From bd43c39e1218ea001a853ae2f6c45664dd5be271 Mon Sep 17 00:00:00 2001 From: ansstuff Date: Mon, 20 Aug 2012 20:41:45 +0000 Subject: [PATCH] * total revamp of Video config stuff, now current screen resolution is always suggested by default * Best Fit also works for fullscreen mode * "Hide mouse cursor" and "Use console BG color for empty areas" options * "Switch fullscreen by double-click" option in GUI config * Fixed "Reload ROM" hotkey in fullscreen * updated docs [[Split portion of a mixed commit.]] --- help/GUI.html | 23 ++++++++- help/NESRAMMappingFindingValues.html | 18 +++---- help/RAMSearch.html | 2 +- help/Tools2.html | 16 +++--- help/Troubleshooting.html | 20 ++++---- help/Video.html | 76 +++++++++++++++++----------- help/WhatsNew216.html | 16 +++--- help/css/hnd.css | 14 ++--- help/fm2.html | 4 +- help/js/searchdata.js | 2 +- 10 files changed, 115 insertions(+), 76 deletions(-) diff --git a/help/GUI.html b/help/GUI.html index 0bbfc265..6738dfbc 100644 --- a/help/GUI.html +++ b/help/GUI.html @@ -64,7 +64,7 @@


Automatically hide menu on game load.


-

If enabled, The FCEU Menu will be hidden while a ROM is loaded.  To unhide it, press the ESC key.

+

If enabled, the FCEU Menu will be hidden while a ROM is loaded.  To unhide it, press the ESC key.



Ask confirmation on exit attempt.

@@ -80,6 +80,27 @@

Enable right-click context menu.


This is enabled by default.  This allows you to right-click on the emulator to get context menus.  The context menu gives many common options for a given situation and has a few options not available otherwise.

+


+


+

Switch fullscreen by double-click

+


+

This is enabled by default. This allows you to switch between fullscreen mode and windowed mode by double-click on the emulator with left mouse button.

+


+


+

Partially disable Visual Themes (Requires restart)

+


+

If enabled, dialog windows in FCEUX will use classic Visual Theme (a la Windows98 interface).

+


+


+

Single Instance Mode

+


+

If enabled, starting a second copy of FCEUX with a path to a game will make FCEUX load the file into the first window, then exit.

+


+


+


+


+


+


Created with the Personal Edition of HelpNDoc: Single source CHM, PDF, DOC and HTML Help creation

diff --git a/help/NESRAMMappingFindingValues.html b/help/NESRAMMappingFindingValues.html index 5ab40455..48d2b046 100644 --- a/help/NESRAMMappingFindingValues.html +++ b/help/NESRAMMappingFindingValues.html @@ -60,16 +60,16 @@


Contents


-

Memory Map

+

Memory Map

       Gives a diagram of the 2A03 CPU memory map .


-

2C02 PPU memory map

+

2C02 PPU memory map

       Gives more detailed info about each section of the Memory map diagram


-

Game Ram Details

+

Game Ram Details

       On board RAM Map ($000-$07FF) Map (gives specific info on the how NES games typically layout their ram values)


-

Online Resources

+

Online Resources

NES Programming - Wikipedia

NES Memory Map


@@ -167,7 +167,7 @@


Most games use the basic on board ram.  The address range of this ram is $0000-$07FF.  This translates to 2048 possible ram values.


-

Pages

+

Pages


This ram is broken down into 8 pages.  A "page" is a block of 256 ram values.


@@ -203,8 +203,8 @@


These values rarely (if at all) reside outside blocks 1, 3, 4, or 5.  This knowledge already reduces your search possibilities in half!


-

Rows

-


+

Rows

+


Each block is broken down into 16 "rows" of addresses.  For example, in block 3, the first row is $030x ($0300-$030F).


Each row of 16* will contain similar data.  For instance all x coordinates will generally be in the same row.  So xxx0 might be the main characters x position.  xxxx1 would be "enemy 1" (1st enemy loaded onto the screen), and so on.

