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<span class="naventry">[<a href="/support.php">Support Files</a>]</span>
<span class="naventry">[<a href="/links.php">Links</a>]</span>
<span class="naventry">[<a href="http://sourceforge.net/projects/fceultra/">Development</a>]</span>
<span class="naventry">[<a href="/links.php">Links</a>]</span>
<span class="naventry">[<a href="/archive.php">Links</a>]</span>
</div>

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<?php
include("header.php");
?>
<div class="mainbox">
<h2 class="boxhead">Archived News</h2>
<!-- Archived News section -->
<div class="boxbody">
<h3 class="boxsubhead">23 March 2006</h3>
<p>
We've added <a href="mailto:r0ni a.t users d.o.t sourceforge">Jay Lanagan</a>
as a developer to the project. It seems that there
still is some interest in maintaining FCEUltra after all!
</p>
<h3 class="boxsubhead">19 March 2006</h3>
<p>
Alright, we've uploaded some files--please see
<a href="download.php">the download page</a>. Who are "we,"
you ask?
<a href="mailto:agiorgio a.t users d.o.t sourceforge">
Anthony
Giorgio
</a> and
<a href="mailto:thekingant a.t users d.o.t sourceforge">
Mark
Doliner
</a>. We're two guys who like FCE Ultra and didn't want
to see the project disappear.
</p>
<p>
What happens now? Well I'm not sure either of us has very much
free time to spend working on things, so if you're interested in
working on the source, by all means drop us a line. We have checked
the 0.98.13-pre source code into SourceForge's Subversion server
at https://svn.sourceforge.net/svnroot/fceultra/fceultra. Feel
free to grab a copy and start hacking.
</p>
<p>
If you're not much of a coder you could always work on documentation,
or improve the web page (which is checked into Subversion at
https://svn.sourceforge.net/svnroot/fceultra/web).
</p>
<p>
I can't speak for Anthony, but here are some things I would work
on if I had the time:
</p>
<ul>
<li>Configuration file written as plain-text instead of binary</li>
<li>
Better joystick configuration (currently with my Logitech
controller I think I'm forced to use the joystick rather than the
joypad)
</li>
<li>
Play sound in Linux using ALSA instead of OSS (this isn't already
possible when compiled with SDL, is it?)
</li>
<li>Slighty better command line interface (a -h/--help switch)</li>
</ul>
<h3 class="boxsubhead">18 March 2006</h3>
<p>
The FCE Ultra project has been taken over! Our current goal is only
to preserve the state of the project as it was left by the author,
Xodnizel. But we'd love to get development going again, too. We'll
post more information soon.
</p>
<h3 class="boxsubhead">29 October 2004</h3>
<p>
No new *official* releases of FCE Ultra will be made. I mean it this time. :b
</p>
<p>
The forum has been closed, as I will not be available to moderate it any longer, but the old posts will be viewable indefinitely.
</p>
<p>
Crazy people may download http://fceultra.sourceforge.net/fceu-0.98.13-pre.src.tar.bz2 which was intended to be 0.98.13. It should be stable, and fixed several major bugs present in 0.98.12, but I have neither the time nor desire to do thorough tests for regressions, and thus it will not be an official release.
</p>
<h3 class="boxsubhead">12 September 2004</h3>
<p>
All future binary release(s) of FCE Ultra will be compiled without the emulation
debugger. The emulator can still be built with the debugger from source, however.
</p>
<p>
This is being done to greatly speed up compilation times, decrease executable
size, and speed up emulation slightly. Also, the presence of a debugger
in the official build(at least for MS Windows) will probably become meaningless
once a certain third-party branch of FCE Ultra is released.
</p>
<h3 class="boxsubhead">XX Something 2004</h3>
<p>
FCE Ultra 0.98.12 is out. The MS Windows binary release should run using
fewer CPU cycles("faster") than previous 0.98.x MS Windows binary releases.
</p>
<h3 class="boxsubhead">17 May 2004</h3>
<p>FCE Ultra 0.98.10 is out.</p>
<pre>
0.98.10:
Reimplemented network play. It now requires a standalone network play server, which
will be released as a later time. For fun, "starmen.net" is running this server,
which is publicly accessible.
I also made various code fixes/improvements to allow for network play, particularly
with the command handling code.
Reworked much of the VS Unisystem emulation code, partially based on information from
MAME. The following games are now supported(in iNES format):
Battle City
Castlevania
Clu Clu Land
Dr. Mario
Duck Hunt
Excitebike
Excitebike (Japanese)
Freedom Force
Goonies, The
Gradius
Gumshoe
Hogan's Alley
Ice Climber
Ladies Golf
Mach Rider
Mach Rider (Japanese)
Mighty Bomb Jack (Japanese)
Ninja Jajamaru Kun (Japanese)
Pinball
Pinball (Japanese)
Platoon
RBI Baseball
Slalom
Soccer
Star Luster
Stroke and Match Golf
Stroke and Match Golf - Ladies
Stroke and Match Golf (Japanese)
Super Mario Bros.
