Website - much more content and fixes.

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<h1>Convert FCM to FM2</h1>
<p>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.</p>
<p>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</p>
<dd><p><b>See also:</b></p></dd>
<dd><dd><li>FM2 format</li></dd></dd>
<dd><dd><li>FCM format</li></dd></dd>
<dd><dd><li>Movie making</li></dd></dd>
<p><b>See also:</b></p>
<ul>
<li>FM2 format</li>
<li>FCM format</li>
<li>Movie making</li>
</ul>
<h2>FM2 concept</h2>
<p>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.</p>
<p>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.
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
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<p>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.</p>
<h2>Sync issues</h2>
<p>Nearly all published .fcm files will convert without problem</p>
<p>Exceptions are noted:
<dd><li>Any movie made with FCEU .10 or earlier (such as <a href="http://tasvideos.org/192M.html">Dragon's Lair</a>, <a href="http://tasvideos.org/193M.html">Powerblade</a></li></dd>
<dd><li>Any <a href="http://tasvideos.org/519M.html">Dragon Warrior 4</a> movie due to quirky VRAM handling of this game. Movies will only sync in the version in which they were created.</li></dd>
<dd><li>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.)</li></dd>
<dd><li><a href="http://tasvideos.org/355M.html">Battle Toads from FCEU .12</a> - Due to significant mapper 7 changes since FCEU .13</li></dd>
</p>
<p>Exceptions are noted:</p>
<ul>
<li>Any movie made with FCEU .10 or earlier (such as <a href="http://tasvideos.org/192M.html">Dragon's Lair</a>, <a href="http://tasvideos.org/193M.html">Powerblade</a></li>
<li>Any <a href="http://tasvideos.org/519M.html">Dragon Warrior 4</a> movie due to quirky VRAM handling of this game. Movies will only sync in the version in which they were created.</li>
<li>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.)</li>
<li><a href="http://tasvideos.org/355M.html">Battle Toads from FCEU .12</a> - Due to significant mapper 7 changes since FCEU .13</li>
</ul>
<p>Converting from FMV to FCM to FM2 may work, but it fails at least for these movies:</p>
<dd><a href="http://tasvideos.org/89M.html">Boku Dracula-kun by Phil and Genisto</a></dd>
<ul>
<li><a href="http://tasvideos.org/89M.html">Boku Dracula-kun by Phil and Genisto</a></li>
</ul>
<h3>Known desyncs fixed with added frames</h3>
<p>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).</p>
<p>Known desyncs that were fixed by adding frames:</p>
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<dd><a href="http://tasvideos.org/1021M.html">Addams Family</a> - Nothing up to 16 frames worked</dd>
<dd><a href="http://tasvideos.org/589M.html">Kattou Ninden Teyandee by Ferret Warlord</a> - Nothing up to 16 frames worked</dd>
<dd><a href="http://tasvideos.org/469M.html">Dragon Warrior by acmlm</a> - Adding 2 frames makes it sync up to around 46540</dd>
</p>
</div>
</div>
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<a href="home.html">Home</a> | <a href="download.html">Download</a> |
<a href="documentation.html">Documentation</a> | <a href="version.html">
Version History</a> | <a href="contact.html">Contact</a>
<br>We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.
</div>

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<a href="home.html">Home</a> | <a href="download.html">Download</a> |
<a href="documentation.html">Documentation</a> | <a href="version.html">
Version History</a> | <a href="contact.html">Contact</a>
<br>We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.
</div>

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<a href="home.html">Home</a> | <a href="download.html">Download</a> |
<a href="documentation.html">Documentation</a> | <a href="version.html">
Version History</a> | <a href="contact.html">Contact</a>
<br>We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.
</div>

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<p>FCEUX offers extensive features and tools for making these movies. The <a href="movies.html">Movies</a> has more detailed information.
<br><a href="http://tasvideos.org">For more information visit TASVideos.</a></p>
<h2>FAQs and Guides</h2>
<p><b>Win32</b></p>
<ul>
<li>The Win32 binary is packaged with documentation in the form of a help .chm with.
