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- ZSNES v1.50
-
- ================================
- N a v i g a t i o n
- ================================
-
- * Index [Index.txt]
-
- * Readme [Readme.txt]
-
- * GUI [GUI.txt]
- 1. Game Menu
- 2. Quick Menu
- 3. Config Menu
- 4. Cheat Menu
- 5. Netplay Menu
- 6. Misc Menu
- 7. F1 Menu
- 8. Save Slot Chooser
-
- * Netplay [Netplay.txt]
-
- * Advanced Usage [Advanced.txt]
-
- * Games [Games.txt]
-
- * FAQ [FAQ.txt]
-
- - - - - - - - - - - - - - - - - - -
-
- * Getting Support [Support.txt]
-
- * History [History.txt]
-
- * About [About.txt]
-
- * License [License.txt]
-
- - - - - - - - - - - - - - - - - - -
-
- * NSRT Guide: [http://zsnes-docs.sf.net/nsrt]
-
- * ZSNES Home Page: [ZSNES.com]
-
-
- ================================================================================
- ~ G. U. I. ~Graphical User Interface~
- ================================================================================
-
- --------------------------------------------------------------------------
- | Quick | Game | Config | Cheat | Netplay | Misc |
- |----------------|------------|----------|----------|----------|-----------|
- | 1. | Load | Input | Add Code | Internet | Misc Keys |
- | 2. | Run | Devices | Browse |----------| GUI Opns |
- | 3. | Reset | Chip CFG | Search | | Movie Opn |
- | ... | Save State | Options |---------- | Key Comb. |
- | 8. | Open State | Video | | Save CFG |
- | 9. | Pick State | Sound | | About |
- | 0. | Quit | Paths | -----------
- | Freeze Data: |------------| Saves |
- | Clear All Data | | Speed |
- ---------------- ----------
-
- ZSNES uses a custom GUI, introduced in v0.600.
-
- You can move the ZSNES window either by clicking and dragging its title bar, or
- right-clicking anywhere in the ZSNES window and dragging. You can move dialogs
- within ZSNES by clicking and dragging their respective title bars.
-
- If any dialog is open within ZSNES, pressing ESC will close the top-most window.
-
- If a game is loaded and running, you can press ESC to pause emulation and show
- the GUI. Pressing ESC again will hide the GUI and resume emulation.
-
- Certain options throughout the GUI have an associated hotkey. Notice that many
- options have a letter in them that is underlined; pressing that letter on your
- keyboard will toggle the option.
-
-
- ............................................................
- 1. Game Menu
- ............................................................
-
- - - - - - - - - - - - - - - - - - - - -
- . Load .
- - - - - - - - - - - - - - - - - - - - -
-
- This opens the file loading dialog. Use this dialog to browse for a ROM to
- load and begin emulation.
-
- Filename box - Displays files in the current directory in alphabetical order.
- Double-click on a file to load it. Use the Show All Extensions option to
- change what types of files are displayed in this box.
- Directory box - Displays all subdirectories in the current directory.
- Double-click on items in this box to navigate between folders. The first
- item in this box is always two dots (..); double-click this item to move
- to the parent directory of the current directory. Displayed below the
- current subdirectories are all drive letters detected on your system.
- Use these drive letters to change between drives.
- Current directory - Below these two boxes, the current directory is displayed.
- By default, the current directory will be the same directory in which the
- ZSNES executable is located.
- Address box - By typing letters into this box, you can go to the first
- filename or directory that matches the string of letters you typed.
- Current selection - Below the text box, the current / highlighted
- selection is displayed. In the DOS port, this line does not display the
- current selection, but instead says "Display Type:".
- Display Type: - Choose what type of filename to display in the Filename box.
- Long Filename (Win/SDL) or Win9x Long Filename (DOS) displays the actual
- name of the files in the current directory, along with their extensions.
- SNES Header Name will display the internal SNES header names of the files
- in the current directory.
- * ZSNES can display header names using English and Kanji
- characters. Characters in other languages are not supported and
- will be displayed as garbled text. Improper or invalid header
- names will also be garbled text.
- * The header names of compressed files will not be displayed.
- * If for some reason the header of a file cannot be displayed, the
- filename of that file will instead be displayed.