@@ -213,7 +213,7 @@


*Super Mario Bros. 2 (U) is a rare example that uses rows of 10


-

Columns

+

Columns


A column would be all the values of a block that share the same last digit.  So a column would be 16 addresses such as $0300, $0310, $0320, etc.


@@ -223,7 +223,7 @@


If the next row ($031x) is x positions.  $0310 would be the player's x position.  The remaining positions of that row would correspond to the other player/enemy x positions in line with the hp values of the previous row.


-

Example

+

Example


These distinctions are easier to see in a visual example.  This is the enemy/player stats as they are mapped in the game Teenage Mutant Ninja Turtles.


diff --git a/help/RAMSearch.html b/help/RAMSearch.html index f4b11688..038e62a2 100644 --- a/help/RAMSearch.html +++ b/help/RAMSearch.html @@ -61,7 +61,7 @@


Documentation on this dialog can be found on TASVideos here.


-

Hotkeys

+

Hotkeys


Hotkeys can be assigned to common search commands so they can be easily selected while in the main window.

Created with the Personal Edition of HelpNDoc: Free HTML Help documentation generator

diff --git a/help/Tools2.html b/help/Tools2.html index e665a925..5286f578 100644 --- a/help/Tools2.html +++ b/help/Tools2.html @@ -53,12 +53,12 @@

Guides for the specific tools and settings under FCEUX's Tools menu.



-

Cheat Search

+

Cheat Search


A guide to using the cheat search tool.


-


-

Memory Watch

+


+

Memory Watch


A guide to using the Memory Watch tool.


@@ -68,26 +68,26 @@

A guide to using the RAM filter tool.



-

TAS Editor

+

TAS Editor


A new tool designed for making TAS movies.



-

Convert fcm

+

Convert fcm


A tool that will convert .fcm movie files to the .fm2 file format.



-

Auto Fire settings

+

Auto Fire settings


A guide for setting auto-fire, auto-fire offset, and alternate A and B options.



-

Use External Input

+

Use External Input


Explanation of Use External Input


-

Text Hooker

+

Text Hooker


A guide for using the text hooking tool.

Created with the Personal Edition of HelpNDoc: Free Kindle producer

diff --git a/help/Troubleshooting.html b/help/Troubleshooting.html index 505a58d8..bf095942 100644 --- a/help/Troubleshooting.html +++ b/help/Troubleshooting.html @@ -57,56 +57,56 @@


This section describes potential problems/question that could arise when using FCEUX.


-

Slow emulation / Sound crackle

+

Slow emulation / Sound crackle


FCEUX may not run well on slower CPU's.  You can improve performance by setting sound to low quality in the Sound Dialog.  In addition, for windowed mode try enabling hardware acceleration in the Video config dialog.



-

Emulated picture is kinda blurred

+

Emulated picture is kinda blurred


Disable hardware acceleration in the Video config dialog.



-

Slow savestates when recording movies

+

Slow savestates when recording movies


On slower computers, savestates can be slow with long movies.  A small speedup can be done by disabling config > enable > Backup savestates.



-

"The colors in game X do not look right"

+

"The colors in game X do not look right"


FCEUX uses the color palette of the old FCEU / FCEUXD branches.  However, FCEUX comes pre-packaged with several additional color palettes.  For more information see Palette config and Palette options.



-

"I converted a .fcm file to .fm2 but the .fm2 desyncs"

+

"I converted a .fcm file to .fm2 but the .fm2 desyncs"


Depending on what version of FCEU / Game your .fcm was made, there maybe a number of sync issues.  These are listed in detail at http://tasvideos.org/ConvertFCMtoFM2.html.


In addition, the .fm2 conversion tool has had some issues on certain operating systems including Vista and Mac.



-

"When I attempt to load a Lua script I get an error / crash"

+

"When I attempt to load a Lua script I get an error / crash"


Double check you have the Lua .dll files that came packaged with FCEUX 2.1.  They must be in the /dll folder from the root directory (where fceux.exe is stored).


