895 lines
46 KiB
PHP
895 lines
46 KiB
PHP
<?php
|
|
$title = "General Documentation";
|
|
include("header.php");
|
|
?>
|
|
|
|
<h1 class="center">FCE Ultra General Documentation</h1>
|
|
<p>
|
|
<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>
|
|
|
|
<p>
|
|
<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>
|
|
</ul>
|
|
</li>
|
|
<li><a href="#features">Core Features</a>
|
|
<ul>
|
|
<li><a href="#features-cpu">CPU</a></li>
|
|
<li><a href="#features-ppu">PPU</a>
|
|
<ul>
|
|
<li><a href="#features-ppu-palettes">Palettes</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><a href="#features-sound">Sound</a></li>
|
|
<li><a href="#features-input">Input</a>
|
|
<ul>
|
|
<li><a href="#features-input-zapper">Zapper</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><a href="#features-expansion">File Formats/Expansion Hardware</a>
|
|
<ul>
|
|
<li><a href="#features-expansion-ines">iNES Format</a></li>
|
|
<li><a href="#features-expansion-unif">UNIF</a></li>
|
|
<li><a href="#features-expansion-fds">Famicom Disk System</a></li>
|
|
<li><a href="#features-expansion-genie">Game Genie</a></li>
|
|
<li><a href="#features-expansion-vs">VS Unisystem</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><a href="#features-ips">Automatic IPS Patching</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><a href="#using">Using FCE Ultra</a>
|
|
<ul>
|
|
<li><a href="#using-keys">Key Assignments</a>
|
|
<ul>
|
|
<li><a href="#using-keys-vs">VS Unisystem</a></li>
|
|
<li><a href="#using-keys-fds">Famicom Disk System</a></li>
|
|
<li><a href="#using-keys-barcode">Barcode Readers</a></li>
|
|
<li><a href="#using-keys-gamepad">Game Pad</a></li>
|
|
<li><a href="#using-keys-powerpad">Power Pad</a></li>
|
|
<li><a href="#using-keys-fkb">Family Keyboard</a></li>
|
|
<li><a href="#using-keys-hypershot">HyperShot Controller</a></li>
|
|
<li><a href="#using-keys-mahjong">Mahjong Controller</a></li>
|
|
<li><a href="#using-keys-quiz">Quiz King Controller</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><a href="#using-cli">Command line</a></li>
|
|
<li><a href="#using-gui">GUI</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><a href="cheat.php">Cheat Guide</a></li>
|
|
<li><a href="faq.php">FAQ</a></li>
|
|
<li><a href="netplay.html">Network Play</a></li>
|
|
<li><a href="#hacks">Game-specific Emulation Hacks</a></li>
|
|
<li><a href="#credits">Credits</a></li>
|
|
</ul>
|
|
|
|
<hr />
|
|
<h2><a id="intro">Introduction</a></h2>
|
|
<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.
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<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>
|
|
<li>Screen/Sprite disabling, with correct color replacement.</li>
|
|
<li>Color deemphasis(probably not 100% correct, more research is needed).</li>
|
|
<li>Strip colorburst bit emulated.</li>
|
|
<li>CPU-instruction granularity for special mid-scanline effects(mostly CHR switching, such as
|
|
used in "Pirates!", "Marble Madness", and "Mother").</li>
|
|
</ul>
|
|
</p>
|
|
<h4><a id="features-ppu-palettes">Palettes</a></h4>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
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:
|
|
<pre>
|
|
File name: Palette file name:
|
|
BigBad.nes BigBad.pal
|
|
BigBad.zip BigBad.pal
|
|
BigBad.Better.nes BigBad.Better.pal
|
|
</pre>
|
|
</p>
|
|
<p>
|
|
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).
|
|
<ul>
|
|
<li>NSF Palette(for NSFs only)</li>
|
|
<li>Palette loaded from the "gameinfo" directory.</li>
|
|
<li>NTSC Color Emulation(only for NTSC NES games).</li>
|
|
<li>VS Unisystem palette(if the game is a VS Unisystem game and a palette is available).</li>
|
|
<li>Custom global palette.</li>
|
|
<li>Default NES palette. </li>
|
|
</ul>
|
|
</p>
|
|
<p>
|
|
<hr />
|
|
<h3><a id="features-sound"<Sound</a></h3>
|
|
<p>
|
|
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.
|
|
</p><p>
|
|
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.
|
|
<p>
|
|
<table border>
|
|
<tr><th>Rate:</th><th>Passband Upper Bound(Hz):</th><th>Passband ripple(dB):</th><th>Transition bandwidth(Hz):</th><th>Stopband attenuation(dB):</th></tr>
|
|
<tr><td>44100</td><td>11982.5</td><td>0.20</td><td>10067.5</td><td>66.4</td></tr>
|
|
<tr><td>48000</td><td>13932.5</td><td>0.10</td><td>10067.5</td><td>60.0</td></tr>
|
|
<tr><td>96000</td><td>30000.0</td><td>0.01</td><td>18000.0</td><td>103.0</td></tr>
|
|
</table>
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<hr />
|
|
<h3><a id="features-input">Input</a></h3>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<h4><a id="features-input-zapper">Zapper</a></h4>
|
|
<p>
|
|
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.
|
|
</p><p>
|
|
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.
|
|
</p>
|
|
<hr />
|
|
<h3><a id="features-expansion">File Formats/Expansion Hardware</a></h3>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<h4><a id="features-expansion-ines">iNES Format</a></h4>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
The following table lists iNES-format "mappers" supported well in FCE Ultra.
