History updated June 22, 2008
Content last updated September 15, 2004
Valid as of FCE Ultra 0.98.13
Table of Contents:
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.
FCEUX contains all features and enhancements from FCE, FCE Ultra, FCEU rerecording, FCEUXD, and FCEUXDSP as well as many new mappers from FCEU-mm
This document has been arranged to keep user interface details and emulation details as separate as possible, though this has not been accomplished entirely.
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 "~/.fceultra", or in other words, "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.
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.
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.
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.
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.
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.
However, it was resurrected again in March of 2006 by Anthony Giorgio and Mark Doliner.
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.
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.
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.
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
FCEUD
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).
FCEUXD
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
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.
The last version of FCEUXDSP was 1.07 which adds a feature known as the RAM Filter.
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.
FCE Ultra has many palette features, including loading a custom palette to replace the default NES palette. The palette from an NTSC NES can also be generated on-the-fly.
First, a note on on the format of external palettes; Palette files are expected to contain 64 8-bit RGB triplets(each in that order; red comes first in the triplet in the file, then green, then blue). Each 8-bit value represents brightness for that particular color. 0 is minimum, 255 is maximum.
Palettes can be set on a per-game basis. To do this, put a palette file in the "gameinfo" directory with the same base filename as the game you wish to associate with and add the extension "pal". Examples:
File name: Palette file name: BigBad.nes BigBad.pal BigBad.zip BigBad.pal BigBad.Better.nes BigBad.Better.pal
With so many ways to choose a palette, figuring out which one will be active may be difficult. Here's a list of what palettes will be used, in order from highest priority to least priority(if a condition doesn't exist for a higher priority palette, the emulator will continue down its list of palettes).
All 5 internal sound channels are supported(2x rectangle, triangle, noise, and DMC/PCM). Sound channels are emulated with CPU instruction granularity. There are two sound quality options. Low-quality sound, the default sound quality option, generates sound data at 16x the playback rate and averages those samples together to 1 sample. This method works fairly well and is reasonably fast, but there is still some aliasing and sound distortion. All sample rates between 8192Hz and 96000Hz are supported.
The high-quality sound emulation is much more CPU intensive, but the quality is worth it, if your machine is fast enough. Sound data is generated at the NES' CPU clock rate(about 1.8MHz for the NTSC NES), and then resampled to the output sample rate. Custom-designed 483rd order Parks-McClellan algorithm filter coefficients are used. Supported playback rates are 44100Hz, 48000Hz, and 96000Hz. The following filter statistics apply for NTSC emulation.
Rate: | Passband Upper Bound(Hz): | Passband ripple(dB): | Transition bandwidth(Hz): | Stopband attenuation(dB): |
---|---|---|---|---|
44100 | 11982.5 | 0.20 | 10067.5 | 66.4 |
48000 | 13932.5 | 0.10 | 10067.5 | 60.0 |
96000 | 30000.0 | 0.01 | 18000.0 | 103.0 |
The "highest" sound quality mode is similar to the normal high-quality mode, but the filters are of a higher order(1024 coefficients). Ripple is reduced, the upper bound of the passband is higher, and the stopband attenuation is slightly higher. The highest-quality mode filter coefficients were created using "gmeteor". The parameters used to create these filters can be found in the source code distribution.
Besides the 5 internal NES sound channels, FCE Ultra emulates the extra sound capabilities of the Konami VRCVI, Konami VRCVII, Namco 106, Nintendo MMC5, and the Sunsoft FME-07 chips. The extra sound channel in the Famicom Disk System is also emulated, but the support for its FM capabilities is limited.
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, the Family Keyboard, the HyperShot controller, the Mahjong controller, the Oeka Kids tablet, the Quiz King buzzers, the Family Trainer, and the Barcode World barcode reader 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.
FCE Ultra supports the iNES, FDS(raw and with a header), UNIF, and NSF file formats. FDS ROM images in the iNES format are not supported; it would be silly to do so and storing them in that format is nonsensical.
FCE Ultra supports loading ROM/disk images from some types of compressed files. FCE Ultra can load data from both PKZIP-format files and gzip-format files. Only the "deflate" algorithm is supported, but this is the most widely used algorithm for these formats.