<ul><li>It is also available as an <a href="fceux2.1.2.htm">online version</a></li></ul></li>
<li>Some of the SDL documentation might be informative to Windows users--so if the CHM doesn't answer your question, give it a shot.</li>
</ul>
<p><b>SDL</b></p>
<ul>
<li>(incomplete) Documentation for the SDL build is available <a href="fceux-sdl-docs.html">here</a>.</li>
<li>FAQ for the SDL build can be found <a href="fceux-sdl-faq.html">here</a>.</li>
<li>Some of the Windows documentation might be informative to SDL users--so if this documentation doesn't answer your question, give it a shot.</li>
</ul>
</div>
</div>
@ -47,6 +62,7 @@
<a href="home.html">Home</a> | <a href="download.html">Download</a> |
<a href="documentation.html">Documentation</a> | <a href="version.html">
Version History</a> | <a href="contact.html">Contact</a>
<br>We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.
</div>

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</div>
<div id="page_content">
<h1>Downloads</h1>
<p>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).
</p>
<p>Network play is not presently functional. Fixing it is a high priority.</p>
<h4>Win32</h4>
<ul>
<li>As of 2.1.2, Lua is integrated into the binary, the luapack is no longer necessary.</li>
<li>Be sure to check out the .chm file (Under Help > Help... in the emulator main menu). We work pretty hard on keeping that up to date.
<ul><li>We also keep a (fairly) up to date <a href="fceux-2.0.2.htm">online version</a></li></ul>
</li>
</ul>
<h4>SDL</h4>
<ul>
<li><a href="http://scons.org/">Scons is required to build from source.</a></li>
<li>Requires SDL, libz, and zenity</li>
<li>Liblua5.1 and OpenGL are optional, but recommended.</li>
<li><a href="http://dietschnitzel.com/gfceu">GFCEUX</a>, a GTK2 GUI for fceux, is included in the source release. All non-windows users of the SDL port are reccommended to install and use this, unless you particularly prefer the command-line.</li>
<li>For instructions on installing on an Ubuntu or Debian system, check the how to at <a href="http://ubuntuforums.org/showthread.php?t=971455">Ubuntuforums.</a></li>
</ul>
<h3>Download</h3>
<ul>
<li><a href="http://fceux.com/zip">Latest Interim Build</a></li>
<li><a href="https://sourceforge.net/projects/fceultra/files/Binaries/2.1.2%20binaries/fceux-2.1.2-win32.zip/download">FCEUX 2.1.2 win32 Binary</a></li>
<li><a href="https://sourceforge.net/projects/fceultra/files/Source%20Code/2.1.2%20src/fceux-2.1.2.src.tar.bz2/download">FCEUX 2.1.2 src</a></li>
</ul>
<p>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. </p>
<ul><li><a href="http://fceux.com/zip">Latest Interim Build</a></li></ul>
</div>
</div>
@ -29,6 +58,7 @@
<a href="home.html">Home</a> | <a href="download.html">Download</a> |
<a href="documentation.html">Documentation</a> | <a href="version.html">
Version History</a> | <a href="contact.html">Contact</a>
<br>We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.
</div>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
<title>FCEUX SDL Documentation</title>
<link href="fceux.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="container">
<div id="left_col">
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<center><h1>FCEUX SDL Documentation</h1></center>
<center><i>Last updated November 30, 2008<br />Valid as of FCEUX 2.0.4</i><br>
<b>Please note that this document is INCOMPLETE and may be INACCURATE.
Contributions welcome.</b></center>
<p>
<b>Table of Contents:</b>
<ul>
<li /><a href="#intro">Introduction</a>
<li /><a href="#features-input">Input</a>
<li /><a href="#features-expansion-fds">Famicom Disk System</a>
<li /><a href="#features-expansion-genie">Game Genie</a>
<li /><a href="#features-expansion-vs">VS Unisystem</a>
<li /><a href="#features-ips">Automatic IPS Patching</a>
<li /><a href="#using">Using FCEUX</a>
<ul>
<li /><a href="#using-hotkeys">Hotkey Assignments</a>
<ul>
<li /><a href="#using-keys-vs">VS Unisystem</a>
<li /><a href="#using-keys-fds">Famicom Disk System</a>
<li /><a href="#using-keys-gamepad">Game Pad</a>
<li /><a href="#using-keys-powerpad">Power Pad</a>
<li /><a href="#using-keys-fkb">Family Keyboard</a>
<li /><a href="#using-cli">Command-line options</a>
</ul>
</ul>
<li /><a href="#credits">Credits</a>
</ul>
</p>
<hr width="100%">
<a name="intro"><h2>Introduction</h2></a>
<p> FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that
is an evolution of the original FCE Ultra emulator. Over time FCE
Ultra had separated into many separate branches.
</p>
<p>The concept behind FCEUX is to merge elements from FCE Ultra,
FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch
of FCEU. As the X implies, it is an all-encompassing FCEU emulator
that gives the best of all worlds for the general player, the
ROM-hacking community, and the Tool-Assisted Speedrun Community.