|
|
</p><p>
|
|
<table width="100%" border>
|
|
<tr><th>Number:</th><th>Description:</th><th>Game Examples:</th></tr>
|
|
<tr><td>0</td><td>No bankswitching</td><td>Donkey Kong, Mario Bros</td></tr>
|
|
<tr><td>1</td><td>Nintendo MMC1</td><td>MegaMan 2, Final Fantasy</td></tr>
|
|
<tr><td>2</td><td>Simple 16KB PROM Switch(UNROM)</td><td>MegaMan, Archon, 1944</td></tr>
|
|
<tr><td>3</td><td>Simple 8KB VROM Switch(CNROM)</td><td>Spy Hunter, Gradius</td></tr>
|
|
<tr><td>4</td><td>Nintendo MMC3</td><td>Super Mario Bros. 3, Recca, Final Fantasy 3</td></tr>
|
|
<tr><td>5</td><td>Nintendo MMC5</td><td>Castlevania 3, Just Breed, Bandit Kings of Ancient China</td></tr>
|
|
<tr><td>6</td><td>FFE F4 Series(hacked, bootleg)</td><td></td></tr>
|
|
<tr><td>7</td><td>AOROM</td><td>Battle Toads, Time Lord</td></tr>
|
|
<tr><td>8</td><td>FFE F3 Series(hacked, bootleg)</td><td></td></tr>
|
|
<tr><td>9</td><td>Nintendo MMC2</td><td>Punchout!</td></tr>
|
|
<tr><td>10</td><td>Nintendo MMC4</td><td>Fire Emblem, Fire Emblem Gaiden</td></tr>
|
|
<tr><td>11</td><td>Color Dreams</td><td>Crystal Mines, Bible Adventures</td></tr>
|
|
<tr><td>12</td><td>??</td><td>Dragon Ball Z 5 ("bootleg" original)</td></tr>
|
|
<tr><td>13</td><td>CPROM</td><td>Videomation</td></tr>
|
|
<tr><td>15</td><td>Multi-cart(bootleg)</td><td>100-in-1: Contra Function 16</td></tr>
|
|
<tr><td>16</td><td>Bandai ??</td><td>Dragon Ball Z, SD Gundam Gaiden **EEPROM is not emulated</td></tr>
|
|
<tr><td>17</td><td>FFE F8 Series(hacked, bootleg)</td><td></td></tr>
|
|
<tr><td>18</td><td>Jaleco SS806</td><td>Pizza Pop, Plasma Ball</td></tr>
|
|
<tr><td>19</td><td>Namco 106</td><td>Splatter House, Mappy Kids</td></tr>
|
|
<tr><td>21</td><td>Konami VRC4 2A</td><td>WaiWai World 2, Ganbare Goemon Gaiden 2</td></tr>
|
|
<tr><td>22</td><td>Konami VRC4 1B</td><td>Twinbee 3</td></tr>
|
|
<tr><td>23</td><td>Konami VRC2B</td><td>WaiWai World, Crisis Force</td></tr>
|
|
<tr><td>24</td><td>Konami VRC6</td><td>Akumajou Densetsu</td></tr>
|
|
<tr><td>25</td><td>Konami VRC4</td><td>Gradius 2, Bio Miracle:Boku tte Upa</td></tr>
|
|
<tr><td>26</td><td>Konami VRC6 A0-A1 Swap</td><td>Esper Dream 2, Madara</td></tr>
|
|
<tr><td>32</td><td>IREM G-101</td><td>Image Fight 2, Perman</td></tr>
|
|
<tr><td>33</td><td>Taito TC0190/TC0350</td><td>Don Doko Don</td></tr>
|
|
<tr><td>34</td><td>NINA-001 and BNROM</td><td>Impossible Mission 2, Deadly Towers, Bug Honey</td></tr>
|
|
<tr><td>40</td><td>(bootleg)</td><td>Super Mario Bros. 2</td></tr>
|
|
<tr><td>41</td><td>Caltron 6-in-1</td><td>Caltron 6-in-1</td></tr>
|
|
<tr><td>42</td><td>(bootleg)</td><td>Mario Baby</td></tr>
|
|
<tr><td>44</td><td>Multi-cart(bootleg)</td><td>Super HiK 7 in 1</td></tr>
|
|
<tr><td>45</td><td>Multi-cart(bootleg)</td><td>Super 1000000 in 1</td></tr>
|
|
<tr><td>46</td><td>Game Station</td><td>Rumble Station</td></tr>
|
|
<tr><td>47</td><td>NES-QJ</td><td>Nintendo World Cup/Super Spike V-Ball</td></tr>
|
|
<tr><td>48</td><td>Taito TC190V</td><td>Flintstones</td></tr>
|
|
<tr><td>49</td><td>Multi-cart(bootleg)</td><td>Super HiK 4 in 1</td></tr>
|
|
<tr><td>50</td><td>(bootleg)</td><td>Super Mario Bros. 2</td></tr>
|
|
<tr><td>51</td><td>Multi-cart(bootleg)</td><td>11 in 1 Ball Games</td></tr>
|
|
<tr><td>52</td><td>Multi-cart(bootleg)</td><td>Mario Party 7 in 1</td></tr>
|
|
<tr><td>57</td><td>Multi-cart(bootleg)</td><td>Game Star GK-54</td></tr>
|
|
<tr><td>58</td><td>Multi-cart(bootleg)</td><td>68-in-1 Game Star HKX5268</td></tr>
|
|
<tr><td>60</td><td>Multi-cart(bootleg)</td><td>4 in 1(Reset-selected)</td></tr>
|
|
<tr><td>61</td><td>Multi-cart(bootleg)</td><td>20 in 1</td></tr>
|
|
<tr><td>62</td><td>Multi-cart(bootleg)</td><td>Super 700 in 1</td></tr>
|
|
<tr><td>64</td><td>Tengen RAMBO 1</td><td>Klax, Rolling Thunder, Skull and Crossbones</td></tr>
