52 Games |
226 | Multi-cart(bootleg) | 76-in-1 |
227 | Multi-cart(bootleg) | 1200-in-1 |
228 | Action 52 | Action 52, Cheetahmen 2 |
229 | Multi-cart(bootleg) | 31-in-1 |
230 | Multi-cart(bootleg) | 22 Games |
231 | Multi-cart(bootleg) | 20-in-1 |
232 | BIC-48 | Quattro Arcade, Quattro Sports |
234 | Multi-cart ?? | Maxi-15 |
235 | Multi-cart(bootleg) | Golden Game 150 in 1 |
240 | ?? | Gen Ke Le Zhuan, Shen Huo Le Zhuan |
242 | ?? | Wai Xing Zhan Shi |
244 | ?? | Decathalon |
246 | ?? | Fong Shen Ban |
248 | ?? | Bao Qing Tian |
249 | Waixing ?? | ?? |
250 | ?? | Time Diver Avenger |
255 | Multi-cart(bootleg) | 115 in 1 |
+
+ FCE Ultra supports the following UNIF boards. The prefixes HVC-, NES-, BTL-, and BMC- are omitted, since they are currently ignored in FCE Ultra's UNIF loader. +
++
Group: | |
---|---|
Name: | Game Examples: |
Bootleg: | |
MARIO1-MALEE2 | Super Mario Bros. Malee 2 |
NovelDiamond9999999in1 | Novel Diamond 999999 in 1 |
Super24in1SC03 | Super 24 in 1 |
Supervision16in1 | Supervision 16-in-1 |
Unlicensed: | |
Sachen-8259A | Super Cartridge Version 1 |
Sachen-8259B | Silver Eagle |
Sachen-74LS374N | Auto Upturn |
SA-016-1M | Master Chu and the Drunkard Hu |
SA-72007 | Sidewinder |
SA-72008 | Jovial Race |
SA-0036 | Mahjong 16 |
SA-0037 | Mahjong Trap |
TC-U01-1.5M | Challenge of the Dragon |
8237 | Pocahontas Part 2 |
MMC1: | |
SAROM | Dragon Warrior |
SBROM | Dance Aerobics |
SCROM | Orb 3D |
SEROM | Boulderdash |
SGROM | Defender of the Crown |
SKROM | Dungeon Magic |
SLROM | Castlevania 2 |
SL1ROM | Sky Shark |
SNROM | Shingen the Ruler |
SOROM | Nobunaga's Ambition |
MMC3: | |
TFROM | Legacy of the Wizard |
TGROM | Megaman 4 |
TKROM | Kirby's Adventure |
TKSROM | Ys 3 |
TLROM | Super Spike V'Ball |
TLSROM | Goal! 2 |
TR1ROM | Gauntlet |
TQROM | Pinbot |
TSROM | Super Mario Bros. 3 |
TVROM | Rad Racer 2 |
MMC5: | |
EKROM | Gemfire |
ELROM | Castlevania 3 |
ETROM | Nobunaga's Ambition 2 |
EWROM | Romance of the Three Kingdoms 2 |
MMC6: | |
HKROM | Star Tropics |
Nintendo Discrete Logic: | |
CNROM | Gotcha |
CPROM | Videomation |
GNROM | Super Mario Bros./Duck Hunt |
MHROM | |
NROM-128 | Mario Bros. |
NROM-256 | Super Mario Bros. |
RROM-128 | |
UNROM | Megaman |
+ You will need the FDS BIOS ROM image in the base FCE Ultra directory. + It must be named "disksys.rom". FCE Ultra will not load FDS games + without this file. +
+ Two types of FDS disk images are supported: disk images with the + FWNES-style header, and disk images with no header. The number + of sides on headerless disk images is calculated by the total file + size, so don't put extraneous data at the end of the file. ++ If a loaded disk image is written to during emulation, FCE Ultra will store the modified + disk image in the save games directory, which is by default "sav" under the base + directory. +
++ The Game Genie ROM image is loaded from the file "gg.rom" in the + base directory the first time Game Genie emulation is enabled and + a ROM image is loaded since the time FCE Ultra has run. +
+ The ROM image may either be the 24592 byte iNES-format image, or + the 4352 byte raw ROM image. +
+ Remember that enabling/disabling Game Genie emulation will not take + effect until a new game is loaded(this statement shouldn't concern + any of the "run once" command-line driven builds). +
++FCE Ultra currently only supports VS Unisystem ROM images in the +iNES format. DIP switches and coin insertion are both emulated. +The following games are supported, and have palettes provided(though not +necessarily 100% accurate or complete): +
+ Place the IPS file in the same directory as the file to load, + and name it filename.ips. +
++ Examples: Boat.nes - Boat.nes.ips + Boat.zip - Boat.zip.ips + Boat.nes.gz - Boat.nes.gz.ips + Boat - Boat.ips ++
+ Some operating systems and environments will hide file extensions. + Keep this in mind if you are having trouble. +
++ Patching is supported for all supported formats(iNES, FDS, UNIF, and + NSF), but it will probably only be useful for the iNES and FDS formats. + UNIF files can't be patched well with the IPS format because they are chunk-based + with no fixed offsets. +
++ +
++
Key(s): | Action: |
---|---|
F5 | Save state. |
F7 | Load state. |
0-9 | Select save state slot. |
Shift + F5 | Record movie. |
Shift + F7 | Play movie. |