Super Sky Kid
Super Xevious
Tetris
TKO Boxing
Top Gun
Win32-native: Fixed a bug in the debugger's breakpoint list that appeared when
one tried to delete a breakpoint(the control accidentally had auto-sort enabled,
causing a discrepancy between what was displayed and what was contained in internal
data structures).
The current disk image XOR original disk image is now stored in save states. This
should greatly increase compressability(important for network play), and make
it a little more legal to distribute such save states now.
Modified the save state format to allow for more precise and larger version numbers.
Various minor code changes.
Fixed initialization of the FCEUGameInfo structure, which previously led
to problems with sound output on the SexyAL-using ports(Linux).
Apparently I added support for mapper 255 a while back. Documentation updated.
Added iNES header correction information for Armored Scrum Object and Alpha Mission.
Merged banksw.h into ines.c, fixed some of its prototypes in ines.h.
</pre>
</div>
<!-- End News div -->
</div>
<?php include("footer.php"); ?>

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@ -5,7 +5,8 @@
<h1 class="center">FCE Ultra General Documentation</h1>
<p>
<i>Last updated September 15, 2004</i><br/>
<i> History updated Juney 22, 2008</i>
<i>Content last updated September 15, 2004</i><br/>
<i>Valid as of FCE Ultra 0.98.13</i>
</p>
@ -13,6 +14,7 @@
<b>Table of Contents:</b>
</p>
<ul>
<li><a href="#intro">Introduction</a>
<ul>
<li><a href="#intro-history">History of FCE Ultra</a></li>
@ -72,14 +74,16 @@
<hr />
<h2><a id="intro">Introduction</a></h2>
<p>
FCE Ultra is an NTSC and PAL Famicom/NES emulator for various
platforms. It is based upon Bero's original FCE source code. Current
features include good PPU, CPU, pAPU, expansion chip, and joystick
emulation. Also a feature unique to this emulator(at the current
time) is authentic Game Genie emulation. Save states and snapshot
features also have been implemented.
</p>
<p>
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.
</p>
<p>
FCEUX contains all features and enhancements from FCE, FCE Ultra, FCEU rerecording,
FCEUXD, and FCEUXDSP as well as many new mappers from FCEU-mm
</p>
<p>
This document has been arranged to keep user interface details and emulation
details as separate as possible, though this has not been accomplished entirely.
@ -91,37 +95,106 @@
"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.
</p>
<h3><a id="intro-history">History of FCE Ultra</a></h3>
<p>
<i>This section is a work-in-progress. Some details may be incorrect.</i><br/>
Bero originally wrote a NES emulator that was referred to as <a href="http://www.geocities.co.jp/Playtown/2004/fce.htm">FCE</a>.
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.
</p>
<p>
FCE Ultra remained DOS-only until version 0.18, when it was ported to Linux
SVGAlib, and released as a staticly-linked executable. The first MS Windows
port was released as version 0.25.
</p>
<p>
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 relicensed under the GNU GPL.
</p>
<hr />
<h2><a id="features">Core Features</a></h2>
<h3><a id="features-cpu">CPU</a></h3>
<p>
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.
</p>
<hr />
<h3><a id="features-ppu">PPU</a></h3>
<p>
<ul>
<hr />
<h2> <a id="intro-history">History of FCE Ultra</a></h2>
<p>
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.
</p>
<p>
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.
</p>
<p>
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.
</p>
<p>
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.
</p>
<p>
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.
</p>
<p>
However, it was resurrected again in March of 2006 by Anthony Giorgio and Mark Doliner.
</p>
<p>
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.
</p>
<h3> FCEU Rerecording</h3>
<p>
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.
</p>
<P>
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.
</P>
<p>
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
</p>
<h3>FCEUD/FCEUXD/FCEUXDSP</h3>
<p>
FCEUD
</p>
<p>
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).
</p>
<p>
FCEUXD
</p>
<p>
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
</p>
<p>
<h3> FCEUXDSP stands for FCEUXD "SP" version and is a branch of FCEUXD 1.0a </h3>
</p>
<p>
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.
</p>
<p>
The last version of FCEUXDSP was 1.07 which adds a feature known as the RAM Filter.
</p>
<hr />
<h2>
<a id="features">Core Features</a>
</h2>
<h3>
<a id="features-cpu">CPU</a>
</h3>
<p>
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.
</p>
<hr />
<h3>
<a id="features-ppu">PPU</a>
</h3>
<p>
<ul>
<li>8x8 and 8x16 sprites.</li>
<li>Sprite hit emulation(including checking the bg color).</li>
<li>8 sprite limit(and flag emulation).</li>

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@ -6,28 +6,32 @@
<h2 class="boxhead">Introduction </h2>
<div class="boxbody">
<p>
FCE Ultra is a NES (Nintendo Entertainment System) and Famicom (Family Computer)
emulator for a variety of different platforms, based on Bero's <a href="http://www.geocities.co.jp/Playtown/2004/fce.htm">FCE</a>. Game compatibility is very
high, provided you provide non-corrupt ROM/disk images.