- * Warning: Using this option can make navigating folders a slow
- process, since each time you navigate to a new folder, ZSNES
- must scan all files in the folder for their header names.
- DOS 8.3 Format (DOS only, default for DOS) will truncate all filenames
- to be compatible with DOS filename length restrictions (up to eight
- letters in the filename, plus a three letter extension).
- Show All Extensions (off by default) - When this option is not checked,
- only files with common SNES ROM extensions (.smc, .sfc, ...) will be
- displayed. When this option is checked, all files will be displayed,
- regardless of extension. When used in combination with the SNES Header Name
- option above, non-ROM files will be shown as ** Invalid File **.
- Force - Checking these boxes will force ROMs to be loaded as if they had those
- settings, rather than having ZSNES automatically detect those settings.
- Don't check any of these boxes unless you know what you're doing.
- * NTSC / PAL: Force one of these display types for all ROMs loaded.
- * HiROM / LoROM: Force one of these memory mapping settings for all ROMs
- loaded.
- Load button will load the current selection and begin emulation.
-
- Keyboard usage with the file load dialog is as follows:
- Left / Right Arrows - Switch between the file and directory boxes.
- Up / Down Arrows - Move up and down in the list.
- PageUp / PageDown - Move up and down the list in larger increments.
- Home / End - Go to the top or bottom of the list.
- Typing characters - Go to the first item in the list that matches the
- typed characters.
- Enter / Return - Load the currently selected file or open the
- currently selected folder.
-
- Address box details:
- * If you input a single space and then hit Load or press Enter, ZSNES will
- *randomly* select and load a game from the current directory.
- * When you press enter with text in the box without any '\' or ':' in
- the filename, ZSNES will first look for a directory matching the text
- and will then change its directory if one is found. Otherwise, it will
- load the current file or directory highlighted by the selection cursor.
- * You can type in the full filename or directory including path (e.g.
- "d:\games\mario.smc" or just "d:").
-
- - - - - - - - - - - - - - - - - - - - -
- . Run .
- - - - - - - - - - - - - - - - - - - - -
-
- Hides the GUI and resumes emulation. Equivalent to pressing ESC.
-
- - - - - - - - - - - - - - - - - - - - -
- . Reset .
- - - - - - - - - - - - - - - - - - - - -
-
- Resets the game; asks for confirmation.
-
- - - - - - - - - - - - - - - - - - - - -
- . Save State .
- - - - - - - - - - - - - - - - - - - - -
-
- Creates a save state of the game in the current save state slot; asks for
- confirmation. See the Save States section for more information [Readme.txt].
-
- - - - - - - - - - - - - - - - - - - - -
- . Load State .
- - - - - - - - - - - - - - - - - - - - -
-
- Loads a save state from the current save state slot; asks for confirmation.
- See the Save States section for more information [Readme.txt].
-
- - - - - - - - - - - - - - - - - - - - -
- . Pick State .
- - - - - - - - - - - - - - - - - - - - -
-
- Opens a dialog that allows you to pick the current save state slot. It's
- easier to use the F3 Menu.
-
- * Select Save Slot: - Click on a radio button to use that save slot.
- * Slot Level: - Use the + and - buttons to choose the slot level.
-
- - - - - - - - - - - - - - - - - - - - -
- . Quit .
- - - - - - - - - - - - - - - - - - - - -
-
- Exit the emulator. On exit, ZSNES will save any changes to its configuration
- files. It will also save any changes to the Save RAM file, although you can
- also configure ZSNES to write changes to the disk whenever Save RAM changes.
-
-
- ............................................................
- 2. Quick Menu
- ............................................................
-
- - - - - - - - - - - - - - - - - - - - -
- . The list of numbers .
- - - - - - - - - - - - - - - - - - - - -
-
- The ten most recently loaded games are displayed here. By clicking on one
- of these entries, you can load that game. This is a quicker way to load
- a recently played game then using the Game->Load function and navigating
- to the ROM. The most recently played game is #1.
-
- - - - - - - - - - - - - - - - - - - - -
- . Freeze Data .
- - - - - - - - - - - - - - - - - - - - -
-
- Off - The list will change as normal, reflecting the ten most recently
- loaded ROMs.
- On - The list will not change anymore. You can use this feature to create
- a list of your ten favorite ROMs, for easy access at all times.
