diff --git a/new/ConvertFCMtoFM2.html b/new/ConvertFCMtoFM2.html index ce54d7c6..ae01856e 100644 --- a/new/ConvertFCMtoFM2.html +++ b/new/ConvertFCMtoFM2.html @@ -19,13 +19,15 @@

Convert FCM to FM2

This page documents the conversion process of .fcm to .fm2. It also documents known issues with conversion as well as known cases where conversion fails.

FCEUX uses the file format .fm2. It does NOT play .fcm files (Older versions of FCEU). However any .fcm file can be converted to .fm2 by opening FCEUX and going to tools > Convert .fm2. You can mass convert files by highlighting them in the open dialog box. On the SDL build, you can run ./fceux --fcmconvert filename.fcm

-

See also:

-
  • FM2 format
  • -
  • FCM format
  • -
  • Movie making
  • +

    See also:

    +

    FM2 concept

    The old FCEUltra had a big problem with its movie recording. Every single movie was recorded with power-on, followed by a savestate. This means that WRAM (or save RAM) was being stored in its initialized state. As a consequence, many games that use save systems would go through an accelerated boot process since the save files were already initialized.

    -

    Typically, a movie maker would load his game and let it sit at the title screen while he sipped his drink or adjusted his pants or steeled his nerves or whatever and then triggered the movie record. At that point the savefile was initialized, and the recording was already compromised. +

    Typically, a movie maker would load his game and let it sit at the title screen while he sipped his drink or adjusted his pants or steeled his nerves or whatever and then triggered the movie record. At that point the savefile was initialized, and the recording was already compromised.

    When preparing FCEUX for release, we decided that this was unacceptable. Therefore, every FCEUX movie is recorded from a fresh power-on with no WRAM or save RAM. Additionally, the "record from reset" was taken out because it is even worse. Now the game would be starting from initialized WRAM and initialized main ram. This can further confuse matters.

    So, your movies might desync because on FCEUX the game is taking longer to boot, while it is initializing its WRAM and/or main ram.

    Luckily, these are often easy to fix: since FM2 is a text format, it is trivial to insert additional empty frames into the correct locations during the game boot-up process. We have successfully used this approach to salvage a few movies. So, if you have trouble, let us know, and maybe since we have a bit of experience, we can help.

    @@ -34,14 +36,17 @@

    We have been excruciatingly careful not to do anything else which would adversely affect synching. We take this seriously. We have only found few desynching movies so far that we aren't able to fix.

    Sync issues

    Nearly all published .fcm files will convert without problem

    -

    Exceptions are noted: -

  • Any movie made with FCEU .10 or earlier (such as Dragon's Lair, Powerblade
  • -
  • Any Dragon Warrior 4 movie due to quirky VRAM handling of this game. Movies will only sync in the version in which they were created.
  • -
  • Any movie that starts from savestate (since savestates aren't compatible between FCEU and FCEUX) (Note: old savestates from 0.98.x can be loaded into FCEUX. However, they can not be used with movies since the new savestates handle movie data in drastically different ways.)
  • -
  • Battle Toads from FCEU .12 - Due to significant mapper 7 changes since FCEU .13
  • -

    +

    Exceptions are noted:

    +

    Converting from FMV to FCM to FM2 may work, but it fails at least for these movies:

    -
    Boku Dracula-kun by Phil and Genisto
    +

    Known desyncs fixed with added frames

    Some movies will desync but can be fixed by adding frames to the beginning of the movie. Basically any movie that was recorded from soft reset and uses battery backed ram will probably desync. This is because the soft reset allowed the SRAM to be cleared ahead of time, so frames were not needed to clear it in the movie (This is arguably cheating anyway, and recording from soft reset was removed in FCEUX).