All files in a PKZIP format archive will be scanned for the followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif The first archived file to have one of these extensions will be loaded. If no archived file has one of these extensions, the first archived file will be loaded.
The battery-backed RAM, vertical/horizontal mirroring, four-screen name table layout, and 8-bit mapper number capabilities of the iNES format are supported. The 512-byte trainer capability is also supported, but it is deprecated. Common header corruption conditions are cleaned(let's go on a DiskDude hunt), though not all conditions can be automatically detected and fixed. In addition, a few common header inaccuracies for games are also corrected(detected by CRC32 value). Note that these fixes are not written back to the storage medium.
Support for the recent VS System bit and "number of 8kB RAM banks" is not implemented. Too many iNES headers are corrupt where this new data is stored, causing problems for those games.
The following table lists iNES-format "mappers" supported well in FCE Ultra.
Number: | Description: | Game Examples: |
---|---|---|
0 | No bankswitching | Donkey Kong, Mario Bros |
1 | Nintendo MMC1 | MegaMan 2, Final Fantasy |
2 | Simple 16KB PROM Switch(UNROM) | MegaMan, Archon, 1944 |
3 | Simple 8KB VROM Switch(CNROM) | Spy Hunter, Gradius |
4 | Nintendo MMC3 | Super Mario Bros. 3, Recca, Final Fantasy 3 |
5 | Nintendo MMC5 | Castlevania 3, Just Breed, Bandit Kings of Ancient China |
6 | FFE F4 Series(hacked, bootleg) | |
7 | AOROM | Battle Toads, Time Lord |
8 | FFE F3 Series(hacked, bootleg) | |
9 | Nintendo MMC2 | Punchout! |
10 | Nintendo MMC4 | Fire Emblem, Fire Emblem Gaiden |
11 | Color Dreams | Crystal Mines, Bible Adventures |
12 | ?? | Dragon Ball Z 5 ("bootleg" original) |
13 | CPROM | Videomation |
15 | Multi-cart(bootleg) | 100-in-1: Contra Function 16 |
16 | Bandai ?? | Dragon Ball Z, SD Gundam Gaiden **EEPROM is not emulated |
17 | FFE F8 Series(hacked, bootleg) | |
18 | Jaleco SS806 | Pizza Pop, Plasma Ball |
19 | Namco 106 | Splatter House, Mappy Kids |
21 | Konami VRC4 2A | WaiWai World 2, Ganbare Goemon Gaiden 2 |
22 | Konami VRC4 1B | Twinbee 3 |
23 | Konami VRC2B | WaiWai World, Crisis Force |
24 | Konami VRC6 | Akumajou Densetsu |
25 | Konami VRC4 | Gradius 2, Bio Miracle:Boku tte Upa |
26 | Konami VRC6 A0-A1 Swap | Esper Dream 2, Madara |
32 | IREM G-101 | Image Fight 2, Perman |
33 | Taito TC0190/TC0350 | Don Doko Don |
34 | NINA-001 and BNROM | Impossible Mission 2, Deadly Towers, Bug Honey |
40 | (bootleg) | Super Mario Bros. 2 |
41 | Caltron 6-in-1 | Caltron 6-in-1 |
42 | (bootleg) | Mario Baby |
44 | Multi-cart(bootleg) | Super HiK 7 in 1 |
45 | Multi-cart(bootleg) | Super 1000000 in 1 |
46 | Game Station | Rumble Station |
47 | NES-QJ | Nintendo World Cup/Super Spike V-Ball |
48 | Taito TC190V | Flintstones |
49 | Multi-cart(bootleg) | Super HiK 4 in 1 |
50 | (bootleg) | Super Mario Bros. 2 |
51 | Multi-cart(bootleg) | 11 in 1 Ball Games |