</p>
</p>
<p>
FCEUX stores configuration, savestates, movies, screenshots, amount other things
in "~/.fceux". This is referred to as the "base directory".
</p>
<hr width="90%">
<a name="features-input"><h2>Input</h2></a>
<p>
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.
</p>
<h4>Zapper</h4></a>
<p>
Most Zapper NES games expect the Zapper to be plugged into port 2.
and most VS Unisystem games expect the Zapper to be plugged
into port 1.
</p><p>
The left mouse button is the emulated trigger button for the
Zapper. The right mouse button is also emulated as the trigger,
but as long as you have the right mouse button held down, no color
detection will take place, which is effectively like pulling the
trigger while the Zapper is pointed away from the television screen.
Note that you must hold the right button down for a short
time to have the desired effect.
</p>
<hr width="90%">
<a name="features-expansion-fds"><h4>Famicom Disk System</h4></a>
<p>
You will need the FDS BIOS ROM image in the base FCEUX directory.
It must be named "disksys.rom". FCEUX will not load FDS games
without this file.
</p>
Two types of FDS disk images are supported: disk images with the
FWNES-style header, and disk images with no header. The number
of sides on headerless disk images is calculated by the total file
size, so don't put extraneous data at the end of the file.
<p>
You should make backups of all of your FDS games you use with
FCEUX. This is because FCEUX will write the disk image back to
the storage medium, and the disk image in RAM might have been corrupted
because of inaccurate emulation(this case is not likely to occur, but
it could occur).
</p>
<a name="features-expansion-genie"><h4>Game Genie</h4></a>
<p>
The Game Genie ROM image is loaded from the file "gg.rom" in the
base directory the first time Game Genie emulation is enabled and
a ROM image is loaded since the time FCEUX has run.
</p><p>
The ROM image may either be the 24592 byte iNES-format image, or
the 4352 raw ROM image.
</p><p>
Remember that enabling/disabling Game Genie emulation will not take
effect until a new game is loaded(this statement shouldn't concern
any of the "run once" command-line driven ports).
</p>
<a name="features-expansion-vs"><h4>VS Unisystem</h4></a>
<p>
FCE Ultra currently only supports VS Unisystem ROM images in the
iNES format. DIP switches and coin insertion are both emulated.
The following games are supported, and have palettes provided(though not
necessarily 100% accurate or complete):
<ul>
<li />Dr. Mario
<li />VS Castlevania
<li />VS Duck Hunt
<li />VS Excitebike
<li />VS Gradius
<li />VS Golf
<li />VS Hogan's Alley
<li />VS Ice Climber
<li />VS Pinball
<li />VS Platoon
<li />VS RBI Baseball
<li />VS Sky Kid
<li />VS Slalom
<li />VS Star Luster
<li />VS Stroke and Match Golf
<li />VS Super Mario Bros
<li />VS Tetris
<li />VS The Goonies
</ul>
</p>
<a name="features-ips"><h3>Automatic IPS Patching</h3></a>
<p>
Place the IPS file in the same directory as the file to load,
and name it filename.ips.
</p>
<pre>
Examples: Boat.nes - Boat.nes.ips
Boat.zip - Boat.zip.ips
Boat.nes.gz - Boat.nes.gz.ips
Boat - Boat.ips
</pre>
<p>
Some operating systems and environments will hide file extensions.
Keep this in mind if you are having trouble.
</p>
<p>
Patching is supported for all supported formats(iNES, FDS, UNIF, and
NSF), but it will probably only be useful for the iNES format. It
can be used with the FDS format, but be warned that it will permanently
patch your disk image, as the disk image is written back to disk
when the game is unloaded(unless the disk image is in a zip file, in
which case it isn't written back to disk). UNIF files can't be
patched well with the IPS format because they are chunk-based with no
fixed offsets.
</p>
<hr width="100%">
<a name="using"><h2>Using FCEUX</h2></a>
<p>
</p>
<a name="using-hotkeys"><h3>Hotkey Assignments</h3></a>
<p>
<b>NOTE:</b>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.