|
|
<tr><td>65</td><td>IREM H-3001</td><td>Daiku no Gensan 2</td></tr>
|
|
<tr><td>66</td><td>GNROM</td><td>SMB/Duck Hunt</td></tr>
|
|
<tr><td>67</td><td>Sunsoft ??</td><td>Fantasy Zone 2</td></tr>
|
|
<tr><td>68</td><td>Sunsoft ??</td><td>After Burner 2, Nantetta Baseball</td></tr>
|
|
<tr><td>69</td><td>Sunsoft FME-7</td><td>Batman: Return of the Joker, Hebereke</td>
|
|
<tr><td>70</td><td>??</td><td>Kamen Rider Club</td></tr>
|
|
<tr><td>71</td><td>Camerica</td><td>Fire Hawk, Linus Spacehead</td></tr>
|
|
<tr><td>72</td><td>Jaleco ??</td><td>Pinball Quest</td></tr>
|
|
<tr><td>73</td><td>Konami VRC3</td><td>Salamander</td></tr>
|
|
<tr><td>74</td><td>Taiwanese MMC3 CHR ROM w/ VRAM</td><td>Super Robot Wars 2</td></tr>
|
|
<tr><td>75</td><td>Jaleco SS8805/Konami VRC1</td><td>Tetsuwan Atom, King Kong 2</td></tr>
|
|
<tr><td>76</td><td>Namco 109</td><td>Megami Tensei</td></tr>
|
|
<tr><td>77</td><td>IREM ??</td><td>Napoleon Senki</td></tr>
|
|
<tr><td>78</td><td>Irem 74HC161/32</td><td>Holy Diver</td></tr>
|
|
<tr><td>79</td><td>NINA-06/NINA-03</td><td>F15 City War, Krazy Kreatures, Tiles of Fate</td></tr>
|
|
<tr><td>80</td><td>Taito X-005</td><td>Minelvation Saga</td></tr>
|
|
<tr><td>82</td><td>Taito ??</td><td>Kyuukyoku Harikiri Stadium - Heisei Gannen Ban</td><tr/>
|
|
<tr><td>85</td><td>Konami VRC7</td><td>Lagrange Point</td></tr>
|
|
<tr><td>86</td><td>Jaleco JF-13</td><td>More Pro Baseball</td></tr>
|
|
<tr><td>87</td><td>??</td><td>Argus</td></tr>
|
|
<tr><td>88</td><td>Namco 118</td><td>Dragon Spirit</td></tr>
|
|
<tr><td>89</td><td>Sunsoft ??</td><td>Mito Koumon</td></tr>
|
|
<tr><td>90</td><td>??</td><td>Super Mario World, Mortal Kombat 3, Tekken 2</td></tr>
|
|
<tr><td>91</td><td>??</td><td>Mari Street Fighter 3 Turbo</td></tr>
|
|
<tr><td>92</td><td>Jaleco ??</td><td>MOERO Pro Soccer</td></tr>
|
|
<tr><td>93</td><td>??</td><td>Fantasy Zone</td></tr>
|
|
<tr><td>94</td><td>??</td><td>Senjou no Ookami</td></tr>
|
|
<tr><td>95</td><td>Namco 118</td><td>Dragon Buster</td></tr>
|
|
<tr><td>96</td><td>Bandai ??</td><td>Oeka Kids</td></tr>
|
|
<tr><td>97</td><td>??</td><td>Kaiketsu Yanchamaru</td></tr>
|
|
<tr><td>99</td><td>VS System 8KB VROM Switch</td><td>VS SMB, VS Excite Bike</td></tr>
|
|
<tr><td>105</td><td>NES-EVENT</td><td>Nintendo World Championships</td></tr>
|
|
<tr><td>107</td><td>??</td><td>Magic Dragon</td></tr>
|
|
<tr><td>112</td><td>Asder</td><td>Sango Fighter, Hwang Di</td></tr>
|
|
<tr><td>113</td><td>MB-91</td><td>Deathbots</td></tr>
|
|
<tr><td>114</td><td>??</td><td>The Lion King</td></tr>
|
|
<tr><td>115</td><td>??</td><td>Yuu Yuu Hakusho Final</td></tr>
|
|
<tr><td>117</td><td>??</td><td>San Guo Zhi 4</td></tr>
|
|
<tr><td>118</td><td>MMC3-TLSROM/TKSROM Board</td><td>Ys 3, Goal! 2, NES Play Action Football</td></tr>
|
|
<tr><td>119</td><td>MMC3-TQROM Board</td><td>High Speed, Pin*Bot</td></tr>
|
|
<tr><td>140</td><td>Jaleco ??</td><td>Bio Senshi Dan</td></tr>
|
|
<tr><td>144</td><td>??</td><td>Death Race</td></tr>
|
|
<tr><td>151</td><td>Konami VS System Expansion</td><td>VS The Goonies, VS Gradius</td></tr>
|
|
<tr><td>152</td><td>??</td><td>Arkanoid 2, Saint Seiya Ougon Densetsu</td></tr>
|
|
<tr><td>153</td><td>Bandai ??</td><td>Famicom Jump 2</td></tr>
|
|
<tr><td>154</td><td>Namco ??</td><td>Devil Man</td></tr>
|
|
<tr><td>155</td><td>MMC1 w/o normal WRAM disable</td><td>The Money Game, Tatakae!! Rahmen Man</td></tr>
|
|
<tr><td>156</td><td>??</td><td>Buzz and Waldog</td></tr>
|
|
<tr><td>157</td><td>Bandai Datach ??</td><td>Datach DBZ, Datach SD Gundam Wars, **EEPROM is not emulated</td></tr>
|
|
<tr><td>158</td><td nowrap>RAMBO 1 Derivative</td><td>Alien Syndrome</td></tr>
|
|
<tr><td>160</td><td>(same as mapper 90)</td><td>(same as mapper 90)</td></tr>
|
|
<tr><td>180</td><td>??</td><td>Crazy Climber</td></tr>