-
- - - - - - - - - - - - - - - - - - - - -
- . Clear All Data .
- - - - - - - - - - - - - - - - - - - - -
-
- Clears the entire list.
-
-
- ............................................................
- 3. Config Menu
- ............................................................
-
- - - - - - - - - - - - - - - - - - - - -
- . Input .
- - - - - - - - - - - - - - - - - - - - -
-
- This dialog allows you to customize the input options for all five SNES
- controllers.
-
- Tabs #1-#5 - Choose the SNES controller to configure. You can use the Tab key
- to cycle through these tabs.
- Device: - Use your mouse to choose your desired device, and use the Set button
- to set your choice.
- None - Equivalent to unplugging the SNES controller from that port.
- Keyboard/Gamepad (Win/SDL only) - Equivalent to plugging in the SNES
- controller to that port. Using this device should allow input from
- all attached keyboards, gamepads and joysticks.
- If you are using the DOS port, you must manually choose the appropriate
- device from the list.
- Current: - Shows the device that is currently active.
- Buttons
- Set - Set your choice made in the Device: box. Using this button will
- reset key assignments to their defaults.
- Set Keys - ZSNES will automatically cycle through each of the standard
- SNES buttons, prompting you to assign a key to each one.
- Calibrate (DOS only) - This option is here for those older joysticks that
- need to be calibrated in-game before they can be used properly.
- Keys: - These are the standard SNES buttons, and the only ones required to
- be configured. Click inside the black box beside each one of these to
- configure a key for it. Press ESC to clear the current assignment.
- Turbo: - You can assign keys to these buttons in the same way you assign
- them to the standard SNES buttons. Holding down the key assigned to the
- turbo button is the same as if you were repeatedly pressing the normal
- button very, very fast. You can control the rate of key presses per second
- with the "Turbo at 30Hz" option, below.
- Diagonals: - It may be more convenient to assign a single key to a
- diagonal direction of the D-Pad, rather than pressing two keys at the
- same time. Just in case it's not obvious: DL=Down+Left, DR=Down+Right,
- UL=Up+Left, UR=Up+Right.
- Use Joystick Port 209H (DOS only) - Use the 209H hardware port; use this
- if you have moved the port's jumper (or if your joystick does not work
- when this feature is disabled).
- Use Pl3/4 as Pl1/2 - The key assignments for Player 3, in addition to
- those for Player 1, will be used for SNES controller port #1. The key
- assignments for Player 4, in addition to those for Player 2, will be
- used for SNES controller port #2. As a result, MultiTap support will be
- disabled (which means only two controllers will be active). The primary
- use of this option is to allow you to assign two different devices for
- the same SNES controller. For example, you might use a gamepad as input
- for Player 1, and a keyboard as input for Player 3. Then, with this
- option enabled, you may use either one of these devices (or both
- simultaneously) to control Player 1.
- Allow U+D/L+R - This option allows for the simultaneous pressing of opposing
- directional keys (up and down; left and right) on the SNES pad. This feature
- was implemented for those who need it to exploit bugs in certain games for
- recording "speed-run" ZMVs. Warning: Do not use this for normal gameplay,
- as the resulting bugs disrupt the "natural" gaming experience.
- Turbo at 30Hz - Default: Checked. When enabled, turbo keys will equal 30
- button presses per second in NTSC games or 25 presses per second in PAL
- games. Otherwise, turbo keys will repeat 60 times per second in NTSC games
- or 50 times per second in PAL games. This option is enabled by default
- mainly because some games can't handle excessive key presses.
- Sidewinder Fix (DOS port only) - If your Sidewinder doesn't work after
- disabling the Sidewinder profiler and having pressed the mode button twice,
- enable this.
-
- Note: A keyboard is a poor replacement for a proper gamepad. SNES games are
- designed to be played with a gamepad, so if you find that you're having
- trouble with the keyboard, use a gamepad.
-
- There is another important limitation with keyboards. Many keyboards have
- a limit on the maximum number of simultaneous key-presses, above which they
- will not detect input. This means combinations of, for example, three or
- more keys may not be properly detected. One way to get around this kind
- of keyboard limitation is to assign multiple SNES buttons to the same
- keyboard key. There is a slightly longer explanation in the FAQ [FAQ.txt].