52 | Multi-cart(bootleg) | Mario Party 7 in 1 |
57 | Multi-cart(bootleg) | Game Star GK-54 |
58 | Multi-cart(bootleg) | 68-in-1 Game Star HKX5268 |
60 | Multi-cart(bootleg) | 4 in 1(Reset-selected) |
61 | Multi-cart(bootleg) | 20 in 1 |
62 | Multi-cart(bootleg) | Super 700 in 1 |
64 | Tengen RAMBO 1 | Klax, Rolling Thunder, Skull and Crossbones |
65 | IREM H-3001 | Daiku no Gensan 2 |
66 | GNROM | SMB/Duck Hunt |
67 | Sunsoft ?? | Fantasy Zone 2 |
68 | Sunsoft ?? | After Burner 2, Nantetta Baseball |
69 | Sunsoft FME-7 | Batman: Return of the Joker, Hebereke |
70 | ?? | Kamen Rider Club |
71 | Camerica | Fire Hawk, Linus Spacehead |
72 | Jaleco ?? | Pinball Quest |
73 | Konami VRC3 | Salamander |
74 | Taiwanese MMC3 CHR ROM w/ VRAM | Super Robot Wars 2 |
75 | Jaleco SS8805/Konami VRC1 | Tetsuwan Atom, King Kong 2 |
76 | Namco 109 | Megami Tensei |
77 | IREM ?? | Napoleon Senki |
78 | Irem 74HC161/32 | Holy Diver |
79 | NINA-06/NINA-03 | F15 City War, Krazy Kreatures, Tiles of Fate |
80 | Taito X-005 | Minelvation Saga |
82 | Taito ?? | Kyuukyoku Harikiri Stadium - Heisei Gannen Ban |
85 | Konami VRC7 | Lagrange Point |
86 | Jaleco JF-13 | More Pro Baseball |
87 | ?? | Argus |
88 | Namco 118 | Dragon Spirit |
89 | Sunsoft ?? | Mito Koumon |
90 | ?? | Super Mario World, Mortal Kombat 3, Tekken 2 |
91 | ?? | Mari Street Fighter 3 Turbo |
92 | Jaleco ?? | MOERO Pro Soccer |
93 | ?? | Fantasy Zone |
94 | ?? | Senjou no Ookami |
95 | Namco 118 | Dragon Buster |
96 | Bandai ?? | Oeka Kids |
97 | ?? | Kaiketsu Yanchamaru |
99 | VS System 8KB VROM Switch | VS SMB, VS Excite Bike |
105 | NES-EVENT | Nintendo World Championships |
107 | ?? | Magic Dragon |
112 | Asder | Sango Fighter, Hwang Di |
113 | MB-91 | Deathbots |
114 | ?? | The Lion King |
115 | ?? | Yuu Yuu Hakusho Final |
117 | ?? | San Guo Zhi 4 |
118 | MMC3-TLSROM/TKSROM Board | Ys 3, Goal! 2, NES Play Action Football |
119 | MMC3-TQROM Board | High Speed, Pin*Bot |
140 | Jaleco ?? | Bio Senshi Dan |
144 | ?? | Death Race |
151 | Konami VS System Expansion | VS The Goonies, VS Gradius |
152 | ?? | Arkanoid 2, Saint Seiya Ougon Densetsu |
153 | Bandai ?? | Famicom Jump 2 |
154 | Namco ?? | Devil Man |
155 | MMC1 w/o normal WRAM disable | The Money Game, Tatakae!! Rahmen Man |
156 | ?? | Buzz and Waldog |
157 | Bandai Datach ?? | Datach DBZ, Datach SD Gundam Wars, **EEPROM is not emulated |
158 | RAMBO 1 Derivative | Alien Syndrome |
160 | (same as mapper 90) | (same as mapper 90) |
180 | ?? | Crazy Climber |
182 | ?? | Super Donkey Kong |
184 | ?? | Wing of Madoola, The |
185 | CNROM w/ CHR ROM unmapping | Banana, Mighty Bomb Jack, Spy vs Spy(Japanese) |
189 | ?? | Thunder Warrior, Street Fighter 2 (Yoko) |
193 | Mega Soft | Fighting Hero |
200 | Multi-cart(bootleg) | 1200-in-1 |
201 | Multi-cart(bootleg) | 21-in-1 |
202 | Multi-cart(bootleg) | 150 in 1 |
203 | Multi-cart(bootleg) | 35 in 1 |
206 | DEIROM | Karnov |
207 | Taito ?? | Fudou Myouou Den |
208 | ?? | Street Fighter IV (by Gouder) |