|
|
<tr><td>182</td><td>??</td><td>Super Donkey Kong</td></tr>
|
|
<tr><td>184</td><td>??</td><td>Wing of Madoola, The</td></tr>
|
|
<tr><td>185</td><td>CNROM w/ CHR ROM unmapping</td><td>Banana, Mighty Bomb Jack, Spy vs Spy(Japanese)</td></tr>
|
|
<tr><td>189</td><td>??</td><td>Thunder Warrior, Street Fighter 2 (Yoko)</td></tr>
|
|
<tr><td>193</td><td>Mega Soft</td><td>Fighting Hero</td></tr>
|
|
<tr><td>200</td><td>Multi-cart(bootleg)</td><td>1200-in-1</td></tr>
|
|
<tr><td>201</td><td>Multi-cart(bootleg)</td><td>21-in-1</td></tr>
|
|
<tr><td>202</td><td>Multi-cart(bootleg)</td><td>150 in 1</td></tr>
|
|
<tr><td>203</td><td>Multi-cart(bootleg)</td><td>35 in 1</td></tr>
|
|
<tr><td>206</td><td>DEIROM</td><td>Karnov</td></tr>
|
|
<tr><td>207</td><td>Taito ??</td><td>Fudou Myouou Den</td></tr>
|
|
<tr><td>208</td><td>??</td><td>Street Fighter IV (by Gouder)</td></tr>
|
|
<tr><td>209</td><td>(mapper 90 w/ name-table control mode enabled)</td><td>Shin Samurai Spirits 2, Power Rangers III</td></tr>
|
|
<tr><td>210</td><td>Namco ??</td><td>Famista '92, Famista '93, Wagyan Land 2</td></tr>
|
|
<tr><td>225</td><td>Multi-cart(bootleg)</td><td>58-in-1/110-in-1/52 Games</td></tr>
|
|
<tr><td>226</td><td>Multi-cart(bootleg)</td><td>76-in-1</td></tr>
|
|
<tr><td>227</td><td>Multi-cart(bootleg)</td><td>1200-in-1</td></tr>
|
|
<tr><td>228</td><td>Action 52</td><td>Action 52, Cheetahmen 2</td></tr>
|
|
<tr><td>229</td><td>Multi-cart(bootleg)</td><td>31-in-1</td></tr>
|
|
<tr><td>230</td><td>Multi-cart(bootleg)</td><td>22 Games</td></tr>
|
|
<tr><td>231</td><td>Multi-cart(bootleg)</td><td>20-in-1</td></tr>
|
|
<tr><td>232</td><td>BIC-48</td><td>Quattro Arcade, Quattro Sports</td></tr>
|
|
<tr><td>234</td><td>Multi-cart ??</td><td>Maxi-15</td></tr>
|
|
<tr><td>235</td><td>Multi-cart(bootleg)</td><td>Golden Game 150 in 1</td></tr>
|
|
<tr><td>240</td><td>??</td><td>Gen Ke Le Zhuan, Shen Huo Le Zhuan</td></tr>
|
|
<tr><td>242</td><td>??</td><td>Wai Xing Zhan Shi</td></tr>
|
|
<tr><td>244</td><td>??</td><td>Decathalon</td></tr>
|
|
<tr><td>246</td><td>??</td><td>Fong Shen Ban</td></tr>
|
|
<tr><td>248</td><td>??</td><td>Bao Qing Tian</td></tr>
|
|
<tr><td>249</td><td>Waixing ??</td><td>??</td></tr>
|
|
<tr><td>250</td><td>??</td><td>Time Diver Avenger</td></tr>
|
|
<tr><td>255</td><td>Multi-cart(bootleg)</td><td>115 in 1</td></tr>
|
|
</table>
|
|
</p>
|
|
<p>
|
|
<h4><a id="features-expansion-unif">UNIF</a></h4>
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<p>
|
|
<table border width="100%">
|
|
<tr><th colspan="2">Group:</th></tr>
|
|
<tr><th>Name:</th><th>Game Examples:</th></tr>
|
|
<tr><th colspan="2">Bootleg:</th></tr>
|
|
<tr><td>MARIO1-MALEE2</td><td>Super Mario Bros. Malee 2</td></tr>
|
|
<tr><td>NovelDiamond9999999in1</td><td>Novel Diamond 999999 in 1</td></tr>
|
|
<tr><td>Super24in1SC03</td><td>Super 24 in 1</td></tr>
|
|
<tr><td>Supervision16in1</td><td>Supervision 16-in-1</td></tr>
|
|
<tr><th colspan="2">Unlicensed:</th></tr>
|
|
<tr><td>Sachen-8259A</td><td>Super Cartridge Version 1</td></tr>
|
|
<tr><td>Sachen-8259B</td><td>Silver Eagle</td></tr>
|
|
<tr><td>Sachen-74LS374N</td><td>Auto Upturn</td></tr>
|
|
<tr><td>SA-016-1M</td><td>Master Chu and the Drunkard Hu</td></tr>
|
|
<tr><td>SA-72007</td><td>Sidewinder</td></tr>
|
|
<tr><td>SA-72008</td><td>Jovial Race</td></tr>
|
|
<tr><td>SA-0036</td><td>Mahjong 16</td></tr>
|
|
<tr><td>SA-0037</td><td>Mahjong Trap</td></tr>
|
|
<tr><td>TC-U01-1.5M</td><td>Challenge of the Dragon</td></tr>
|
|
<tr><td>8237</td><td>Pocahontas Part 2</td></tr>
|
|
<tr><th colspan="2">MMC1:</th></tr>
|
|
<tr><td>SAROM</td><td>Dragon Warrior</td></tr>
|
|
<tr><td>SBROM</td><td>Dance Aerobics</td></tr>
|
|
<tr><td>SCROM</td><td>Orb 3D</td></tr>
|
|
<tr><td>SEROM</td><td>Boulderdash</td></tr>