-
- - - - - - - - - - - - - - - - - - - - -
- . Devices .
- - - - - - - - - - - - - - - - - - - - -
-
- This dialog allows you to select special input devices for Ports 1 and 2
- of the SNES.
-
- Port 1: - Select a device to be plugged into Port 1. The SNES Mouse is the
- only special device supported on Port 1.
- Gamepad - Use the key assignments for Player #1, configured in the
- Input dialog.
- Mouse - Use your computer's mouse just like it is a connected SNES
- Mouse.
- Port 2: - Select a device to be plugged into Port 2.
- Gamepad - Use the key assignments for Player #2, configured in the
- Input dialog.
- Mouse - Use your computer's mouse just like it is a connected SNES
- Mouse.
- Super Scope - Use your mouse as if it were a Super Scope. Default
- key assignments are in the Default Keys section [Readme.txt].
- 1 Justifier - Simulates the movements for the Konami Justifier;
- required for only one game, Lethal Enforcers.
- 2 Justifiers -
- Cycle P1:, Cycle P2: - You can assign a key to each of these functions.
- Pressing the key will cycle through the list of special controllers
- available for that port.
- Left Handed - Check one of these boxes to reverse the mouse buttons for the
- special controllers on that port.
- Super Scope Keys: - They can now be customized!
- Auto-Fire - Default: =. Toggle auto-fire on or off.
- SS Pause - Default: Backspace. Assign a key for the Super Scope pause
- button.
-
- Note: ZSNES will automatically enable the appropriate add-on for special
- controller games that have NSRT headers [http://nsrt.edgeemu.com/] (e.g.
- The SNES mouse will automatically hook up after loading Mario Paint).
- Note: ZSNES supports the ManyMouse [http://icculus.org/manymouse/] library
- by Ryan C. Gordon, which means that ZSNES can emulate two SNES devices
- connected in both ports if you have two mice plugged in. For a list of
- known games affected (and for other information), please see the related
- FAQ ("Can I use two SNES add-on devices at once?") [FAQ.txt].
-
- - - - - - - - - - - - - - - - - - - - -
- . Chip CFG .
- - - - - - - - - - - - - - - - - - - - -
-
- These are special settings for the Nintendo Super System. Generally, there
- is no need for a user to change these settings.
-
- Super System: - Set which DIP switches are enabled.
- DIP 1/2/3/4/5/6 -
-
- The Nintendo Super System was an arcade machine that used the SNES hardware.
- Changing the settings in this window will only affect games
- designed for the NSS. You can find information at Coin-Op Museum
- [http://www.klov.com/game_detail.php?letter=N&game_id=8894] and
- Wikipedia [http://en.wikipedia.org/wiki/Nintendo_Super_System].
-
- - - - - - - - - - - - - - - - - - - - -
- . Options .
- - - - - - - - - - - - - - - - - - - - -
-
- You can change various options here, some of which affect gameplay,
- while others merely change GUI behavior.
-
- System:
- Enable MMX Support - Enables MMX copying routines for a slight speed
- increase (MMX processors only). Certain video filters, audio
- interpolation and low-pass filters require MMX support. These options
- will not be visible unless the MMX Support option is checked.
- (See below for the particular options requiring MMX support).
- Pause Emu in Background (Win/SDL only) - If enabled, then game emulation
- will automatically be paused when the ZSNES window loses focus, and it
- will unpause when ZSNES regains focus.
- Use A Higher Priority (Win only) - Enabling this will give ZSNES more
- processor time, if needed. This may improve the performance of ZSNES on
- your machine; however, it will reduce the amount of resources given to
- applications running in the background. Processing priority is set to
- "High" on a Win9x OS and "Above Normal" on 2k/XP/2003/Vista.
- Disable Power Management (Win only) - Disables power management while
- ZSNES is running, so that your gameplay will not be interrupted if
- you're using a gamepad.
- Graphic Engines:
- Use New Gfx Eng - Default: Checked. Check to use the new graphics engine;
- uncheck to use the old graphics engine. The new graphics engine should
- be adequate for most games; however, the old one may be necessary for
- some. You can read about the differences in Current Progress
- [Readme.txt].
- Use Alt Old Gfx Eng - This will enable the Old Gfx Engine Mode 2, which
- fixes many transparency bugs that currently plague ZSNES in the current
- engine. However, it also creates some new ones. This mode can be slower
- at times, so it's recommended that you only turn it on when you need it.