209 | (mapper 90 w/ name-table control mode enabled) | Shin Samurai Spirits 2, Power Rangers III |
210 | Namco ?? | Famista '92, Famista '93, Wagyan Land 2 |
225 | Multi-cart(bootleg) | 58-in-1/110-in-1/52 Games |
226 | Multi-cart(bootleg) | 76-in-1 |
227 | Multi-cart(bootleg) | 1200-in-1 |
228 | Action 52 | Action 52, Cheetahmen 2 |
229 | Multi-cart(bootleg) | 31-in-1 |
230 | Multi-cart(bootleg) | 22 Games |
231 | Multi-cart(bootleg) | 20-in-1 |
232 | BIC-48 | Quattro Arcade, Quattro Sports |
234 | Multi-cart ?? | Maxi-15 |
235 | Multi-cart(bootleg) | Golden Game 150 in 1 |
240 | ?? | Gen Ke Le Zhuan, Shen Huo Le Zhuan |
242 | ?? | Wai Xing Zhan Shi |
244 | ?? | Decathalon |
246 | ?? | Fong Shen Ban |
248 | ?? | Bao Qing Tian |
249 | Waixing ?? | ?? |
250 | ?? | Time Diver Avenger |
255 | Multi-cart(bootleg) | 115 in 1 |
FCE Ultra supports the following UNIF boards. The prefixes HVC-, NES-, BTL-, and BMC- are omitted, since they are currently ignored in FCE Ultra's UNIF loader.
Group: | |
---|---|
Name: | Game Examples: |
Bootleg: | |
MARIO1-MALEE2 | Super Mario Bros. Malee 2 |
NovelDiamond9999999in1 | Novel Diamond 999999 in 1 |
Super24in1SC03 | Super 24 in 1 |
Supervision16in1 | Supervision 16-in-1 |
Unlicensed: | |
Sachen-8259A | Super Cartridge Version 1 |
Sachen-8259B | Silver Eagle |
Sachen-74LS374N | Auto Upturn |
SA-016-1M | Master Chu and the Drunkard Hu |
SA-72007 | Sidewinder |
SA-72008 | Jovial Race |
SA-0036 | Mahjong 16 |
SA-0037 | Mahjong Trap |
TC-U01-1.5M | Challenge of the Dragon |
8237 | Pocahontas Part 2 |
MMC1: | |
SAROM | Dragon Warrior |
SBROM | Dance Aerobics |
SCROM | Orb 3D |
SEROM | Boulderdash |
SGROM | Defender of the Crown |
SKROM | Dungeon Magic |
SLROM | Castlevania 2 |
SL1ROM | Sky Shark |
SNROM | Shingen the Ruler |
SOROM | Nobunaga's Ambition |
MMC3: | |
TFROM | Legacy of the Wizard |
TGROM | Megaman 4 |
TKROM | Kirby's Adventure |
TKSROM | Ys 3 |
TLROM | Super Spike V'Ball |
TLSROM | Goal! 2 |
TR1ROM | Gauntlet |
TQROM | Pinbot |
TSROM | Super Mario Bros. 3 |
TVROM | Rad Racer 2 |
MMC5: | |
EKROM | Gemfire |
ELROM | Castlevania 3 |
ETROM | Nobunaga's Ambition 2 |
EWROM | Romance of the Three Kingdoms 2 |
MMC6: | |
HKROM | Star Tropics |
Nintendo Discrete Logic: | |
CNROM | Gotcha |
CPROM | Videomation |
GNROM | Super Mario Bros./Duck Hunt |
MHROM | |
NROM-128 | Mario Bros. |
NROM-256 | Super Mario Bros. |
RROM-128 | |
UNROM | Megaman |
You will need the FDS BIOS ROM image in the base FCE Ultra directory. It must be named "disksys.rom". FCE Ultra 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.If a loaded disk image is written to during emulation, FCE Ultra will store the modified disk image in the save games directory, which is by default "sav" under the base directory.
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 FCE Ultra has run.
The ROM image may either be the 24592 byte iNES-format image, or the 4352 byte 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 builds).