|
|
<tr><td>SGROM</td><td>Defender of the Crown</td></tr>
|
|
<tr><td>SKROM</td><td>Dungeon Magic</td></tr>
|
|
<tr><td>SLROM</td><td>Castlevania 2</td></tr>
|
|
<tr><td>SL1ROM</td><td>Sky Shark</td></tr>
|
|
<tr><td>SNROM</td><td>Shingen the Ruler</td></tr>
|
|
<tr><td>SOROM</td><td>Nobunaga's Ambition</td></tr>
|
|
<tr><th colspan="2">MMC3:</th></tr>
|
|
<tr><td>TFROM</td><td>Legacy of the Wizard</td></tr>
|
|
<tr><td>TGROM</td><td>Megaman 4</td></tr>
|
|
<tr><td>TKROM</td><td>Kirby's Adventure</td></tr>
|
|
<tr><td>TKSROM</td><td>Ys 3</td></tr>
|
|
<tr><td>TLROM</td><td>Super Spike V'Ball</td></tr>
|
|
<tr><td>TLSROM</td><td>Goal! 2</td></tr>
|
|
<tr><td>TR1ROM</td><td>Gauntlet</td></tr>
|
|
<tr><td>TQROM</td><td>Pinbot</td></tr>
|
|
<tr><td>TSROM</td><td>Super Mario Bros. 3</td></tr>
|
|
<tr><td>TVROM</td><td>Rad Racer 2</td></tr>
|
|
<tr><th colspan="2">MMC5:</th></tr>
|
|
<tr><td>EKROM</td><td>Gemfire</td></tr>
|
|
<tr><td>ELROM</td><td>Castlevania 3</td></tr>
|
|
<tr><td>ETROM</td><td>Nobunaga's Ambition 2</td></tr>
|
|
<tr><td>EWROM</td><td>Romance of the Three Kingdoms 2</td></tr>
|
|
<tr><th colspan="2">MMC6:</th></tr>
|
|
<tr><td>HKROM</td><td>Star Tropics</td></tr>
|
|
<tr><th colspan="2">Nintendo Discrete Logic:</th></tr>
|
|
<tr><td>CNROM</td><td>Gotcha</td></tr>
|
|
<tr><td>CPROM</td><td>Videomation</td></tr>
|
|
<tr><td>GNROM</td><td>Super Mario Bros./Duck Hunt</td></tr>
|
|
<tr><td>MHROM</td><td></td></tr>
|
|
<tr><td>NROM-128</td><td>Mario Bros.</td></tr>
|
|
<tr><td>NROM-256</td><td>Super Mario Bros.</td></tr>
|
|
<tr><td>RROM-128</td><td></td></tr>
|
|
<tr><td>UNROM</td><td>Megaman</td></tr>
|
|
</table>
|
|
</p>
|
|
<h4><a id="features-expansion-fds">Famicom Disk System</a></h4>
|
|
<p>
|
|
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.
|
|
</p>
|
|
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.
|
|
<p>
|
|
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.
|
|
</p>
|
|
<h4><a id="features-expansion-genie">Game Genie</a></h4>
|
|
<p>
|
|
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.
|
|
</p><p>
|
|
The ROM image may either be the 24592 byte iNES-format image, or
|
|
the 4352 byte raw ROM image.
|
|
</p><p>
|
|
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).
|
|
</p>
|
|
<h4><a id="features-expansion-vs">VS Unisystem</a></h4>
|
|
<p>
|
|
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):
|
|
<ul>
|
|
<li>Battle City</li>
|
|
<li>Castlevania</li>
|
|
<li>Clu Clu Land</li>
|
|
<li>Dr. Mario</li>
|
|
<li>Duck Hunt</li>
|
|
<li>Excitebike</li>
|
|
<li>Excitebike (Japanese)</li>
|
|
<li>Freedom Force</li>
|
|
<li>Goonies, The</li>
|
|
<li>Gradius</li>
|
|
<li>Gumshoe</li>
|
|
<li>Hogan's Alley</li>
|
|
<li>Ice Climber</li>
|
|
<li>Ladies Golf</li>
|
|
<li>Mach Rider</li>
|
|
<li>Mach Rider (Japanese)</li>
|
|
<li>Mighty Bomb Jack (Japanese)</li>
|
|
<li>Ninja Jajamaru Kun (Japanese)</li>
|
|
<li>Pinball</li>
|
|
<li>Pinball (Japanese)</li>
|
|
<li>Platoon</li>
|
|
<li>RBI Baseball</li>
|
|
<li>Slalom</li>
|
|
<li>Soccer</li>
|
|
<li>Star Luster</li>
|
|
<li>Stroke and Match Golf</li>
|
|
<li>Stroke and Match Golf - Ladies</li>
|
|
<li>Stroke and Match Golf (Japanese)</li>
|
|
<li>Super Mario Bros.</li>
|
|
<li>Super Sky Kid</li>
|
|
<li>Super Xevious</li>
|
|
<li>Tetris</li>
|
|
<li>TKO Boxing</li>
|
|
<li>Top Gun</li>
|
|
</ul>
|
|
</p>
|
|
<h3><a id="features-ips">Automatic IPS Patching</a></h3>
|
|
<p>
|
|
Place the IPS file in the same directory as the file to load,
|
|
and name it filename.ips.
|
|
</p>
|
|
<pre>
|
|
Examples: Boat.nes - Boat.nes.ips
|
|
Boat.zip - Boat.zip.ips
|
|
Boat.nes.gz - Boat.nes.gz.ips
|
|
Boat - Boat.ips
|
|
</pre>
|
|
<p>
|
|
Some operating systems and environments will hide file extensions.
|
|
Keep this in mind if you are having trouble.