    Known desyncs that were fixed by adding frames:

    @@ -52,7 +57,6 @@
    Addams Family - Nothing up to 16 frames worked
    Kattou Ninden Teyandee by Ferret Warlord - Nothing up to 16 frames worked
    Dragon Warrior by acmlm - Adding 2 frames makes it sync up to around 46540
    -

    @@ -60,6 +64,7 @@ Home | Download | Documentation | Version History | Contact +
    We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc. diff --git a/new/FM2.html b/new/FM2.html index 4f87a519..e423e7c9 100644 --- a/new/FM2.html +++ b/new/FM2.html @@ -125,6 +125,7 @@ Home | Download | Documentation | Version History | Contact +
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files/{9A81FAEB-3CF8-4A11-8805-76EAD7C67F58}.htm diff --git a/new/_vti_cnf/fceux.css b/new/_vti_cnf/fceux.css index a4fce99e..c8296839 100644 --- a/new/_vti_cnf/fceux.css +++ b/new/_vti_cnf/fceux.css @@ -1,12 +1,12 @@ vti_encoding:SR|utf8-nl vti_author:SR|AD-PC\\Owner vti_modifiedby:SR|AD-PC\\Owner -vti_timelastmodified:TR|03 Dec 2009 18:20:40 -0000 +vti_timelastmodified:TR|04 Dec 2009 16:05:56 -0000 vti_timecreated:TR|23 Sep 2009 14:27:32 -0000 vti_extenderversion:SR|12.0.0.4518 -vti_backlinkinfo:VX|contact.html home.html download.html FM2.html ConvertFCMtoFM2.html movies.html version.html documentation.html -vti_nexttolasttimemodified:TW|03 Dec 2009 18:20:08 -0000 -vti_cacheddtm:TX|03 Dec 2009 18:20:08 -0000 +vti_backlinkinfo:VX|contact.html home.html download.html FM2.html ConvertFCMtoFM2.html movies.html version.html documentation.html fceux-sdl-docs.html fceux-sdl-faq.html +vti_nexttolasttimemodified:TW|04 Dec 2009 16:05:43 -0000 +vti_cacheddtm:TX|04 Dec 2009 16:05:56 -0000 vti_filesize:IR|1119 vti_cachedlinkinfo:VX|S|assests/ICON_1.ICO vti_cachedsvcrellinks:VX|FSUS|assests/ICON_1.ICO diff --git a/new/_vti_cnf/home.html b/new/_vti_cnf/home.html index a1f766e1..98089a7b 100644 --- a/new/_vti_cnf/home.html +++ b/new/_vti_cnf/home.html @@ -1,18 +1,18 @@ vti_encoding:SR|utf8-nl vti_author:SR|AD-PC\\Owner vti_modifiedby:SR|AD-PC\\Owner -vti_timelastmodified:TR|03 Dec 2009 19:56:55 -0000 +vti_timelastmodified:TR|04 Dec 2009 16:07:11 -0000 vti_timecreated:TR|23 Sep 2009 14:11:28 -0000 vti_title:SR|FCEUX vti_extenderversion:SR|12.0.0.4518 -vti_backlinkinfo:VX|contact.html home.html download.html FM2.html ConvertFCMtoFM2.html movies.html version.html documentation.html -vti_nexttolasttimemodified:TW|03 Dec 2009 18:21:54 -0000 -vti_cacheddtm:TX|03 Dec 2009 18:21:54 -0000 -vti_filesize:IR|5365 +vti_backlinkinfo:VX|contact.html home.html download.html FM2.html ConvertFCMtoFM2.html movies.html version.html documentation.html fceux-sdl-docs.html fceux-sdl-faq.html +vti_nexttolasttimemodified:TW|04 Dec 2009 16:06:54 -0000 +vti_cacheddtm:TX|04 Dec 2009 16:07:11 -0000 +vti_filesize:IR|5859 vti_cachedtitle:SR|FCEUX vti_cachedbodystyle:SR| -vti_cachedlinkinfo:VX|Q|fceux.css S|assests/FCEUX-main.png S|assests/NES.png S|assests/Famicom.jpg H|http://tasvideos.org H|version.html H|home.html H|download.html H|documentation.html H|version.html H|contact.html -vti_cachedsvcrellinks:VX|FQUS|fceux.css FSUS|assests/FCEUX-main.png FSUS|assests/NES.png FSUS|assests/Famicom.jpg NHHS|http://tasvideos.org FHUS|version.html FHUS|home.html