<p>
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F1</td><td>Cheat menu (command-line only).</td></tr>
<tr><td>F2</td><td>Toggles savestate binding to movies.</td></tr>
<tr><td>F3</td><td>Load lua script.</td></tr>
<tr><td>F4</td><td>Toggle background rendering.</td></tr>
<tr><td>F5</td><td>Save state.</td></tr>
<tr><td>F6</td><td>Toggle skipping lag in frame advance.</td></tr>
<tr><td>F7</td><td>Load state.</td></tr>
<tr><td>F8</td><td>Toggle lag counter display.</td></tr>
<tr><td>F9</td><td>Toggle movie frame counter.</td></tr>
<tr><td>F10</td><td>Toggle movie subtitles.</td></tr>
<tr><td>F11</td><td>Reset emulation.</td></tr>
<tr><td>F12</td><td>Save screen snapshot.</td></tr>
<tr><td>Shift + F5</td><td>Begin movie recording.</td></tr>
<tr><td>Shift + F7</td><td>Open a movie for playback.</td></tr>
<tr><td>0-9</td><td>Select save state slot.</td></tr>
<tr><td>-</td><td>Decrease emulation speed.</td></tr>
<tr><td>=</td><td>Increase emulation speed.</td></tr>
<tr><td>Pause</td><td>Pause emulation.</td></tr>
<tr><td>\</td><td>Advance a single frame.</td></tr>
</table>
</p>
<a name="using-keys-vs"><h4>VS Unisystem</h4></a>
<p>
Could someone test this please?
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F8</td><td>Insert coin.</td></tr>
<tr><td>F6</td><td>Show/Hide dip switches.</td></tr>
<tr><td>1-8</td><td>Toggle dip switches(when dip switches are shown).</td></tr>
</table>
</p>
<a name="using-keys-fds"><h4>Famicom Disk System</h4></a>
<p>
Could someone test this please?
<table border>
<tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F6</td><td>Select disk and disk side.</td></tr>
<tr><td>F8</td><td>Eject or Insert disk.</td></tr>
</table>
</p>
<a name="using-keys-gamepad"><h4>Gamepad</h4></a>
<p> These are the default keys for the first player gamepad. These can
be remapped using the --inputcfg command line parameter or using gfceux.
<table border>
<tr><th>Key:</th><th nowrap>Button on Emulated Gamepad:</th></tr>
<tr><td>K</td><td>B</td></tr>
<tr><td>J</td><td>A</td></tr>
<tr><td>Enter/Return</td><td>Start</td></tr>
<tr><td>Tab</td><td>Select</td></tr>
<tr><td>W</td><td>Up</td></tr>
<tr><td>A</td><td>Left</td></tr>
<tr><td>S</td><td>Down</td></tr>
<tr><td>D</td><td>Right</td></tr>
</table>
</p>
<a name="using-keys-powerpad"><h4>Power Pad</h4></a>
<p>
Could someone test this please?
<table border>
<tr><th colspan="4">Side B</th></tr>
<tr><td width="25%">O</td><td width="25%">P</td>
<td width="25%">[</td><td width="25%">]</td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td>M</td><td>,</td><td>.</td><td>/</td></tr>
</table>
<br />
<table border>
<tr><th colspan="4">Side A</th></tr>
<tr><td width="25%"></td><td width="25%">P</td>
<td width="25%">[</td><td width="25%"></td></tr>
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
<tr><td></td><td>,</td><td>.</td><td></td></tr>
</table>
</p>
<a name="using-keys-fkb"><h4>Family Keyboard</h4></a>
<p>
All emulated keys are mapped to the closest open key on the PC
keyboard, with a few exceptions. The emulated "@" key is
mapped to the "`"(grave) key, and the emulated "kana" key
is mapped to the "Insert" key(in the 3x2 key block above the
cursor keys).
</p>
<p>
To enable or disable Family Keyboard input, press the "Scroll Lock" key.
When Family Keyboard input is enabled, FCE Ultra will also attempt
to prevent any key presses from being passed to the GUI or system.
</p>
<a name="using-cli"><h3>Command-line</h3></a>
<p>
FCEUX supports arguments passed on the command line. Arguments
are taken in the form of "--parameter value". Most arguments that have
both a parameter and a value will be saved in the configuration file.
</p>
<b>NOTE: </b>This list is incomplete! For a full list of options, run
fceux without any arguments.