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<hr />
|
|
<h2><a id="using">Using FCE Ultra</a></h2>
|
|
<p>
|
|
|
|
</p>
|
|
<h3><a id="using-keys">Key Assignments</a></h3>
|
|
<p>
|
|
<table border>
|
|
<tr><th>Key(s):</th><th>Action:</th></tr>
|
|
<tr><td>F5</td><td>Save state.</td></tr>
|
|
<tr><td>F7</td><td>Load state.</td></tr>
|
|
<tr><td>0-9</td><td>Select save state slot.</td></tr>
|
|
<tr><td>Shift + F5</td><td>Record movie.</td></tr>
|
|
<tr><td>Shift + F7</td><td>Play movie.</td></tr>
|
|
<tr><td>Shift + 0-9</td><td>Select movie slot.</td></tr>
|
|
<tr><td>F9</td><td>Save screen snapshot.</td></tr>
|
|
<tr><td>F4</td><td>Hide sprites(toggle).</td></tr>
|
|
<tr><td>Shift + F4</td><td>Hide background data with overscan color(toggle).</td></tr>
|
|
<tr><td>Alt + Enter</td><td>Toggle fullscreen mode.</td></tr>
|
|
<tr><td>~</td><td>Temporarily disable speed throttling.</td></tr>
|
|
<tr><td>F10</td><td>Reset.</td></tr>
|
|
<tr><td>F11</td><td>Hard reset(toggle power switch).</td></tr>
|
|
<tr><td>F12</td><td>Exit.</td></tr>
|
|
</table>
|
|
</p>
|
|
<a id="using-keys-vs"><h4>VS Unisystem</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><th>Key:</th><th>Action:</th></tr>
|
|
<tr><td>F8</td><td>Insert coin.</td></tr>
|
|
<tr><td>F6</td><td>Show/Hide dip switches.</td></tr>
|
|
<tr><td>1-8</td><td>Toggle dip switches(when dip switches are shown).</td></tr>
|
|
</table>
|
|
</p>
|
|
<a id="using-keys-fds"><h4>Famicom Disk System</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><th>Key:</th><th>Action:</th></tr>
|
|
<tr><td>F6</td><td>Select disk and disk side.</td></tr>
|
|
<tr><td>F8</td><td>Eject or Insert disk.</td></tr>
|
|
</table>
|
|
</p>
|
|
<a id="using-keys-barcode"><h4>Barcode Readers</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><th>Key:</th><th>Action:</th></tr>
|
|
<tr><td>0-9</td><td>Barcode digits(after activating barcode input).</td></tr>
|
|
<tr><td>F8</td><td>Activate barcode input/scan barcode.</td></tr>
|
|
</table>
|
|
</p>
|
|
<a id="using-keys-gamepad"><h4>Game Pad</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><td colspan="2">
|
|
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.
|
|
</td></tr>
|
|
<tr><th>Key:</th><th nowrap>Button on Emulated Gamepad:</th></tr>
|
|
<tr><td>Keypad 2</td><td>B</td></tr>
|
|
<tr><td>Keypad 3</td><td>A</td></tr>
|
|
<tr><td>Enter/Return</td><td>Start</td></tr>
|
|
<tr><td>Tab</td><td>Select</td></tr>
|
|
<tr><td>Z</td><td>Down</td></tr>
|
|
<tr><td>W</td><td>Up</td></tr>
|
|
<tr><td>A</td><td>Left</td></tr>
|
|
<tr><td>S</td><td>Right</td></tr>
|
|
</table>
|
|
</p>
|
|
<p>
|
|
<table border>
|
|
<tr><th colspan="2">Win32-native Port</th></tr>
|
|
<tr><th>Key:</th><th nowrap>Button on Emulated Gamepad:</th></tr>
|
|
<tr><td>Left Control</td><td>B</td></tr>
|
|
<tr><td>Left Alt</td><td>A</td></tr>
|
|
<tr><td>Enter/Return</td><td>Start</td></tr>
|
|
<tr><td>Tab</td><td>Select</td></tr>
|
|
<tr><td>Cursor Down</td><td>Down</td></tr>
|
|
<tr><td>Cursor Up</td><td>Up</td></tr>
|
|
<tr><td>Cursor Left</td><td>Left</td></tr>
|
|
<tr><td>Cursor Right</td><td>Right</td></tr>
|
|
</table>
|
|
</p>
|
|
<a id="using-keys-powerpad"><h4>Power Pad</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><th colspan="4">Side B</th></tr>
|
|
<tr><td width="25%">O</td><td width="25%">P</td>
|
|
<td width="25%">[</td><td width="25%">]</td></tr>
|
|
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
|
|
<tr><td>M</td><td>,</td><td>.</td><td>/</td></tr>
|
|
</table>
|
|
<br />
|
|
<table border>
|
|
<tr><th colspan="4">Side A</th></tr>
|
|
<tr><td width="25%"></td><td width="25%">P</td>
|
|
<td width="25%">[</td><td width="25%"></td></tr>
|
|
<tr><td>K</td><td>L</td><td>;</td><td>'</td></tr>
|
|
<tr><td></td><td>,</td><td>.</td><td></td></tr>
|
|
</table>
|
|
</p>
|
|
<a id="using-keys-fkb"><h4>Family Keyboard</h4></a>
|
|
<p>
|
|
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).
|
|
</p>
|
|
<p>
|
|
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.