Shift + 0-9 | Select movie slot. |
F9 | Save screen snapshot. |
F4 | Hide sprites(toggle). |
Shift + F4 | Hide background data with overscan color(toggle). |
Alt + Enter | Toggle fullscreen mode. |
~ | Temporarily disable speed throttling. |
F10 | Reset. |
F11 | Hard reset(toggle power switch). |
F12 | Exit. |
+
Key: | Action: |
---|---|
F8 | Insert coin. |
F6 | Show/Hide dip switches. |
1-8 | Toggle dip switches(when dip switches are shown). |
+
Key: | Action: |
---|---|
F6 | Select disk and disk side. |
F8 | Eject or Insert disk. |
+
Key: | Action: |
---|---|
0-9 | Barcode digits(after activating barcode input). |
F8 | Activate barcode input/scan barcode. |
+
+ These default Game Pad key assignments do not apply to the Win32-native port. + See the table below this for the Win32-native port's default game pad mappings. + | |
Key: | Button on Emulated Gamepad: |
---|---|
Keypad 2 | B |
Keypad 3 | A |
Enter/Return | Start |
Tab | Select |
Z | Down |
W | Up |
A | Left |
S | Right |
+
Win32-native Port | |
---|---|
Key: | Button on Emulated Gamepad: |
Left Control | B |
Left Alt | A |
Enter/Return | Start |
Tab | Select |
Cursor Down | Down |
Cursor Up | Up |
Cursor Left | Left |
Cursor Right | Right |
+
Side B | |||
---|---|---|---|
O | P | +[ | ] |
K | L | ; | ' |
M | , | . | / |
Side A | |||
---|---|---|---|
P | +[ | ||
K | L | ; | ' |
, | . |
+ All emulated keys are mapped to the closest open key on the PC + keyboard, with a few exceptions. The emulated "@" key is + mapped to the "`"(grave) key, and the emulated "kana" key + is mapped to the "Insert" key(in the 3x2 key block above the + cursor keys). +
++ To enable or disable Family Keyboard input, press the "Scroll Lock" key. + When Family Keyboard input is enabled, FCE Ultra will also attempt + to prevent any key presses from being passed to the GUI or system. +
++
Run | Jump | |
---|---|---|
Controller I | Q | W |
Controller II | E | R |
+
Emulated Mahjong Controller: | A | B | C | D | E | F | G | H | I | J | K | L | M | N |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | A | S | D | F | G | H | J | K | L |
Emulated Mahjong Controller: | SEL | ST | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|
PC Keyboard: | Z | X | C | V | B | N | M | +
+
Emulated Buzzer: | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | Y |
+ FCE Ultra supports arguments passed on the command line. Arguments + are taken in the form of "-parameter value". Some arguments are valueless. + Arguments that have both a parameter and a value will be saved in the + configuration file, with the exception being the network-play arguments. + Please note that most of these arguments are currently not recognized on the Win32-native port. +
++
Argument: | Value Type: | Default value: | Description: |
---|---|---|---|
-cpalette x | string | 0 | Load a custom global palette from file "x". Specifying "0" will cause FCE Ultra to stop using the custom global palette. |
-ntsccol x | boolean | 0 | If value is true, enable automatic generation and use of an NTSC NES' colors. |
-pal x | boolean | 0 | If value is true, emulate a PAL NES. Otherwise emulate an NTSC NES. |
-sound x | boolean | 1 | If value is true, enable sound emulation and output. |
-soundrate x | integer | 48000 | Specifies the sound playback rate, in frames per second("Hz"). |
-soundvol x | integer | 100 | Sound volume. |
-soundq x | boolean | 0 | If value is true, enable high-quality sound emulation. |
-soundbufsize x | integer | 24(52 for Win32) | Specifies the desired size of the sound buffer, in milliseconds. |
-inputcfg x | string | Configure mapping of physical device inputs to a virtual device. Valid values are "gamepad1", "gamepad2", "gamepad3", "gamepad4", "powerpad1", "powerpad2". During configuration, pressing the same button twice in a row will cause configuration to move to the next button on the virtual device. A maximum of 4 physical buttons may be assigned to one virtual button. | |
-input1 x and -input2 x | string | gamepad | Select input device for input port 1 or 2. Valid strings are "none", "gamepad", "zapper", "powerpada", and "powerpadb". |
-fcexp x | string | none | Select Famicom expansion port device. Valid strings are "none", "shadow", "arkanoid", "4player", and "fkb". |
-nofs x | boolean | 0 | If value is true, disable four-score emulation. |