<p>
<table border>
<tr><th>Argument:</th><th>Value Type:</th><th>Default value:</th><th>Description:</th></tr>
<tr><td>--pal</td><td>0|1</td><td>0</td><td>Emulate a PAL NES. Otherwise emulate an NTSC NES.</td></tr>
<tr><td>--gamegenie</td><td>0|1</td><td>0</td><td>Emulate a gamie genie (gg.rom required).</td></tr>
<tr><td>--nospritelim</td><td>0|1</td><td>1</td><td>Disbales the 8 sprites per scanline limitation.</td></tr>
<tr><td>--frameskip</td><td>integer</td><td>0</td><td>Sets number of frames to skip per emulated frame (must be built with frameskip support).</td></tr>
<tr><td>--palette</td><td>filename</td><td>0</td><td>Load a custom global palette from given file. Specifying "0" will cause FCEUX to stop using the custom global palette.</td></tr>
<tr><td>--ntsccolor</td><td>0|1</td><td>0</td><td>Enable NTSC NES colors.</td></tr>
<tr><td>--sound</td><td>0|1</td><td>1</td><td>Enable sound</td></tr>
<tr><td>--soundvol x</td><td>integer</td><td>100</td><td>Set sound volume.</td></tr>
<tr><td>--soundq x</td><td>0|1</td><td>1</td><td>Enable high-quality sound emulation.</td></tr>
<tr><td>--clipsides</td><td>0|1</td><td>0</td><td>Clip leftmost and rightmost 8 columns of pixels of the video output.</td></tr>
<tr><td>--slend </td><td>integer</td><td>231</td><td>Last scanline to be rendered.</td></tr>
<tr><td>--slstart</td><td>integer</td><td>0</td><td>First scanline to be rendered</td></tr>
</table>
</p>
</p>
<a name="credits"><h2>Credits</h2></a>
<p>
<table border width="100%">
<tr><th>Name:</th><th>Contribution(s):</th></tr>
<tr><td><a href="mailto:ltsmooth42 _at_ gmail _dot_ com">punkrockguy318</a></td>
<td>FCEUX SDL Documentation rewrite.</td></tr>
</table>
</p>
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<center><h1>FCEUX SDL FAQ</h1></center>
<center><i>Last updated November 30, 2008<br />Valid as of FCEUX 2.0.3</i> by punkrockguy318<br>
</center>
<p><b>Table of Contents:</b></p>
<ul>
<li><a href="#win-vs-sdl">What's the difference between the windows and sdl ports?</a></li>
<li><a href="#config">How do I configure a gamepad?</a></li>
<li><a href="#lua">Why do I need lua5.1 to compile/run FCEUX?</a></li>
</ul>
<a name="intro"><h2>What's the difference between the windows and sdl ports?</h2></a>
<p>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. </p>
<p>Here is a list of planned features that are currently in the Win32 build
but are missing from the SDL build:</p>
<ul>
<li>Autosaving</li>
<li>Hotkey mapping</li>
<li>More graphical ways of configuring FCEUX</li>
</ul>
<p>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 <a href=http://winehq.org>wine</a>. Here is a list of features
that will most likely never be ported to the SDL port.</p>
<ul>
<li />Memory watch
<li />Ram filter
<li />TAS edit
<li />Most of the debugging features
</ul>
<a name="config"><h3>How do I configure a gamepad?</h3></a>
<p>
You can configure the first gamepad by running <b>fceux --inputcfg gamepad1</b> </p>
<p>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.</p>
<p>Input configuration is planned for gfceux.</p>
</p>
<a name="lua"><h4>Why do I need lua5.1 to compile/run fceux?</h4></a>
<p>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.</p>
<a name="credits"><h2>Credits</h2></a>
<p>
<table border width="100%">
<tr><th>Name:</th><th>Contribution(s):</th></tr>
<tr><td><a href="mailto:ltsmooth42 _at_ gmail _dot_ com">punkrockguy318</a></td>
<td>Author of this document</td></tr>
</table>
</p>
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the ROM-hacking community, and the <a href="http://tasvideos.org">Tool-Assisted Speedrun Community.</a></p>
<p>For more details see the <a href="version.html">version history</a></p>
<p>You can find out what we've been up to since the last release by checking the <a href="http://fceultra.svn.sourceforge.net/viewvc/fceultra/fceu/changelog.txt">changelog</a> directly.<br>
We also have and IRC channel #fceu on freenode.net</p>
<p>&nbsp;</p>
<h1>Latest Release</h1>
<h2>FCEUX 2.1.2</h2>
<p>03 November 2009</p>
<p>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.</p>
<h3>Common</h3>
<p>
<li>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</li>
<li>Dragon Ball Z 3 now playable again</li>
<li>Fixed action 52 game that was broken in post-FCEUX 2.0.3 versions</li>
<li>Mapper 253 mostly implemented</li>
<li>Mapper 43 fixed bug</li>
