fceux/help/AutoFireConfigurations.html

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<h1>Auto Fire Settings</h1>
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<p><span class="rvts36">Auto Fire Settings</span></p>
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<p><span class="rvts12">Autofire Pattern</span></p>
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<p>The default configuration for an auto fire key is the alteration of on/off/on/off every frame. &nbsp;For most games this works nicely, but there are situations where this doesn't work properly. &nbsp;For example, Double Dragon 2 and Teenage Mutant Ninja Turtles run at 30fps (screen updates every other frame). &nbsp;To use autofire in these types of games, you would want to set the autofire pattern to 2 on / 2 off. &nbsp; In a situation where a players weapon on fires every 4th frame, you can set the autofire pattern to 1 on / 3 off.</p>
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<p><span class="rvts12">Autofire Offset</span></p>
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<p>The default is for certain frames to have the on setting and others to have the off setting. &nbsp;For instance, "on" might be lined up with a movie file's even numbers. &nbsp;But a situation may need the autofire pattern to have "on" on the odd numbers instead. &nbsp;In this case the autofire offset should be set to 1. &nbsp;This will delay the normal "on" fire by 1 frame. &nbsp;If an autofire pattern is set to 2 on / 2 off, an autofire offset of 2 might be necessary.</p>
<p><span class="rvts12"><br/></span></p>
<p><span class="rvts12">Alternate A and B</span></p>
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<p>Alternate A and B is for a specific case where both the A and B autofire buttons are pressed simultaneously. &nbsp;With alternate A and B, the fire pattern will be A,B,A,B rather than A+B, off, A+B, off.</p>
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<p>Note: All autofire patterns read the Lag Counter (see <span class="rvts18">display</span>) and skip over any frames where input is not polled. &nbsp;This means that in a laggy area, the autofire pattern will not be affected.</p>
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