- ROM:
- Enable IPS Auto-Patching - When checked, ZSNES will automatically
- soft patch ROMs if a corresponding .ips file is found in your Saves
- directory. More information about the IPS patching feature can be found
- in the Readme.
- Log ROM Info - When checked, ZSNES will create a file named rominfo.txt
- when you load a ROM; it contains information about the ROM.
- Show ROM Info on Load - Briefly displays some internal information about
- the ROM when loaded. Please refer to this information when submitting
- bug reports (also see [Support.txt]).
- Overlay:
- FPS at Program Start - When checked, the Frames per Second counter will be
- enabled each time you start ZSNES, even if it has been disabled during
- a session. The FPS counter can be manually enabled/disabled via the
- F1 Menu or with the 'Display FPS' quick key, once it has been assigned.
- This counter is only visible when using Auto Frame Rate.
- Show Clock - The current system time will be displayed in the lower
- right-hand corner of the game screen.
- 12 Hour Mode - Used in conjunction with the option above, this will
- display the system time in 12 hour mode instead of the default 24
- hour mode.
- Show Clock Box - Also used in conjunction with "Enable Clock",
- this option places a black box behind the clock to increase
- readability.
- Messages:
- Use Small Message Text - On-screen messages that pop up when you save a
- state, disable a background, etc. will be smaller.
- Use Transparent Text - On-screen messages will be slightly transparent
- rather than solid. Using the Small Message Text option overrides this
- choice.
-
-
- - - - - - - - - - - - - - - - - - - - -
- . Video .
- - - - - - - - - - - - - - - - - - - - -
-
- This dialog allows you to change the numerous video settings available in
- ZSNES.
-
- Please note that the internal resolution of the SNES is 256x224. Certain
- special high-resolution modes can produce up to 512x448 resolution. You
- may notice that the internal resolution has an 8:7 aspect ratio. SNES
- video output is not intended to be viewed at this aspect ratio, however.
- The 8:7 video signal would normally be scaled to a more-typical 4:3
- aspect ratio when viewed on a television.
-
- - - - - - -
- Modes tab
- - - - - - -
- Video Mode box - The large box on the left lists all available video modes.
- You can use your mouse or the Up/Down/PgUp/PgDown/Home/End keys to scroll
- through this list.
- Win/SDL port:
- First column: lists the resolution, in pixels, W x H.
- W x H - These video modes use a fixed resolution, in pixels,
- of the width and height shown.
- Variable (SDL only) - Video output is scaled to the size of the
- window, and the window can be resized with the mouse; however,
- aspect ratio is locked, depending on which options are set.
- Custom - Specify a custom, fixed resolution in the boxes
- to the right.
- Second column:
- O (SDL only) - Indicates whether the video mode uses the
- OpenGL API.
- D - The video mode supports graphics-enhancing filters.
- Non-'D' modes will usually be (automatically) interpolated
- by your graphics card.
- R - The video aspect ratio is locked to the internal SNES
- ratio of 8:7.
- S - Video output is stretched to fill the entire window.
- Third column: indicates whether the video mode is Windowed or
- Fullscreen.
- DOS port:
- First column: lists the resolution (in pixels) and color depth
- (in bits), W x H x B.
- Second column: shows the mode type
- ModeQ - A tweaked VGA video mode. Supports 256x256 resolution
- and 256 colors. Accesses hardware directly.
- ModeX - A different tweaked VGA video mode, similar to ModeQ,
- although slower. Accesses hardware directly.
- Vesa1 - VESA ("Video Electronic Standards Association") VBE
- ("Video BIOS Extension") 1.2. A standardized method of
- accessing VGA cards.
- Vesa2 - VESA VBE 2. Faster and more features than VESA1.
- Read the Wikipedia article for an overview
- [http://en.wikipedia.org/wiki/VESA_BIOS_Extensions].
- The first [http://www.ddj.com/184409592] and third
- [http://www.faqs.org/faqs/pc-hardware-faq/supervga-programming/]
- external links from that article provide some more detailed
- information.
- Your video card may be compatible with only some of the video modes
- listed. You should try each video mode to find the right combination
- of speed, compatibility, and enhancement features (listed below).
