From c6126e7452eb1416fd41b02a160503e777ba05ec Mon Sep 17 00:00:00 2001
From: zeromus
+ Table of Contents:
+ FCEUX SDL Documentation
Valid as of FCEUX 2.0.2
+ Introduction
+ Input
+ Zapper
+ Famicom Disk System
+ Game Genie
+ VS Unisystem
+
+ Automatic IPS Patching
+
+ Using FCEUX
+
+ Key Assignments
+
+ Command-line options
+
+ Credits
+
+
+ VS Unisystem
+ Famicom Disk System
+ Game Pad
+ Power Pad
+ Family Keyboard
+
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. +
+ ++ 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 "~/.fceux", or in other words, +"your home directory plus .fceux". +
++ 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, and the Family Keyboard 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. +
++ 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). +
++ 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). +
++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 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. +
++ +
++
Key: | Action: |
---|---|
F2 | Cheat menu (command-line only) |
F3 | Load lua script |
F5 | Save state. |
Shift + F5 | Record FM2 movie. |
Shift + F7 | Playback FM2 movie. |
F7 | Load state. |
0-9 | Select save state slot. |
F12 | Save screen snapshot. |
F11 | Reset. |
+ Does this work? +
Key: | Action: |
---|---|
F8 | Insert coin. |
F6 | Show/Hide dip switches. |
1-8 | Toggle dip switches(when dip switches are shown). |
+ Does this work? +
Key: | Action: |
---|---|
F6 | Select disk and disk side. |
F8 | Eject or Insert disk. |
+
Key: | Button on Emulated Gamepad: |
---|---|
K | B |
J | A |
Enter/Return | Start |
Tab | Select |
W | Up |
A | Left |
S | Down |
D | Right |
+ Does this work? +
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. +
++ 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. +
+ TODO: Many more options. ++
Argument: | Value Type: | Default value: | Description: |
---|---|---|---|
--pal | 0|1 | 0 | Emulate a PAL NES. Otherwise emulate an NTSC NES. |
--gamegenie | 0|1 | 0 | Emulate a gamie genie (gg.rom required). |
--nospritelim | 0|1 | 1 | Disbales the 8 sprites per scanline limitation. |
--frameskip | integer | 0 | Sets number of frames to skip per emulated frame (must be built with frameskip support). |
--palette | filename | 0 | Load a custom global palette from given file. Specifying "0" will cause FCEUX to stop using the custom global palette. |
--ntsccolor | 0|1 | 0 | Enable NTSC NES colors. |
--sound | 0|1 | 1 | Enable sound |
--soundvol x | integer | 100 | Set sound volume. |
--soundq x | 0|1 | 1 | Enable high-quality sound emulation. |
--clipsides | 0|1 | 0 | Clip leftmost and rightmost 8 columns of pixels of the video output. |
--slend /td> | integer | 231 | Last scanline to be rendered. |
--slstart | integer | 0 | First scanline to be rendered |
+
Name: | Contribution(s): |
---|---|
punkrockguy318 | FCEUX SDL Documentation rewrite. |