From 7dcb7b805557453a87d9d592f0c66a0c9c9feba5 Mon Sep 17 00:00:00 2001
From: zeromus
- History updated Juney 22, 2008
- Content last updated September 15, 2004
- 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:
-
- 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.
-
- 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.
-
-
-
- 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.
-
-
- 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.
-
- 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.
-
- 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.
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
- 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.
-
- 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.
-
-
+ History updated June 22, 2008
+ Content last updated September 15, 2004
+ 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
+
+ FCE Ultra General Documentation
-
-Valid as of FCE Ultra 0.98.13
-
+
+
diff --git a/htdocs/fceu-docs.php b/htdocs/fceu-docs.php
new file mode 100644
index 00000000..f9c2e59c
--- /dev/null
+++ b/htdocs/fceu-docs.php
@@ -0,0 +1,894 @@
+
+
+
+Documentation
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-Introduction
-
-
- History of FCE Ultra
-
- FCEU Rerecording
- FCEUD/FCEUXD/FCEUXDSP
- FCEUXDSP stands for FCEUXD "SP" version and is a branch of FCEUXD 1.0a
-
-
-
- Core Features
-
-
- CPU
-
-
-
- PPU
-
-
-
-
- Palettes
-
- File name: Palette file name:
- BigBad.nes BigBad.pal
- BigBad.zip BigBad.pal
- BigBad.Better.nes BigBad.Better.pal
-
-
-
-
-
-
-
-
-
-
-
- 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
- Input
- Zapper
-
- File Formats/Expansion Hardware
- iNES Format
-
-
-
-
- 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 UNIF
-
-
-
-
-
- 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 Famicom Disk System
- Game Genie
- VS Unisystem
-
-
-
- Automatic IPS Patching
-
- Examples: Boat.nes - Boat.nes.ips
- Boat.zip - Boat.zip.ips
- Boat.nes.gz - Boat.nes.gz.ips
- Boat - Boat.ips
-
-
- Using FCE Ultra
- Key Assignments
-
-
-
-
- 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. VS Unisystem
-
-
-
-
- Key: Action:
- F8 Insert coin.
- F6 Show/Hide dip switches.
- 1-8 Toggle dip switches(when dip switches are shown). Famicom Disk System
-
-
-
-
- Key: Action:
- F6 Select disk and disk side.
- F8 Eject or Insert disk. Barcode Readers
-
-
-
-
- Key: Action:
- 0-9 Barcode digits(after activating barcode input).
- F8 Activate barcode input/scan barcode. Game Pad
-
-
-
-
-
- These default Game Pad key assignments do not apply to the Win32-native port.
- See the table below this for the Win32-native port's default game pad mappings.
-
- Key: Button on Emulated Gamepad:
- Keypad 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 Power Pad
-
-
-
- Side B
- O P
- [ ]
- K L ; '
- M , . /
-
-
-
-
- Side A
- P
- [
- K L ; '
- , . Family Keyboard
- HyperShot Controller
-
-
-
-
-
- Run Jump
- Controller I Q W
- Controller II E R Mahjong Controller
-
-
-
- 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
- Quiz King Controller
-
-
-
-
- Emulated Buzzer: 1 2 3 4 5 6
- PC Keyboard: Q W E R T Y Command-line
-
-
-
-
- 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".
- -input1 x
and
-input2 xstring 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.
-
- Game-specific Emulation Hacks
-
-
-
- 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 '93The hack for these games is identical to the hack for KickMaster.
- mbshare/mmc3.c
- Star Wars (PAL/European Version)
- This game probably has the same(or similar) problem on FCE Ultra as KickMaster. The
- hack is to clock the IRQ counter twice on the "dummy" scanline(scanline before the first
- visible scanline). mbshare/mmc3.c
- Credits
-
-
-
+
- Name: Contribution(s):
- \Firebug\ High-level mapper information.
- Andrea 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.
Some of the SDL documentation might be informative to Windows users--so if the CHM doesn't answer your question, give it a shot.
+ FCE Ultra General Documentation
+
+Valid as of FCE Ultra 0.98.13
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Introduction
+
+
+ History of FCE Ultra
+
+ FCEU Rerecording
+ FCEUD/FCEUXD/FCEUXDSP
+ 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. +
+ + ++ 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. +