-

"Directdraw: Error creating secondary surface"

+

"Directdraw: Error creating secondary surface"


Currently this error will happen when attempting to do Full screen mode on Windows Vista.  In addition, there has been one reported case of this happening on the 32-bit version of Windows XP.  This is a known issue with FCEUX that has not yet been resolved.



-

"Can't find FDS Bios image when I attempt to load a .fds game!"

+

"Can't find FDS Bios image when I attempt to load a .fds game!"


FCEUX requires the FDS Bios to be named disksys.rom.  It must be located in the root directory (where fceux.exe is stored) or in the folder of the FDS Directory override (see Directory overrides).


In addition, there are some bad versions of disksys.rom.  The one FDS requires is 8192 bytes.



-

"How can I use Netplay / Where can I get FCEU Server?"

+

"How can I use Netplay / Where can I get FCEU Server?"


Currently FCEUX is not compatible with the FCEU-server code.  This is a known issue and will probably be resolved in a future release.



-

"I have a Game Genie rom, how can I use it with FCEUX?"

+

"I have a Game Genie rom, how can I use it with FCEUX?"


While FCEUX has a Game Genie code converter, you can also use game genie codes with the game genie rom.  It must be named gg.rom and be placed in the root directory (where fceux.exe is stored).  You must also check NES > Game Genie in the main menu.


diff --git a/help/Video.html b/help/Video.html index 808bce80..992022f0 100644 --- a/help/Video.html +++ b/help/Video.html @@ -59,16 +59,19 @@


Full Screen Settings


-

Full Screen

+

Full Screen

If checked, FCEUX will enter full screen mode when it is loaded.


-

Enter Full Screen Mode after file is loaded

+

Enter Full Screen Mode after file is loaded

If checked, FCEUX will only enter full screen mode when a game is loaded.


-

Video Mode:

-

Sets the image size while in full mode.  If custom is selected, FCEUX will use the settings under "Custom Video Mode".

+

Hide mouse cursor

+

If checked, FCEUX will hide mouse cursor when entering full screen mode.


-

Sync Method:

+

Video Mode

+

Sets the image size while in full mode. If custom is selected, FCEUX will use the settings under "Custom Video Mode".

+


+

Sync Method

If the emulator is running poorly, trying out these sync options can help make it run smoother.


Disable Hardware Acceleration

@@ -76,61 +79,74 @@


Custom Video Mode


-

Mode:

-

Sets the image size during full screen mode, if custom is selected under Full Screen Settings.

+

Mode

+

Sets the image size during full screen mode, if Custom is selected under Full Screen Settings. By default this is automatically set to math current display resolution.


Image Size Transform


-

Special Scaler

+

Special Scaler

Within this box is four options: Hq2x, Scale2x, Hq3x, and Scale3x.

- Scale2x/3x just attempts to render out the corners of the pixels to make them look a bit rounder. "2x" means two times bigger than 1x1 and "3x" means three times bigger than 1x1.

- Hq2x/3x does a much better job than scale2x/3x by smearing the pixels together with a slight blur. However, Hq2x/3x requires a faster computer for decent speed (at least 1 GHz and above). "2x" means two times bigger than 1x1 and "3x" means three times bigger than 1x1.


-

Scale Dimensions by:

-

Takes the image size and multiplies the x and y by a specific amount.

+

Stretch to Fill Screen

+

Stretches the image to fill the screen during full screen mode.

+


+

Scale Dimensions by:

+

Takes the image size and multiplies the X and Y by a specific amount.


-

Stretch to Fill Screen

-

Stretches the image to fill the screen during full screen mode. (may not be the best choice depending on your screen size).


Windowed Settings


-

Size Multiplier

-

Takes the image size and multiples the x and y by a specific amount.  You can also set these by clicking and dragging the FCEUX window.