- Set button - use the currently selected/highlighted video mode. ZSNES will now
- attempt to change to the new video mode. If the new video mode does not
- work, wait for ten seconds without pressing any keys, and ZSNES will return
- to the previous mode. Pressing Enter does the same thing as the Set button.
- Custom: (Win/SDL only) - use in conjunction with one of the custom
- video modes at the bottom of the list to set a custom resolution.
- Set button - save the current custom resolution.
- Type in the custom width and height, respectively, in pixels,
- in the two black boxes.
- Current: - shows the current video mode.
-
- Note: Some video modes may work better / faster than others, depending
- on your system configuration. Play around to see what's best.
-
- - - - - - - -
- Filters tab
- - - - - - - -
- Scanlines: - choose one Scanline mode. Requires a 'D' video mode.
- Full - This mode adds a blank line in between every line to produce
- a scanline effect similar to a TV.
- 50% - This will enable scanline mode, except that each line is 50% darker
- than the line above it.
- 25% - This will enable scanline mode, except that each line is 25% darker
- than the line above it.
- Video Filters: - choose one video filter. You must use a D video mode
- to use any of these filters. Furthermore, filters marked with a *
- require MMX Support.
- 2xSaI Engine* [http://elektron.its.tudelft.nl/~dalikifa/] - written by
- Kreed. SaI stands for "Scale and Interpolation." This is a "smart"
- filter that tries to make a lo-res image (like SNES video output)
- appear to have a higher resolution. The image should look smoother,
- less blocky, when using this filter.
- Super Eagle* - written by Kreed. Similar to the 2XSaI engine, but
- does more blending.
- Super 2xSaI* - written by Kreed. This filter smoothes the graphics,
- but it blends more than the Super Eagle engine.
- Bilinear Filter* (SDL only) - same as Interpolation.
- Interpolation - Enable bilinear filtering, a simple filter that
- smooths the image and makes it appear less pixellated.
- [http://wiki.beyondunreal.com/wiki/Bilinear_Filtering]
- HQ2X* [http://www.hiend3d.com/hq2x.html] (Win/SDL only) - written by
- MaxSt. Requires a 2x scaled image. Applies an advanced algorithm
- to smooth the appearance of a low-resolution image.
- HQ3X* [http://www.hiend3d.com/hq3x.html] (Win only) - written by MaxSt.
- Same as HQ2X, but requires a 3x scaled image.
- HQ4X* [http://www.hiend3d.com/hq4x.html] (Win only) - written by MaxSt.
- Same as HQ2X, but requires a 4x scaled image.
- NTSC [http://www.slack.net/~ant/libs/ntsc.html] (Win/SDL only) -
- written by blargg. Requires a video mode with at least 600x448
- resolution. Makes the video output appear to be that of an NTSC
- CRT [http://en.wikipedia.org/wiki/Cathode_ray_tube] television
- [http://en.wikipedia.org/wiki/Ntsc]. This filter is not available
- in the SDL port while using OpenGL modes.
- Note: The HQxX filters and the NTSC filter have particularly high
- system requirements to run smoothly.
- Misc Options: - Choose miscellaneous options.
- Hi-Res Mode 7 - Requires a 'D' video mode and at least 512x448 resolution.
- Enabling this will double the vertical resolution used when rendering
- Mode 7 graphics. Thus, the resolution becomes 256*448 rather than the
- normal 256*224.
- Grayscale Mode - Makes the game display in monochrome color, i.e.
- black and white. This option is just there for fun and is probably not
- something you want to use continuously.
- VSync (Win/DOS only) - Synchronizes frame drawing to the monitor's
- refresh rate. This may reduce frame rate on your computer, but will
- reduce screen tearing.
- Triple Buffering (Win/DOS only) - This setting is only visible while
- using a fullscreen video mode, and only applies while in fullscreen.
- Whereas VSync has only two frame buffers: the frame being drawn and
- the frame waiting to draw, Triple Buffering can write frame data to
- a third buffer. The primary use is to reduce the impact of VSync on
- slower systems.
- Small Screen (DOS only) - Video output will be at 256x224 (the native
- internal resolution of the SNES), instead of whatever resolution
- you are using.
- Full Screen / Wide Screen (DOS only) - Horizontally stretches video output
- to fill the screen.