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 and FDS formats. UNIF files can't be patched well with the IPS format because they are chunk-based with no fixed offsets.
Key(s): | Action: |
---|---|
F5 | Save state. |
F7 | Load state. |
0-9 | Select save state slot. |
Shift + F5 | Record movie. |
Shift + F7 | Play movie. |
Shift + 0-9 | Select movie slot. |
F9 | Save screen snapshot. |
F4 | Hide sprites(toggle). |
Shift + F4 | Hide background data with overscan color(toggle). |
Alt + Enter | Toggle fullscreen mode. |
~ | Temporarily disable speed throttling. |
F10 | Reset. |
F11 | Hard reset(toggle power switch). |
F12 | Exit. |
Key: | Action: |
---|---|
F8 | Insert coin. |
F6 | Show/Hide dip switches. |
1-8 | Toggle dip switches(when dip switches are shown). |
Key: | Action: |
---|---|
F6 | Select disk and disk side. |
F8 | Eject or Insert disk. |
Key: | Action: |
---|---|
0-9 | Barcode digits(after activating barcode input). |
F8 | Activate barcode input/scan barcode. |
These default Game Pad key assignments do not apply to the Win32-native port. See the table below this for the Win32-native port's default game pad mappings. | |
Key: | Button on Emulated Gamepad: |
---|---|
Keypad 2 | B |
Keypad 3 | A |
Enter/Return | Start |
Tab | Select |
Z | Down |
W | Up |
A | Left |
S | Right |
Win32-native Port | |
---|---|
Key: | Button on Emulated Gamepad: |
Left Control | B |
Left Alt | A |
Enter/Return | Start |
Tab | Select |
Cursor Down | Down |
Cursor Up | Up |
Cursor Left | Left |
Cursor Right | Right |
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.
Run | Jump | |
---|---|---|
Controller I | Q | W |
Controller II | E | R |
Emulated Mahjong Controller: | A | B | C | D | E | F | G | H | I | J | K | L | M | N |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | A | S | D | F | G | H | J | K | L |
Emulated Mahjong Controller: | SEL | ST | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|
PC Keyboard: | Z | X | C | V | B | N | M |
Emulated Buzzer: | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | Y |
FCE Ultra supports arguments passed on the command line. Arguments are taken in the form of "-parameter value". Some arguments are valueless. Arguments that have both a parameter and a value will be saved in the configuration file, with the exception being the network-play arguments. Please note that most of these arguments are currently not recognized on the Win32-native port.
Argument: | Value Type: | Default value: | Description: |
---|---|---|---|
-cpalette x | string | 0 | Load a custom global palette from file "x". Specifying "0" will cause FCE Ultra to stop using the custom global palette. |
-ntsccol x | boolean | 0 | If value is true, enable automatic generation and use of an NTSC NES' colors. |
-pal x | boolean | 0 | If value is true, emulate a PAL NES. Otherwise emulate an NTSC NES. |
-sound x | boolean | 1 | If value is true, enable sound emulation and output. |
-soundrate x | integer | 48000 | Specifies the sound playback rate, in frames per second("Hz"). |
-soundvol x | integer | 100 | Sound volume. |
-soundq x | boolean | 0 | If value is true, enable high-quality sound emulation. |
-soundbufsize x | integer | 24(52 for Win32) | Specifies the desired size of the sound buffer, in milliseconds. |
-inputcfg x | string | Configure mapping of physical device inputs to a virtual device. Valid values are "gamepad1", "gamepad2", "gamepad3", "gamepad4", "powerpad1", "powerpad2". During configuration, pressing the same button twice in a row will cause configuration to move to the next button on the virtual device. A maximum of 4 physical buttons may be assigned to one virtual button. | |
-input1 x and -input2 x | string | gamepad | Select input device for input port 1 or 2. Valid strings are "none", "gamepad", "zapper", "powerpada", and "powerpadb". |
-fcexp x | string | none | Select Famicom expansion port device. Valid strings are "none", "shadow", "arkanoid", "4player", and "fkb". |
-nofs x | boolean | 0 | If value is true, disable four-score emulation. |
