SDL documentation update

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<center><h1>FCEUX SDL Documentation</h1></center> <center><h1>FCEUX SDL Documentation</h1></center>
<center><i>Last updated August 13, 2008<br />Valid as of FCEUX 2.0.2</i><br> <center><i>Last updated November 30, 2008<br />Valid as of FCEUX 2.0.3</i><br>
<b>Please note that this document is INCOMPLETE</b></center> <b>Please note that this document is INCOMPLETE and may be INACCURATE.
Contributions welcome.</b></center>
<p> <p>
<b>Table of Contents:</b> <b>Table of Contents:</b>
<ul> <ul>
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</ul> </ul>
<li /><a href="#using">Using FCEUX</a> <li /><a href="#using">Using FCEUX</a>
<ul> <ul>
<li /><a href="#using-keys">Key Assignments</a> <li /><a href="#using-hotkeys">Hotkey Assignments</a>
<ul /> <ul />
<li /><a href="#using-keys-vs">VS Unisystem</a> <li /><a href="#using-keys-vs">VS Unisystem</a>
<li /><a href="#using-keys-fds">Famicom Disk System</a> <li /><a href="#using-keys-fds">Famicom Disk System</a>
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<p> <p>
</p> </p>
<a name="using-keys"><h3>Key Assignments</h3></a> <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> <p>
<table border> <table border>
<tr><th>Key:</th><th>Action:</th></tr> <tr><th>Key:</th><th>Action:</th></tr>
<tr><td>F2</td><td>Cheat menu (command-line only)</td></tr> <tr><td>F1</td><td>Quit FCEUX.</td></tr>
<tr><td>F3</td><td>Load lua script</td></tr> <tr><td>F2</td><td>Cheat menu (command-line only).</td></tr>
<tr><td>F3</td><td>Load lua scrip.t</td></tr>
<tr><td>F5</td><td>Save state.</td></tr> <tr><td>F5</td><td>Save state.</td></tr>
<tr><td>Shift + F5</td><td>Record FM2 movie.</td></tr> <tr><td>Shift + F5</td><td>Record FM2 movie.</td></tr>
<tr><td>Shift + F7</td><td>Playback FM2 movie.</td></tr> <tr><td>Shift + F7</td><td>Playback FM2 movie.</td></tr>
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<tr><td>0-9</td><td>Select save state slot.</td></tr> <tr><td>0-9</td><td>Select save state slot.</td></tr>
<tr><td>F12</td><td>Save screen snapshot.</td></tr> <tr><td>F12</td><td>Save screen snapshot.</td></tr>
<tr><td>F11</td><td>Reset.</td></tr> <tr><td>F11</td><td>Reset.</td></tr>
<tr><td>-</td>Decrease emulation speed.</td></tr>
<tr><td>=</td>Increase emulation speed.</td></tr>
</table> </table>
</p> </p>
<a name="using-keys-vs"><h4>VS Unisystem</h4></a> <a name="using-keys-vs"><h4>VS Unisystem</h4></a>

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<center><h1>FCEUX SDL FAQ</h1></center> <center><h1>FCEUX SDL FAQ</h1></center>
<center><i>Last updated August 23, 2008<br />Valid as of FCEUX 2.0.2</i> by punkrockguy318<br> <center><i>Last updated November 30, 2008<br />Valid as of FCEUX 2.0.3</i> by punkrockguy318<br>
</center> </center>
<p> <p>
<b>Table of Contents:</b> <b>Table of Contents:</b>
<ul> <ul>
<li /><a href="#win-vs-sdl">What are the differences between the windows and sdl versions?</a> <li /><a href="#win-vs-sdl">What's the difference between the windows and sdl ports?</a>
<li /><a href="#config">How do I configure a gamepad?</a> <li /><a href="#config">How do I configure a gamepad?</a>
<li /><a href="#lua">Why do I need lua5.1 to compile/run FCEUX?</a> <li /><a href="#lua">Why do I need lua5.1 to compile/run FCEUX?</a>
<li /><a href="#features-expansion-genie">Game Genie</a>
<li /><a href="#features-expansion-vs">VS Unisystem</a>
</ul> </ul>
</p> </p>
<hr width="100%"> <hr width="100%">
<a name="intro"><h2>What are the differences between the windows and sdl versions?</h2></a> <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 <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> 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 <p>Here is a list of planned features that are currently in the Win32 build
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</ul> </ul>
<a name="config"><h3>How do I configure a gamepad?</h3></a> <a name="config"><h3>How do I configure a gamepad?</h3></a>
<p> <p>
You can configure the first gamepad by running <b>fceux --inputcfg gamepad1 You can configure the first gamepad by running <b>fceux --inputcfg gamepad1</b> </p>
/any/rom/name/here/it/doesnt/matter/</b> </p> <p>When you do this, you'll be presented with a black window with a titlebar
<p>When you do this, you'll be presented with a small titlebar with a title indicating what button to map. FCEUX will look for two
indicating what button to map. The input configurator will look for two of the same keypress/joystick event in a row. If it doesn't find two of the same
of the same keypress/joystick event. 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> keypresses in a row, it will allow you to map the button to four seperate keys.</p>
<p>FCEUX doesn't keep seperate input configurations for serperate games, it <p>Input configuration is planned for gfceux.</p>
simply needs a rom to process on the command line. You can even use /dev/null as
your filename in the command.</p>
<p>I'd like to also note that I've started work on a GUI for setting gamepads, but
it is current a WIP, but hopefully it will become functional when I get a chance.</p>
</p> </p>
<a name="lua"><h4>Why do I need lua5.1 to compile/run fceux?</h4></a> <a name="lua"><h4>Why do I need lua5.1 to compile/run fceux?</h4></a>
<p>More and more of FCEUX is going to work around its lua scripting system. <p>You don't! As of version 2.0.3, lua is optional. However, the lua scritping
FCEUX's lua scripting system leaves endless possibilities for scripts. An option engine in fceux is very powerful, and will be used more and more by fceux in the future.</p>
to compile without lua may be added to a future release.</p>
<a name="credits"><h2>Credits</h2></a> <a name="credits"><h2>Credits</h2></a>
<p> <p>