- Use 4:3 Ratio (Win/SDL only) - This only applies when using a custom mode.
- Using this option will lock the video output at 4:3 aspect ratio,
- regardless of the aspect ratio of the custom resolution you've chosen.
- Not all of the video options above are available in every video mode
- and every port of ZSNES. Also note that you will need a fast computer
- for some of them if you don't want to see any slow-downs in emulation.
-
- - - - - - -
- NTSC tab
- - - - - - -
- Only visible when using the NTSC filter.
-
- Blend Frames - Enable this for smoother transitions between frames when using
- a non-60Hz refresh rate.
- Refresh - If this is enabled, changes to the NTSC filter will be applied
- as you are adjusting the sliders (below), rather than when you release
- the mouse button.
- The sliders below are used to adjust various properties of the NTSC output.
- Hue
- Saturation
- Contrast
- Brightness
- Sharpness
- Hue Warping
- Reset button - Reset all settings to their defaults.
-
- - - - - - - - - - - - - - - - - - - - -
- . Sound .
- - - - - - - - - - - - - - - - - - - - -
-
- Configure various sound settings here.
-
- The default settings are those that are most accurate to a Super Nintendo.
-
- Sound Switches:
- Disable SPC Emulation - Disables the emulation of the SPC700 chip.
- Do not disable this unless you are having severe performance issues
- (i.e. ZSNES is unacceptably slow and you've tried everything else).
- Disabling this will likely result in sound errors.
- Enable Sound - Default: Checked. Unchecking this disables sound output.
- Do not disable this unless you are having severe performance issues
- (i.e. ZSNES is unacceptably slow and you've tried everything else).
- If you wish to mute ZSNES, just move the volume slider down to 0%.
- Enable Stereo Sound - Default: Checked. Unchecking this will disable
- *stereo* sound output; thus, sound output will be mono instead.
- Disabling this is a relatively safe way to improve speed, if necessary.
- Reverse Stereo Channels - Reverse/swap the left and right stereo channels.
- This makes no difference if stereo sound is disabled.
- Simulate Surround Sound - This is a novelty feature that simulates
- surround sound in games that don't have it natively. Do *not* use this
- in conjunction with games that have native surround sound. With the
- exception of the DOS port, this option is only available when stereo
- sound is enabled.
- Force 8-bit Output (DOS only) - Force ZSNES to output sound in 8-bit mode.
- Using this may work around problems with certain sound cards, but will
- reduce sound quality. Note that if you use stereo sound in addition to
- this option, you will not be able to use sampling rates above 22050Hz.
- Use Primary Buffer (Win only) - Enable this only if your sound card
- is having problems designating the sound buffer with DirectSound.
- You must restart ZSNES for this feature to take effect.
- Sampling Rate: - Default: 32000Hz. Click inside the black box to cycle through
- all available sampling rates. Note that if you use sampling rates that are
- below the default, the sound will be distorted and inaccurate. Sampling
- rates higher than 32000Hz can also cause problems.
- Volume Level - To change, just slide the bar. Sliding this to 0% is a better
- method of muting sound output than unchecking the Enable Sound box.
- Interpolation: - This feature smoothes out the wave forms of lower frequency
- sounds.
- None - Use no interpolation. This is *not* accurate to the SNES!
- Gaussian - Default. Based on the Gaussian curve, it smoothes the
- transition of the sound effects. This method of interpolation is used
- by a real SNES.
- Cubic Spline - This method is calculated by a cubic equation rather than
- being based on a curve like the Gaussian method. This results in
- better approximation than the Gaussian method.
- 8-point* - Takes 8 points on the sound curve and smoothes them out.
- LowPass: - Low-pass filters accentuate bass frequencies by reducing higher
- frequencies. None of these filters are native to the SNES; if you want
- authentic SNES sound, do not use any of these. Using a filter will probably
- be most noticeable if you have a subwoofer.
- None - Use no low-pass filter.
- Simple - Allows lower frequencies to pass through (e.g. drums and
- the like). Certain higher ranges are not heard though.
- Dynamic - Allows greater range of frequencies to pass through;
- the music will seem more detailed depending on the loudness or
- softness of the audio.
- Hi Quality* - It's better than the simple filter, and seems to work well
- with lower quality speakers that have decent sound cards.
