89 lines
7.1 KiB
HTML
89 lines
7.1 KiB
HTML
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<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
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<title>FCEUX SDL FAQ</title>
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<div id="masthead">
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<span class="largerfont">FCEUX<br/></span>The all in one NES/Famicom Emulator
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<div id="page_content">
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<center><h1>FCEUX SDL FAQ</h1></center>
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<center><i>Last updated November 30, 2008<br />Valid as of FCEUX 2.0.3</i> by punkrockguy318<br>
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</center>
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<p><b>Table of Contents:</b></p>
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<ul>
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<li><a href="#win-vs-sdl">What's the difference between the windows and sdl ports?</a></li>
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<li><a href="#config">How do I configure a gamepad?</a></li>
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<li><a href="#lua">Why do I need lua5.1 to compile/run FCEUX?</a></li>
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</ul>
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<a name="intro"><h2>What's the difference between the windows and sdl ports?</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</li>
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<li>Hotkey mapping</li>
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<li>More graphical ways of configuring FCEUX</li>
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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</b> </p>
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<p>When you do this, you'll be presented with a black window with a titlebar
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indicating what button to map. FCEUX will look for two
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of the same keypress/joystick event in a row. 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>Input configuration is planned for gfceux.</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>You don't! As of version 2.0.3, lua is optional. However, the lua scritping
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engine in fceux is very powerful, and will be used more and more by fceux in the future.</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><a href="mailto:ltsmooth42 _at_ gmail _dot_ com">punkrockguy318</a></td>
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<td>Author of this document</td></tr>
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</table>
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</p>
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</div>
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</div>
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<div id="footer">
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<a href="home.html">Home</a> | <a href="download.html">Download</a> |
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<a href="documentation.html">Documentation</a> | <a href="version.html">
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Version History</a> | <a href="contact.html">Contact</a> | <a href="links.html">Links</a>
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<br>We are in no way affiliated or endorsed by Nintendo or Nintendo of America. "Nintendo" is a registered trademark of Nintendo of America Inc.
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</body>
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