FHUS|download.html FHUS|documentation.html FHUS|version.html FHUS|contact.html +vti_cachedlinkinfo:VX|Q|fceux.css S|assests/FCEUX-main.png S|assests/NES.png S|assests/Famicom.jpg H|http://tasvideos.org H|version.html H|http://fceultra.svn.sourceforge.net/viewvc/fceultra/fceu/changelog.txt H|home.html H|download.html H|documentation.html H|version.html H|contact.html +vti_cachedsvcrellinks:VX|FQUS|fceux.css FSUS|assests/FCEUX-main.png FSUS|assests/NES.png FSUS|assests/Famicom.jpg NHHS|http://tasvideos.org FHUS|version.html NHHS|http://fceultra.svn.sourceforge.net/viewvc/fceultra/fceu/changelog.txt FHUS|home.html FHUS|download.html FHUS|documentation.html FHUS|version.html FHUS|contact.html vti_cachedneedsrewrite:BR|false vti_cachedhasbots:BR|false vti_cachedhastheme:BR|false diff --git a/new/_vti_cnf/version.html b/new/_vti_cnf/version.html index 4dbd50a7..2ca8ba1b 100644 --- a/new/_vti_cnf/version.html +++ b/new/_vti_cnf/version.html @@ -1,14 +1,14 @@ vti_encoding:SR|utf8-nl vti_author:SR|AD-PC\\Owner vti_modifiedby:SR|AD-PC\\Owner -vti_timelastmodified:TR|03 Dec 2009 17:12:18 -0000 +vti_timelastmodified:TR|04 Dec 2009 16:08:44 -0000 vti_timecreated:TR|23 Sep 2009 14:12:55 -0000 vti_title:SR|FCEUX versions vti_extenderversion:SR|12.0.0.4518 -vti_backlinkinfo:VX|contact.html home.html download.html FM2.html ConvertFCMtoFM2.html movies.html documentation.html version.html -vti_nexttolasttimemodified:TW|03 Dec 2009 17:11:54 -0000 -vti_cacheddtm:TX|03 Dec 2009 17:12:18 -0000 -vti_filesize:IR|7222 +vti_backlinkinfo:VX|contact.html home.html download.html FM2.html ConvertFCMtoFM2.html movies.html documentation.html version.html fceux-sdl-docs.html fceux-sdl-faq.html +vti_nexttolasttimemodified:TW|04 Dec 2009 16:08:40 -0000 +vti_cacheddtm:TX|04 Dec 2009 16:08:44 -0000 +vti_filesize:IR|7370 vti_cachedtitle:SR|FCEUX versions vti_cachedbodystyle:SR| vti_cachedlinkinfo:VX|Q|fceux.css H|pressrelease-2.1.2.html H|pressrelease-2.1.1.html H|pressrelease-2.1.0.html H|pressrelease-2.0.3.html H|pressrelease-2.0.2.html H|pressrelease-2.0.1.html H|pressrelease-2.0.0.html H|http://www.geocities.co.jp/Playtown/2004/fce.htm H|http://tasvideos.org H|http://code.google.com/p/fceu/ H|http://www.the-interweb.com/serendipity/index.php H|http://www.ximwix.net/boneyard/design19/xb/texthooker.htm H|http://sourceforge.net/projects/fceumm/ H|home.html H|download.html H|documentation.html H|version.html H|contact.html diff --git a/new/_vti_pvt/doctodep.btr b/new/_vti_pvt/doctodep.btr index cf7745e5..3dd77eb9 100644 Binary files a/new/_vti_pvt/doctodep.btr and b/new/_vti_pvt/doctodep.btr differ diff --git a/new/_vti_pvt/linkinfo.btr b/new/_vti_pvt/linkinfo.btr index 8c01aec0..cf494a22 100644 Binary files a/new/_vti_pvt/linkinfo.btr and b/new/_vti_pvt/linkinfo.btr differ diff --git a/new/contact.html b/new/contact.html index 50e71cc1..5334be9e 100644 --- a/new/contact.html +++ b/new/contact.html @@ -29,6 +29,7 @@ Home | Download | Documentation | Version History | Contact +
    We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc. diff --git a/new/documentation.html b/new/documentation.html index d387cf34..7b841cc9 100644 --- a/new/documentation.html +++ b/new/documentation.html @@ -40,6 +40,21 @@