+

Size Multiplier

+

Takes the image size and multiples the X and Y by a specific amount. You can also change these by clicking and dragging the FCEUX window.


-

Force Integral Scaling Factors

+

Force Integral Scaling Factors

If checked,  FCEUX can only be stretched by even amounts (1x, 2x, 3x, etc.).  If unchecked, it can be stretched by any amount.


-

Force Aspect Ratio Correction

+

Force Aspect Ratio Correction

Checking this will only allow the correct aspect ratio while stretching the window.


-

Maintain Aspect Ratio (Best Fit)

-

Checking this will automatically maintain correct aspect ratio for any size of the window.

-


-

Current Pixel Aspect Ratio

+

Current Pixel Aspect Ratio

Displays the current Aspect Ratio


-

Sync Method

+

Sync Method

If the emulator is running poorly, trying out these sync options can help make it run smoother.


-

Disable Hardware Acceleration

-

This is checked by default.  Slower computers may experience slow emulation and should uncheck this option. The video will be blurred somewhat with this option checked.

+

Disable Hardware Acceleration

+

This is checked by default. Slower computers may experience slow emulation and should uncheck this option. The video will be blurred somewhat with this option checked.

+


+


+

Best Fit

+


+

Always maintain correct aspect ratio

+

Checking this will automatically maintain correct aspect ratio for any size of the window.

+


+

Use console BG color for empty areas

+

When window size is larger wider or taller than image size, empty areas of the window will be colored black by default. Checking this option will color these areas according to current "background" color of NES palette.



Drawing Area


-

First Line

-

Sets the first scan line for NTSC and PAL Modes.  This should be left on the default of 8.

+

First Line

+

Sets the first scan line for NTSC and PAL Modes. This should be left on the default of 8 for NTSC and 0 for PAL.


-

Last Line

-

Sets the last scan line for NTSC and PAL Modes.  This should be left on the default of 231.

+

Last Line

+

Sets the last scan line for NTSC and PAL Modes. This should be left on the default of 231 for NTSC and 239 for PAL.

+


+

Clip Left and Right Sides (8 columns each)

+

If enabled, 8 pixels from each side of the windows will be removed. Some NES games (even on real hardware) show grapical artifacts on the sides of screen when scrolling, so you may hide those artifacts by checking the option.


-

Clip Left and Right Sides (8 columns each)

-

If enabled, 8 pixels from each side of the windows will be removed.  Who knows why you would want to!


Emulation


Allow More than 8 sprites per scanline.

-

On real NES hardware, more than 8 sprites on the screen causes flickering.  Enabling this can cause less flickering by allowing more sprites to be visible at once.  If you prefer to say "true" to NES hardware, this should not be checked.

+

On real NES hardware, more than 8 sprites on the screen causes flickering.  Enabling this can cause less flickering by allowing more sprites to be visible at once.  If you prefer to stay "true" to NES hardware, this should not be checked.

+


+


+


+


+


Created with the Personal Edition of HelpNDoc: Create iPhone web-based documentation

diff --git a/help/WhatsNew216.html b/help/WhatsNew216.html index b8e246cc..a315aab5 100644 --- a/help/WhatsNew216.html +++ b/help/WhatsNew216.html @@ -56,7 +56,7 @@

Released -- ???? 2012



-

The 2.1.6 release fixes a lot of bugs and adds many new features to prior releases, increasing game compatibility and enhancing usability of both Windows and SDL ports. The most significant feature of Windows version is TAS Editor v1.0, created to boost efficiency and ease of Tool-Assisted Speedrunning. Debugging tools were also substantially improved.

+

The 2.1.6 release fixes a lot of bugs and adds many new features to prior releases, increasing game compatibility and enhancing usability of both Windows and SDL ports. The most notable features of Windows version are proper fullscreen support and major improvement of debugging tools. This version also introduces new tool – TAS Editor v1.0, created to boost efficiency and ease of Tool-Assisted Speedrunning.


Common