<ul>
<li>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</li>
<li>Dragon Ball Z 3 now playable again</li>
<li>Fixed action 52 game that was broken in post-FCEUX 2.0.3 versions</li>
<li>Mapper 253 mostly implemented</li>
<li>Mapper 43 fixed bug</li>
</ul>
<h3>Win32</h3>
<li>Imported NSF features from FCEUXDSP-NSF. Debugging tools are now compatible with NSF files.</li>
<li>Movies now record FDS disk swapping commands</li>
<li>Movie play dialog displays movie time based on ~60.1 (~50.1 PAL) instead of 60 and 50</li>
<li>Ram Watch and Ram Search dialogs imported from GENS rerecording</li>
<li>Ram Filter dialog removed (now redundant compared to both cheat search and ram search)</li>
<li>Lua script window ported from GENS</li>
<li>Fix for the directory overrides bug that caused overrides to reset</li>
<li>Debugger: .deb file saving/loading restored</li>
<li>"Save config file" menu item</li>
<li>"New PPU" menu item</li>
<li>Minor Bug fixes</li>
<li>Minor fixes to recent menus</li>
<li>Fixed a bug that prevented the Map Hotkeys dialog's X button from closing the dialog</li>
<li>Restored DPCM Logging when Code/Data Logger is active</li>
<li>Memory watch - Save Changes Prompt - clicking save will default to quicksave first and save as 2nd (instead of always defaulting to save as)</li>
<li>Made Trace Logger refresh adequately when using stepping options in the debugger.</li>
<ul>
<li>Imported NSF features from FCEUXDSP-NSF. Debugging tools are now compatible with NSF files.</li>
<li>Movies now record FDS disk swapping commands</li>
<li>Movie play dialog displays movie time based on ~60.1 (~50.1 PAL) instead of 60 and 50</li>
<li>Ram Watch and Ram Search dialogs imported from GENS rerecording</li>
<li>Ram Filter dialog removed (now redundant compared to both cheat search and ram search)</li>
<li>Lua script window ported from GENS</li>
<li>Fix for the directory overrides bug that caused overrides to reset</li>
<li>Debugger: .deb file saving/loading restored</li>
<li>"Save config file" menu item</li>
<li>"New PPU" menu item</li>
<li>Minor Bug fixes</li>
<li>Minor fixes to recent menus</li>
<li>Fixed a bug that prevented the Map Hotkeys dialog's X button from closing the dialog</li>
<li>Restored DPCM Logging when Code/Data Logger is active</li>
<li>Memory watch - Save Changes Prompt - clicking save will default to quicksave first and save as 2nd (instead of always defaulting to save as)</li>
<li>Made Trace Logger refresh adequately when using stepping options in the debugger.</li>
</ul>
<h3>Lua</h3>
<li>joypad.set() fixed. True,False, and Nil now work properly for all buttons. In addition there is a new "invert" option.</li>
<li>Lua5.1.dll no longer required to use lua.</li>
<li>fceu.unpause()</li>
<li>Added savestate.registerload(), savestate.registersave(), savestate.loadscriptdata()</li>
<li>emu. library, has all the same functions as fceu. library for better compatibility between lua emulators</li>
<li>Many additional function names to increase consistency with other lua emulators</li>
<li>Added movie.recording() and movie.playing()</li>
<li>Added memory.getregister() and memory.setregister()</li>
<li>Added gui.popup and input.popup</li>
<li>Added savestate.registerload(), savestate.registersave(), and savestate.loadscriptdata()</li>
<ul>
<li>joypad.set() fixed. True,False, and Nil now work properly for all buttons. In addition there is a new "invert" option.</li>
<li>Lua5.1.dll no longer required to use lua.</li>
<li>fceu.unpause()</li>
<li>Added savestate.registerload(), savestate.registersave(), savestate.loadscriptdata()</li>
<li>emu. library, has all the same functions as fceu. library for better compatibility between lua emulators</li>
<li>Many additional function names to increase consistency with other lua emulators</li>
<li>Added movie.recording() and movie.playing()</li>
<li>Added memory.getregister() and memory.setregister()</li>
<li>Added gui.popup and input.popup</li>
<li>Added savestate.registerload(), savestate.registersave(), and savestate.loadscriptdata()</li>
</ul>
<h3>New Lua Scripts</h3>
<ul>
<li>A multi-track movie recording tools written by FatRatKnight. Allows input for different players to be recorded separately.</li>
<li>A rewinding tool written by Jonathan Blow</li>
<p>
</ul>
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