|
|
</p>
|
|
<a id="using-keys-hypershot"><h4>HyperShot Controller</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><td></td><th>Run</th><th>Jump</th></tr>
|
|
<tr><th>Controller I</th><td>Q</td><td>W</td></tr>
|
|
<tr><th>Controller II</th><td>E</td><td>R</td></tr>
|
|
</table>
|
|
</p>
|
|
|
|
<a id="using-keys-mahjong"><h4>Mahjong Controller</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><th>Emulated Mahjong Controller:</th><td>A</td><td>B</td><td>C</td><td>D</td><td>E</td><td>F</td><td>G</td><td>H</td><td>I</td><td>J</td><td>K</td><td>L</td><td>M</td><td>N</td></tr>
|
|
<tr><th>PC Keyboard:</th><td>Q</td><td>W</td><td>E</td><td>R</td><td>T</td><td>A</td><td>S</td><td>D</td><td>F</td><td>G</td><td>H</td><td>J</td><td>K</td><td>L</td></tr>
|
|
</table>
|
|
<br />
|
|
<table border>
|
|
<tr><th>Emulated Mahjong Controller:</th><td>SEL</td><td>ST</td><td>?</td><td>?</td><td>?</td><td>?</td><td>?</td></tr>
|
|
<tr><th>PC Keyboard:</th><td>Z</td><td>X</td><td>C</td><td>V</td><td>B</td><td>N</td><td>M</td>
|
|
</table>
|
|
</p>
|
|
<a id="using-keys-quiz"><h4>Quiz King Controller</h4></a>
|
|
<p>
|
|
<table border>
|
|
<tr><th>Emulated Buzzer:</th><td>1</td><td>2</td><td>3</td><td>4</td><td>5</td><td>6</td></tr>
|
|
<tr><th>PC Keyboard:</th><td>Q</td><td>W</td><td>E</td><td>R</td><td>T</td><td>Y</td></tr>
|
|
</table>
|
|
</p>
|
|
<a id="using-cli"><h3>Command-line</h3></a>
|
|
<p>
|
|
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.
|
|
<b>Please note that most of these arguments are currently not recognized on the Win32-native port.</b>
|
|
</p>
|
|
<p>
|
|
<table border>
|
|
<tr><th>Argument:</th><th>Value Type:</th><th>Default value:</th><th>Description:</th></tr>
|
|
<tr><td>-cpalette x</td><td>string</td><td>0</td><td>Load a custom global palette from file "x". Specifying "0" will cause FCE Ultra to stop using the custom global palette.</td></tr>
|
|
<tr><td>-ntsccol x</td><td>boolean</td><td>0</td><td>If value is true, enable automatic generation and use of an NTSC NES' colors.</td></tr>
|
|
<tr><td>-pal x</td><td>boolean</td><td>0</td><td>If value is true, emulate a PAL NES. Otherwise emulate an NTSC NES.</td></tr>
|
|
<tr><td>-sound x</td><td>boolean</td><td>1</td><td>If value is true, enable sound emulation and output.</td></tr>
|
|
<tr><td>-soundrate x</td><td>integer</td><td>48000</td><td>Specifies the sound playback rate, in frames per second("Hz").</td></tr>
|
|
<tr><td>-soundvol x</td><td>integer</td><td>100</td><td>Sound volume.</td></tr>
|
|
<tr><td>-soundq x</td><td>boolean</td><td>0</td><td>If value is true, enable high-quality sound emulation.</td></tr>
|
|
<tr><td>-soundbufsize x</td><td>integer</td><td>24(52 for Win32)</td><td>Specifies the desired size of the sound buffer, in milliseconds.</td></tr>
|
|
<tr><td>-inputcfg x</td><td>string</td><td></td><td>Configure mapping of physical device inputs to a virtual device. Valid values are "gamepad1", "gamepad2", "gamepad3", "gamepad4", "powerpad1", "powerpad2".<p>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.</td></tr>
|
|
<tr><td>-input1 x <br /><i>and</i><br />-input2 x</td><td>string</td><td>gamepad</td><td>Select input device for input port 1 or 2. Valid strings are "none", "gamepad", "zapper", "powerpada", and "powerpadb".</td></tr>
|
|
<tr><td>-fcexp x</td><td>string</td><td>none</td><td>Select Famicom expansion port device. Valid strings are "none", "shadow", "arkanoid", "4player", and "fkb".</td></tr>
|
|
<tr><td>-nofs x</td><td>boolean</td><td>0</td><td>If value is true, disable four-score emulation.</td></tr>
|
|
<tr><td>-gg x</td><td>boolean</td><td>0</td><td>Enable Game Genie emulation.</td></tr>
|
|
<tr><td nowrap>-snapname x</td><td>boolean</td><td>0</td><td>If value is true, use an alternate naming scheme(file base and numeric) for screen snapshots.</td></tr>
|
|
<tr><td>-frameskip x</td><td>integer</td><td>0</td><td>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!</td></tr>
|
|
<tr><td nowrap>-nothrottle x</td><td>boolean</td><td>0</td><td>If value is true, disable the speed throttling that is used when sound emulation is disabled.</td></tr>
|
|
<tr><td>-clipsides x</td><td>boolean</td><td>0</td><td>If value is true, clip leftmost and rightmost 8 columns of pixels of the video output.</td></tr>
|
|
<tr><td>-slstart x</td><td>integer</td><td>8</td>
|
|
<td>First scanline to be rendered in NTSC emulation mode(when PAL emulation is disabled).</td></tr>
|
|
<tr><td>-slend x</td><td>integer</td><td>231</td>
|
|
<td>Last scanline to be rendered in NTSC emulation mode.</td></tr>
|
|
<tr><td nowrap>-slstartp x</td><td>integer</td><td>0</td>
|
|
<td>First scanline to be rendered in PAL emulation mode.</td></tr>
|
|
<tr><td>-slendp x</td><td>integer</td><td>239</td>
|
|
<td>Last scanline to be rendered in PAL emulation mode.</td></tr>
|
|
<tr><th>Argument:</th><th>Value Type:</th><th>Default value:</th><th>Description:</th></tr>
|
|
<tr><td>-opengl x</td><td>boolean</td><td>1</td><td>Enable OpenGL support(if the support has been compiled in).</td></tr>
|
|
<tr><td>-openglip x</td><td>boolean</td><td>1</td><td>Use bilinear interpolation when using OpenGL.</td></tr>
|
|
<tr><td>-special(-specialfs) x</td><td>integer</td><td>0(0)</td><td>Use special video scaling filters.