</p>
<p>
It has been tested (and runs)
under DOS, Linux SVGAlib, Linux X, Mac OS X, and MS Windows. A native GUI is provided for the MS Windows port, and the other ports use a command-line based interface. However, GNOME users can optionally use <a href="http://dietschnitzel.com/gfceu/">the GNOME front-end</a>. The SDL port
should run on any modern UNIX-like operating system(such as FreeBSD) with
no code changes.
</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-umm into a single branch of FCEU.
As the X implies , it is a 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>
</div>
</div>
<div class="mainbox">
<h2 class="boxhead">News</h2> <!-- News section -->
<div class="boxbody">
<h3 class="boxsubhead">22 June 2008</h3>
<p>
Round 1 of the attempt to update the content of this site. Downloads are still outdated versions of FCEU Ultra.
</p>
<h3 class="boxsubhead">5 June 2008</h3>
<p>
No, this project is not dead. There are a few of us developers working in subversion. However, we could always use more help. We are in particular need of some more people who would be willing to help out with the SDL port. If interested, just come chat with us in #fceu on irc.freenode.net<br>
<p>
No, this project is not dead. There are a few of us developers working in subversion. However, we could always use more help. We need both SDL and Windows developers. If interested, just come chat with us in #fceu on irc.freenode.net<br>
<a href="mailto:ltsmooth42 _at_ gmail _dot _com">Lukas Sabota</a>
</p>
</p>
<h3 class="boxsubhead">19 July 2006</h3>
<p>
@ -109,117 +113,6 @@ Xodnizel. But we'd love to get development going again, too. We'll
post more information soon.
</p>
<h3 class="boxsubhead">29 October 2004</h3>
<p>
No new *official* releases of FCE Ultra will be made. I mean it this time. :b
</p>
<p>
The forum has been closed, as I will not be available to moderate it any longer, but the old posts will be viewable indefinitely.
</p>
<p>
Crazy people may download http://fceultra.sourceforge.net/fceu-0.98.13-pre.src.tar.bz2 which was intended to be 0.98.13. It should be stable, and fixed several major bugs present in 0.98.12, but I have neither the time nor desire to do thorough tests for regressions, and thus it will not be an official release.
</p>
<h3 class="boxsubhead">12 September 2004</h3>
<p>
All future binary release(s) of FCE Ultra will be compiled without the emulation
debugger. The emulator can still be built with the debugger from source, however.
</p>
<p>
This is being done to greatly speed up compilation times, decrease executable
size, and speed up emulation slightly. Also, the presence of a debugger
in the official build(at least for MS Windows) will probably become meaningless
once a certain third-party branch of FCE Ultra is released.
</p>
<h3 class="boxsubhead">XX Something 2004</h3>
<p>
FCE Ultra 0.98.12 is out. The MS Windows binary release should run using
fewer CPU cycles("faster") than previous 0.98.x MS Windows binary releases.
</p>
<h3 class="boxsubhead">17 May 2004</h3>
<p>FCE Ultra 0.98.10 is out.</p>
<pre>
0.98.10:
Reimplemented network play. It now requires a standalone network play server, which
will be released as a later time. For fun, "starmen.net" is running this server,
which is publicly accessible.
I also made various code fixes/improvements to allow for network play, particularly
with the command handling code.
Reworked much of the VS Unisystem emulation code, partially based on information from
MAME. The following games are now supported(in iNES format):
Battle City
Castlevania
Clu Clu Land
Dr. Mario
Duck Hunt
Excitebike
Excitebike (Japanese)
Freedom Force
Goonies, The
Gradius
Gumshoe
Hogan's Alley
Ice Climber
Ladies Golf
Mach Rider
Mach Rider (Japanese)
Mighty Bomb Jack (Japanese)
Ninja Jajamaru Kun (Japanese)
Pinball
Pinball (Japanese)
Platoon
RBI Baseball
Slalom
Soccer
Star Luster
Stroke and Match Golf
Stroke and Match Golf - Ladies
Stroke and Match Golf (Japanese)
Super Mario Bros.
Super Sky Kid
Super Xevious
Tetris
TKO Boxing
Top Gun
Win32-native: Fixed a bug in the debugger's breakpoint list that appeared when
one tried to delete a breakpoint(the control accidentally had auto-sort enabled,
causing a discrepancy between what was displayed and what was contained in internal
data structures).
The current disk image XOR original disk image is now stored in save states. This
should greatly increase compressability(important for network play), and make
it a little more legal to distribute such save states now.
Modified the save state format to allow for more precise and larger version numbers.
Various minor code changes.
Fixed initialization of the FCEUGameInfo structure, which previously led
to problems with sound output on the SexyAL-using ports(Linux).
Apparently I added support for mapper 255 a while back. Documentation updated.
Added iNES header correction information for Armored Scrum Object and Alpha Mission.
Merged banksw.h into ines.c, fixed some of its prototypes in ines.h.
</pre>
</div> <!-- End News div -->
</div>