-gg x | boolean | 0 | Enable Game Genie emulation. |
-snapname x | boolean | 0 | If value is true, use an alternate naming scheme(file base and numeric) for screen snapshots. |
-frameskip x | integer | 0 | Specifies the number of frames to skip(emulation and drawing) for each frame emulated and drawn. The frameskipping code will not work properly with light-gun games, and it may break other games as well, so use it with this knowledge in mind! |
-nothrottle x | boolean | 0 | If value is true, disable the speed throttling that is used when sound emulation is disabled. |
-clipsides x | boolean | 0 | If value is true, clip leftmost and rightmost 8 columns of pixels of the video output. |
-slstart x | integer | 8 | +First scanline to be rendered in NTSC emulation mode(when PAL emulation is disabled). |
-slend x | integer | 231 | +Last scanline to be rendered in NTSC emulation mode. |
-slstartp x | integer | 0 | +First scanline to be rendered in PAL emulation mode. |
-slendp x | integer | 239 | +Last scanline to be rendered in PAL emulation mode. |
Argument: | Value Type: | Default value: | Description: |
-opengl x | boolean | 1 | Enable OpenGL support(if the support has been compiled in). |
-openglip x | boolean | 1 | Use bilinear interpolation when using OpenGL. |
-special(-specialfs) x | integer | 0(0) | Use special video scaling filters.
+
|
-stretchx/-stretchy x | boolean | 1/0 | Stretch to fill surface on x or y axis(fullscreen, only with OpenGL). |
-doublebuf x | boolean | 0 | Request double buffering(note that double buffering or sync-to-vblank may be forcibly enabled by your video drivers). |
-xscale(-xscalefs)/ -yscale(-yscalefs) | real | 2.50(2)/2(2) | Specify the scaling factor for each axis. Factors will be truncated to integers when not using OpenGL. |
-xres x/-yres y | integer | 640/480 | Set the desired horizontal/vertical resolution when in fullscreen mode. |
-efx(fs) x | integer | 0 | Specify simple special effects, represented by logically ORing constants. 1=scanlines, 2=TV Blur |
-fs | boolean | 0 | Full screen mode. |
+
Title: | Description: | Source code files affected: |
---|---|---|
KickMaster | +KickMaster relies on the low-level behavior of the MMC3(PPU A12 low->high transition) + to work properly in certain parts. If an IRQ begins at the "normal" time on the + last visible scanline(239), the game will crash after beating the second boss and retrieving + the item. The hack is simple, to clock the IRQ counter twice on scanline 238. + | +mbshare/mmc3.c |
Shougi Meikan '92 Shougin Meikan '93 |
+ The hack for these games is identical to the hack for KickMaster. | +mbshare/mmc3.c |
Star Wars (PAL/European Version) | +This game probably has the same(or similar) problem on FCE Ultra as KickMaster. The + hack is to clock the IRQ counter twice on the "dummy" scanline(scanline before the first + visible scanline). | mbshare/mmc3.c |
+
Name: | Contribution(s): |
---|---|
\Firebug\ | High-level mapper information. |
Andrea Mazzoleni | Scale2x/Scale3x scalers included in FCE Ultra. |
Bero | Original FCE source code. |
Brad Taylor | NES sound information. |
EFX | DC PasoFami NES packs, testing. |
Fredrik Olson | NES four-player adapter information. |
Gilles Vollant | PKZIP file loading functions. |
goroh | Various documents. |
Info-ZIP | ZLIB |
Jeremy Chadwick | General NES information. |
Justin Smith | Good stuff. |
kevtris | Low-level NES information and sound information. |
Ki | Various technical information. |
Mark Knibbs | Various NES information. |
Marat Fayzullin | General NES information. |
Matthew Conte | Sound information. |
Maxim Stepin | hq2x and hq3x scalers included in FCE Ultra. |
MindRape | DC PasoFami NES packs. |
Mitsutaka | YM2413 emulator. |
nori | FDS sound information. |
Quietust | VRC7 sound translation code by The Quietust (quietust at ircN dort org). |
rahga | Famicom four-player adapter information. |
Sean Whalen | Node 99 |
TheRedEye | ROM images, testing. |
TyphoonZ | Archaic Ruins. |
...and everyone whose name my mind has misplaced. |
+02 August 2008 + +FCE Ultra is BACK! Today, version 2.0.0 has been released as the new software FCEUX. + +All users of FCE Ultra are encouraged to switch to FCEUX and bug us if something isn't working well. + +Head to the homepage at http://fceux.com to see what's new and grab the most recent build or source code. +