    FCEUX offers extensive features and tools for making these movies. The Movies has more detailed information.
    For more information visit TASVideos.

    + +

    FAQs and Guides

    +

    Win32

    + +

    SDL

    + + @@ -47,6 +62,7 @@ Home | Download | Documentation | Version History | Contact +
    We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc. diff --git a/new/download.html b/new/download.html index 788616cf..0b0a4603 100644 --- a/new/download.html +++ b/new/download.html @@ -17,11 +17,40 @@

    Downloads

    +

    FCEUX is written for two platforms: SDL and Win32. The two ports have some significant differences. + The Win32 port has an extensive set of native gui amenities and tools. + The SDL port supports many of the features of the Win32 build (Lua scripting, movie recording), + however some of the Win32 features are exclusive to the platform. The Win32 port has a built-in GUI, + whereas the SDL port has a GTK launcher GUI. The SDL port should run any UNIX-like OS (Linux/Solaris/BSD). +

    + +

    Network play is not presently functional. Fixing it is a high priority.

    + +

    Win32

    + + +

    SDL

    + + +

    Download

    +

    The latest win32 interim build is generally fresh within a day or two. + If you are working with a developer to fix an issue affecting you then this is where you will find your fixed build.

    +
    @@ -29,6 +58,7 @@ Home | Download | Documentation | Version History | Contact +
    We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc. diff --git a/new/fceux-sdl-docs.html b/new/fceux-sdl-docs.html new file mode 100644 index 00000000..9990b17c --- /dev/null +++ b/new/fceux-sdl-docs.html @@ -0,0 +1,310 @@ + + + + + FCEUX SDL Documentation + + + +
    +
    +
    +
    + +

    FCEUX SDL Documentation

    +
    Last updated November 30, 2008
    Valid as of FCEUX 2.0.4

    + Please note that this document is INCOMPLETE and may be INACCURATE. + Contributions welcome.
    +

    + Table of Contents: +

    +

    +
    +

    Introduction

    +

    FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that + is an evolution of the original FCE Ultra emulator. Over time FCE + Ultra had separated into many separate branches. +

    +

    The concept behind FCEUX is to merge elements from FCE Ultra, + FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch + of FCEU. As the X implies, it is an all-encompassing FCEU emulator + that gives the best of all worlds for the general player, the + ROM-hacking community, and the Tool-Assisted Speedrun Community. +

    +

    +

    + FCEUX stores configuration, savestates, movies, screenshots, amount other things + in "~/.fceux". This is referred to as the "base directory". +

    +
    +

    Input

    +

    + FCEUX emulates the standard NES gamepad, the Four-Score multiplayer + adapter, the Zapper, the Power Pad, and the Arkanoid controller. The + Famicom version of the Arkanoid controller, the "Space Shadow" gun, the + Famicom 4-player adapter, and the Family Keyboard are also emulated. +

    +

    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. +

    +
    +

    Famicom Disk System

    +

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

    + 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. +

    + You should make backups of all of your FDS games you use with + FCEUX. This is because FCEUX will write the disk image back to + the storage medium, and the disk image in RAM might have been corrupted + because of inaccurate emulation(this case is not likely to occur, but + it could occur). +

    +

    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 FCEUX has run. +

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

    +

    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 format. It + can be used with the FDS format, but be warned that it will permanently + patch your disk image, as the disk image is written back to disk + when the game is unloaded(unless the disk image is in a zip file, in + which case it isn't written back to disk). UNIF files can't be + patched well with the IPS format because they are chunk-based with no + fixed offsets. +

    +
    +

    Using FCEUX

    +

    + +

    +

    Hotkey Assignments

    +

    + NOTE:There is not a GUI available to remap these hotkeys for SDL. If you really + want to remap the hotkeys, you can edit the config file manually and replace the values + with SDL keysyms. However, hotkey remapping is planned for gfceux in the near future. +

    + + + + + + + + + + + + + + + + + + + + + +
    Key:Action:
    F1Cheat menu (command-line only).
    F2Toggles savestate binding to movies.
    F3Load lua script.
    F4Toggle background rendering.
    F5Save state.
    F6Toggle skipping lag in frame advance.
    F7Load state.
    F8Toggle lag counter display.
    F9Toggle movie frame counter.
    F10Toggle movie subtitles.
    F11Reset emulation.
    F12Save screen snapshot.
    Shift + F5Begin movie recording.
    Shift + F7Open a movie for playback.
    0-9Select save state slot.
    -Decrease emulation speed.
    =Increase emulation speed.
    PausePause emulation.
    \Advance a single frame.
    +