|
|
<ul>
|
|
<li>1 = hq2x</li>
|
|
<li>2 = Scale2x</li>
|
|
<li>3 = hq3x</li>
|
|
<li>4 = Scale3x</li>
|
|
</ul>
|
|
</td></tr>
|
|
<tr><td>-stretchx/-stretchy x</td><td>boolean</td><td>1/0</td><td>Stretch to fill surface on x or y axis(fullscreen, only with OpenGL).</td></tr>
|
|
<tr><td>-doublebuf x</td><td>boolean</td><td>0</td><td>Request double buffering(note that double buffering or sync-to-vblank may be forcibly enabled by your video drivers).</td></tr>
|
|
<tr><td>-xscale(-xscalefs)/<br/>-yscale(-yscalefs)</td><td>real</td><td>2.50(2)/2(2)</td><td>Specify the scaling factor for each axis. Factors will be truncated to integers when not using OpenGL.</td></tr>
|
|
<tr><td>-xres x/-yres y</td><td>integer</td><td>640/480</td><td>Set the desired horizontal/vertical resolution when in fullscreen mode.</td></tr>
|
|
<tr><td>-efx(fs) x</td><td>integer</td><td>0</td><td>Specify simple special effects, represented by logically ORing constants. 1=scanlines, 2=TV Blur</td></tr>
|
|
<tr><td>-fs</td><td>boolean</td><td>0</td><td>Full screen mode.</td></tr>
|
|
</table>
|
|
</p>
|
|
<hr />
|
|
<h2><a id="hacks"><h2>Game-specific Emulation Hacks</a></h2>
|
|
<p>
|
|
<table border width="100%">
|
|
<tr><th>Title:</th><th>Description:</th><th>Source code files affected:</th></tr>
|
|
<tr><td>KickMaster</td>
|
|
<td>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.
|
|
</td>
|
|
<td>mbshare/mmc3.c</td></tr>
|
|
<tr><td nowrap>Shougi Meikan '92<br>Shougin Meikan '93</td>
|
|
<td>The hack for these games is identical to the hack for KickMaster.</td>
|
|
<td>mbshare/mmc3.c</td></tr>
|
|
<tr><td>Star Wars (PAL/European Version)</td>
|
|
<td>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).</td><td>mbshare/mmc3.c</td></tr>
|
|
</table>
|
|
</p>
|
|
<hr />
|
|
<h2><a id="credits">Credits</a></h2>
|
|
<p>
|
|
<table border width="100%">
|
|
<tr><th>Name:</th><th>Contribution(s):</th></tr>
|
|
<tr><td>\Firebug\</td><td>High-level mapper information.</td></tr>
|
|
<tr><td>Andrea Mazzoleni</td><td>Scale2x/Scale3x scalers included in FCE Ultra.</td></tr>
|
|
<tr><td>Bero</td><td>Original FCE source code.</td></tr>
|
|
<tr><td>Brad Taylor</td><td>NES sound information.</td></tr>
|
|
<tr><td>EFX</td><td>DC PasoFami NES packs, testing.</td></tr>
|
|
<tr><td>Fredrik Olson</td><td>NES four-player adapter information.</td></tr>
|
|
<tr><td>Gilles Vollant</td><td>PKZIP file loading functions.</td></tr>
|
|
<tr><td>goroh</td><td>Various documents.</td></tr>
|
|
<tr><td>Info-ZIP</td><td><a href="http://www.gzip.org/zlib/">ZLIB</a></td></tr>
|
|
<tr><td>Jeremy Chadwick</td><td>General NES information.</td></tr>
|
|
<tr><td>Justin Smith</td><td>Good stuff.</td></tr>
|
|
<tr><td>kevtris</td><td>Low-level NES information and sound information.</td></tr>
|
|
<tr><td>Ki</td><td>Various technical information.</td></tr>
|
|
<tr><td>Mark Knibbs</td><td>Various NES information.</td></tr>
|
|
<tr><td>Marat Fayzullin</td><td>General NES information.</td></tr>
|
|
<tr><td>Matthew Conte</td><td>Sound information.</td></tr>
|
|
<tr><td>Maxim Stepin</td><td>hq2x and hq3x scalers included in FCE Ultra.</td></tr>
|
|
<tr><td>MindRape</td><td>DC PasoFami NES packs.</td></tr>
|
|
<tr><Td>Mitsutaka</td><td>YM2413 emulator.</td></tr>
|
|
<tr><td>nori</td><td>FDS sound information.</td></tr>
|
|
<tr><td>Quietust</td><td>VRC7 sound translation code by The Quietust (quietust at ircN dort org).</td></tr>
|
|
<tr><td>rahga</td><td>Famicom four-player adapter information.</td></tr>
|
|
<tr><td>Sean Whalen</td><td>Node 99</td></tr>
|
|
<tr><td>TheRedEye</td><td>ROM images, testing.</td></tr>
|
|
<tr><td>TyphoonZ</td><td>Archaic Ruins.</td></tr>
|
|
<tr><th colspan="2" align="right">...and everyone whose name my mind has misplaced.</th></tr>
|
|
</table>
|
|
</p>
|
|
|
|
<?php include("footer.php"); ?>
|