-gg x | boolean | 0 | Enable Game Genie emulation. |
-snapname x | boolean | 0 | If value is true, use an alternate naming scheme(file base and numeric) for screen snapshots. |
-frameskip x | integer | 0 | Specifies the number of frames to skip(emulation and drawing) for each frame emulated and drawn. The frameskipping code will not work properly with light-gun games, and it may break other games as well, so use it with this knowledge in mind! |
-nothrottle x | boolean | 0 | If value is true, disable the speed throttling that is used when sound emulation is disabled. |
-clipsides x | boolean | 0 | If value is true, clip leftmost and rightmost 8 columns of pixels of the video output. |
-slstart x | integer | 8 | First scanline to be rendered in NTSC emulation mode(when PAL emulation is disabled). |
-slend x | integer | 231 | Last scanline to be rendered in NTSC emulation mode. |
-slstartp x | integer | 0 | First scanline to be rendered in PAL emulation mode. |
-slendp x | integer | 239 | Last scanline to be rendered in PAL emulation mode. |
Argument: | Value Type: | Default value: | Description: |
-opengl x | boolean | 1 | Enable OpenGL support(if the support has been compiled in). |
-openglip x | boolean | 1 | Use bilinear interpolation when using OpenGL. |
-special(-specialfs) x | integer | 0(0) | Use special video scaling filters.
|
-stretchx/-stretchy x | boolean | 1/0 | Stretch to fill surface on x or y axis(fullscreen, only with OpenGL). |
-doublebuf x | boolean | 0 | Request double buffering(note that double buffering or sync-to-vblank may be forcibly enabled by your video drivers). |
-xscale(-xscalefs)/ -yscale(-yscalefs) | real | 2.50(2)/2(2) | Specify the scaling factor for each axis. Factors will be truncated to integers when not using OpenGL. |
-xres x/-yres y | integer | 640/480 | Set the desired horizontal/vertical resolution when in fullscreen mode. |
-efx(fs) x | integer | 0 | Specify simple special effects, represented by logically ORing constants. 1=scanlines, 2=TV Blur |
-fs | boolean | 0 | Full screen mode. |
Title: | Description: | Source code files affected: |
---|---|---|
KickMaster | KickMaster relies on the low-level behavior of the MMC3(PPU A12 low->high transition) to work properly in certain parts. If an IRQ begins at the "normal" time on the last visible scanline(239), the game will crash after beating the second boss and retrieving the item. The hack is simple, to clock the IRQ counter twice on scanline 238. | mbshare/mmc3.c |
Shougi Meikan '92 Shougin Meikan '93 |
The hack for these games is identical to the hack for KickMaster. | mbshare/mmc3.c |
Star Wars (PAL/European Version) | This game probably has the same(or similar) problem on FCE Ultra as KickMaster. The hack is to clock the IRQ counter twice on the "dummy" scanline(scanline before the first visible scanline). | mbshare/mmc3.c |
Name: | Contribution(s): |
---|---|
\Firebug\ | High-level mapper information. |
Andrea Mazzoleni | Scale2x/Scale3x scalers included in FCE Ultra. |
Bero | Original FCE source code. |
Brad Taylor | NES sound information. |
EFX | DC PasoFami NES packs, testing. |
Fredrik Olson | NES four-player adapter information. |
Gilles Vollant | PKZIP file loading functions. |
goroh | Various documents. |
Info-ZIP | ZLIB |
Jeremy Chadwick | General NES information. |
Justin Smith | Good stuff. |
kevtris | Low-level NES information and sound information. |
Ki | Various technical information. |
Mark Knibbs | Various NES information. |
Marat Fayzullin | General NES information. |
Matthew Conte | Sound information. |
Maxim Stepin | hq2x and hq3x scalers included in FCE Ultra. |
MindRape | DC PasoFami NES packs. |
Mitsutaka | YM2413 emulator. |
nori | FDS sound information. |
Quietust | VRC7 sound translation code by The Quietust (quietust at ircN dort org). |
rahga | Famicom four-player adapter information. |
Sean Whalen | Node 99 |
TheRedEye | ROM images, testing. |
TyphoonZ | Archaic Ruins. |
...and everyone whose name my mind has misplaced. |