    +

    VS Unisystem

    +

    + Could someone test this please? + + + + + +
    Key:Action:
    F8Insert coin.
    F6Show/Hide dip switches.
    1-8Toggle dip switches(when dip switches are shown).
    +

    +

    Famicom Disk System

    +

    + Could someone test this please? + + + + +
    Key:Action:
    F6Select disk and disk side.
    F8Eject or Insert disk.
    +

    +

    Gamepad

    +

    These are the default keys for the first player gamepad. These can + be remapped using the --inputcfg command line parameter or using gfceux. + + + + + + + + + + +
    Key:Button on Emulated Gamepad:
    KB
    JA
    Enter/ReturnStart
    TabSelect
    WUp
    ALeft
    SDown
    DRight
    +

    +

    Power Pad

    +

    + Could someone test this please? + + + + + + +
    Side B
    OP[]
    KL;'
    M,./
    +
    + + + + + + +
    Side A
    P[
    KL;'
    ,.
    +

    +

    Family Keyboard

    +

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

    +

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

    +

    Command-line

    +

    + FCEUX supports arguments passed on the command line. Arguments + are taken in the form of "--parameter value". Most arguments that have + both a parameter and a value will be saved in the configuration file. +

    + NOTE: This list is incomplete! For a full list of options, run + fceux without any arguments. +

    + + + + + + + + + + + + + + + +
    Argument:Value Type:Default value:Description:
    --pal0|10Emulate a PAL NES. Otherwise emulate an NTSC NES.
    --gamegenie0|10Emulate a gamie genie (gg.rom required).
    --nospritelim0|11Disbales the 8 sprites per scanline limitation.
    --frameskipinteger0Sets number of frames to skip per emulated frame (must be built with frameskip support).
    --palettefilename0Load a custom global palette from given file. Specifying "0" will cause FCEUX to stop using the custom global palette.
    --ntsccolor0|10Enable NTSC NES colors.
    --sound0|11Enable sound
    --soundvol xinteger100Set sound volume.
    --soundq x0|11Enable high-quality sound emulation.
    --clipsides0|10Clip leftmost and rightmost 8 columns of pixels of the video output.
    --slend integer231Last scanline to be rendered.
    --slstartinteger0First scanline to be rendered
    +

    +

    + +

    Credits

    +

    + + + + +
    Name:Contribution(s):
    punkrockguy318FCEUX SDL Documentation rewrite.
    +

    +
    +
    + + + + diff --git a/new/fceux-sdl-faq.html b/new/fceux-sdl-faq.html new file mode 100644 index 00000000..3323eb30 --- /dev/null +++ b/new/fceux-sdl-faq.html @@ -0,0 +1,77 @@ + + + + + FCEUX SDL FAQ + + + +
    +
    +
    +
    + +

    FCEUX SDL FAQ

    +
    Last updated November 30, 2008
    Valid as of FCEUX 2.0.3
    by punkrockguy318
    +
    +

    Table of Contents:

    + + +

    What's the difference between the windows and sdl ports?

    +

    A lot of work that has been done on the FCE code base was been windows only, so + some features have not been implemented into the more portable SDL version.

    +

    Here is a list of planned features that are currently in the Win32 build + but are missing from the SDL build:

    + +

    I'm going to reiterate that much of the work that has been done of the FCEUX + code base has been windows only, so some features will probably never be ported + to the SDL version. If you are a casual user that just wants to play old NES games, the SDL + build will be sufficient for you. However, if you want to use the extensive + TAS and debugging features that FCEUX has to offer, you are better of using + the windows build in wine. Here is a list of features + that will most likely never be ported to the SDL port.

    + +

    How do I configure a gamepad?

    +

    + You can configure the first gamepad by running fceux --inputcfg gamepad1

    +

    When you do this, you'll be presented with a black window with a titlebar + indicating what button to map. FCEUX will look for two + of the same keypress/joystick event in a row. If it doesn't find two of the same + keypresses in a row, it will allow you to map the button to four seperate keys.

    +

    Input configuration is planned for gfceux.

    +

    +

    Why do I need lua5.1 to compile/run fceux?

