78 lines
3.2 KiB
PHP
78 lines
3.2 KiB
PHP
<?php
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$title = "SDL FCEUX FAQ";
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include("header.php");
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?>
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<html>
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<head>
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<title>FCEUX SDL FAQ</title>
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</head>
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<body>
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<center><h1>FCEUX SDL FAQ</h1></center>
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<center><i>Last updated August 23, 2008<br />Valid as of FCEUX 2.0.2</i> by punkrockguy318<br>
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</center>
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<p>
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<b>Table of Contents:</b>
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<ul>
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<li /><a href="#win-vs-sdl">What are the differences between the windows and sdl versions?</a>
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<li /><a href="#config">How do I configure a gamepad?</a>
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<li /><a href="#lua">Why do I need lua5.1 to compile/run FCEUX?</a>
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<li /><a href="#features-expansion-genie">Game Genie</a>
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<li /><a href="#features-expansion-vs">VS Unisystem</a>
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</ul>
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</p>
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<hr width="100%">
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<a name="intro"><h2>What are the differences between the windows and sdl versions?</h2></a>
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<p>A lot of work that has been done on the FCE code base was been windows only, so
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some features have not been implemented into the more portable SDL version. </p>
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<p>Here is a list of planned features that are currently in the Win32 build
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but are missing from the SDL build:</p>
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<ul>
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<li />Autosaving
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<li />Toggle BG/FG rendering
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<li />More graphical ways of configuring FCEUX
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</ul>
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<p>I'm going to reiterate that much of the work that has been done of the FCEUX
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code base has been windows only, so some features will probably never be ported
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to the SDL version. If you are a casual user that just wants to play old NES games, the SDL
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build will be sufficient for you. However, if you want to use the extensive
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TAS and debugging features that FCEUX has to offer, you are better of using
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the windows build in <a href=http://winehq.org>wine</a>. Here is a list of features
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that will most likely never be ported to the SDL port.</p>
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<ul>
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<li />Memory watch
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<li />Ram filter
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<li />TAS edit
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<li />Most of the debugging features
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</ul>
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<a name="config"><h3>How do I configure a gamepad?</h3></a>
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<p>
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You can configure the first gamepad by running <b>fceux --inputcfg gamepad1
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/any/rom/name/here/it/doesnt/matter/</b> </p>
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<p>When you do this, you'll be presented with a small titlebar with a title
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indicating what button to map. The input configurator will look for two
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of the same keypress/joystick event. If it doesn't find two of the same
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keypresses in a row, it will allow you to map the button to four seperate keys.</p>
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<p>FCEUX doesn't keep seperate input configurations for serperate games, it
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simply needs a rom to process on the command line. You can even use /dev/null as
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your filename in the command.</p>
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<p>I'd like to also note that I've started work on a GUI for setting gamepads, but
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it is current a WIP, but hopefully it will become functional when I get a chance.</p>
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</p>
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<a name="lua"><h4>Why do I need lua5.1 to compile/run fceux?</h4></a>
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<p>More and more of FCEUX is going to work around its lua scripting system.
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FCEUX's lua scripting system leaves endless possibilities for scripts. An option
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to compile without lua may be added to a future release.</p>
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<a name="credits"><h2>Credits</h2></a>
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<p>
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<table border width="100%">
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<tr><th>Name:</th><th>Contribution(s):</th></tr>
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<tr><td>punkrockguy318</td><td>Author of this document</td></tr>
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</table>
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</p>
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</body>
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</html>
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