    +

    You don't! As of version 2.0.3, lua is optional. However, the lua scritping + engine in fceux is very powerful, and will be used more and more by fceux in the future.

    + +

    Credits

    +

    + + + + +
    Name:Contribution(s):
    punkrockguy318Author of this document
    +

    +
    +
    + + + diff --git a/new/fceux.css b/new/fceux.css index 33ad98ce..6c024823 100644 --- a/new/fceux.css +++ b/new/fceux.css @@ -15,12 +15,12 @@ body { } #left_col { - width: 200px; + width: 150px; float: left; } #page_content { - margin-left: 200px; + margin-left: 150px; } .Font { diff --git a/new/home.html b/new/home.html index 2e7b2174..3a53e7e8 100644 --- a/new/home.html +++ b/new/home.html @@ -38,59 +38,74 @@ the ROM-hacking community, and the Tool-Assisted Speedrun Community.

    For more details see the version history

    + +

    You can find out what we've been up to since the last release by checking the changelog directly.
    + We also have and IRC channel #fceu on freenode.net

    +

     

    - - +

    Latest Release

    +

    FCEUX 2.1.2

    03 November 2009

    The 2.1.2 release that fixes some bugs of 2.1.1, increases game compatibility, launches a new PPU core, and adds usability enhancements to the windows port.

    +

    Common

    -

    -

  • New PPU is now functional! You can access it by changing the newPPU flag in the config file. Windows users can access it from Config > PPU > New PPU
  • -
  • Dragon Ball Z 3 now playable again
  • -
  • Fixed action 52 game that was broken in post-FCEUX 2.0.3 versions
  • -
  • Mapper 253 mostly implemented
  • -
  • Mapper 43 fixed bug
  • +

    Win32

    -
  • Imported NSF features from FCEUXDSP-NSF. Debugging tools are now compatible with NSF files.
  • -
  • Movies now record FDS disk swapping commands
  • -
  • Movie play dialog displays movie time based on ~60.1 (~50.1 PAL) instead of 60 and 50
  • -
  • Ram Watch and Ram Search dialogs imported from GENS rerecording
  • -
  • Ram Filter dialog removed (now redundant compared to both cheat search and ram search)
  • -
  • Lua script window ported from GENS
  • -
  • Fix for the directory overrides bug that caused overrides to reset
  • -
  • Debugger: .deb file saving/loading restored
  • -
  • "Save config file" menu item
  • -
  • "New PPU" menu item
  • -
  • Minor Bug fixes
  • -
  • Minor fixes to recent menus
  • -
  • Fixed a bug that prevented the Map Hotkeys dialog's X button from closing the dialog
  • -
  • Restored DPCM Logging when Code/Data Logger is active
  • -
  • Memory watch - Save Changes Prompt - clicking save will default to quicksave first and save as 2nd (instead of always defaulting to save as)
  • -
  • Made Trace Logger refresh adequately when using stepping options in the debugger.
  • + +

    Lua

    -
  • joypad.set() fixed. True,False, and Nil now work properly for all buttons. In addition there is a new "invert" option.
  • -
  • Lua5.1.dll no longer required to use lua.
  • -
  • fceu.unpause()
  • -
  • Added savestate.registerload(), savestate.registersave(), savestate.loadscriptdata()
  • -
  • emu. library, has all the same functions as fceu. library for better compatibility between lua emulators
  • -
  • Many additional function names to increase consistency with other lua emulators
  • -
  • Added movie.recording() and movie.playing()
  • -
  • Added memory.getregister() and memory.setregister()
  • -
  • Added gui.popup and input.popup
  • -
  • Added savestate.registerload(), savestate.registersave(), and savestate.loadscriptdata()
  • + +

    New Lua Scripts

    + + diff --git a/new/movies.html b/new/movies.html index 7e65b850..911f9e7d 100644 --- a/new/movies.html +++ b/new/movies.html @@ -159,6 +159,7 @@ Home | Download | Documentation | Version History | Contact +
    We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc. diff --git a/new/version.html b/new/version.html index b99ce624..1a739ab5 100644 --- a/new/version.html +++ b/new/version.html @@ -128,6 +128,7 @@ Home | Download | Documentation | Version History | Contact +
    We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.