- *Requires MMX Support.
-
- - - - - - - - - - - - - - - - - - - - -
- . Paths .
- - - - - - - - - - - - - - - - - - - - -
-
- Set and change paths used for save directories, graphics packs, and base
- cartridges.
-
- Saves: - Configure the directory where ZSNES will save and load SRAM, save
- state, and ZMV files. If you do not specify a path here, ZSNES Win and DOS
- will save all files to the same directory as the currently loaded ROM.
- ZSNES SDL will place them in ~/.zsnes.
- Snapshots: - Configure the directory to which in-game snapshots will be saved.
- If you do not specify a path here, snapshots will be saved to your Saves
- directory (above).
- SPCs: - Configure the directory to which SPC700 sound dumps (.spc; SNES
- music files) and sound buffer dumps will be saved. If you do not specify
- a path here, these files will be saved to your Saves directory (above).
- BIOS/Base Carts - Set the path to BIOS and base cartridges of various
- special games.
- BS-X: - Specify the full path and filename to the Broadcast Satellaview
- BIOS. Currently, the BIOS is *not* required to run BS games.
- Sufami Turbo - Specify the full path and filename to the Sufami Turbo
- BIOS, which is required to play ST games.
- Same Game: - Specify the full path and filename to the Same Game base
- cartridge ROM.
- SD Gundam G-Next - Specify the full path and filename to the SD Gundam
- G-Next base cartridge ROM.
- SPC7110 Graphic Packs - Enter the directories that contain SPC7110 graphic
- packs in the appropriate fields here. More information about this chip is
- in the Games page [Games.txt].
- FEOEZ: - Far East of Eden Zero
- FEOEZ-SJNS: - Far East of Eden Zero - Shounen Jump no Shou
- MDH: - Momotarou Dentetsu Happy
- SPL4 - Super Power League 4
-
- Notes:
- * Paths can be absolute (e.g. C:\ZSNES\saves) or relative
- (e.g. ..\..\saves).
- * Remember to always press Enter or Return after typing in your path,
- or it may not work!
- * If you are using the Win port, you can paste text from the clipboard
- into the text boxes by using the key combination Ctrl+V.
-
- - - - - - - - - - - - - - - - - - - - -
- . Saves .
- - - - - - - - - - - - - - - - - - - - -
-
- Configure various options regarding save states and in-game saves.
-
- # of Rewind States - This sets how many times you can rewind back.
- Note that you must restart your game for this feature to take effect.
- 1/5 Seconds Per Rewind - This sets how many fifths of a second ZSNES will
- rewind back each time.
- SRAM Check+Save - Normally, ZSNES will write SRAM data to disk when you exit
- the emulator or exit to the GUI. When this option is enabled, ZSNES will
- instead write SRAM data shortly after a game modifies it. If you have
- problems with in-game saves not working correctly, or if you fear something
- may prevent ZSNES from exiting normally (i.e. crashing), turn this on.
- The reason this is not enabled by default is because some games use SRAM as
- working memory instead of for persistent saved games. Since these games
- constantly modify SRAM, ZSNES would write to the disk every few seconds
- (if this option is enabled).
- Load Save State w/ SRAM - When enabled, the SRAM data from the save states
- you load will overwrite any other SRAM data for the game that you have.
- Beware, though: if you are really far in a certain game, loading an old
- save state from a point earlier in the game will make you lose all of
- your progress beyond that save state. However, this option may be needed
- to load complete states in certain games.
- Start at Latest Save - With this enabled, every time you load a ROM, the
- save state slot containing the most recent save state for that game will
- be set as the currently selected slot.
- Auto Increment Save Slot - When enabled, the save slot will automatically
- move to the next slot after you save a state. This option is very useful
- in that it decreases the risk of accidentally saving over a previous
- save state, if you forget to manually advance the chosen slot.
- Auto State Save/Load - If this is enabled, ZSNES will automatically create a
- save state when you quit a game (either by loading another game or by
- exiting the emulator). When you return to the game at a later time, ZSNES
- will automatically load the save state it created before.
- Pause After... - Press the P key to unpause.
- Loading State - Pauses emulation after you load a save state.
- Pause After Rewind - Pauses emulation after you press the rewind key.
- State Shortcuts: - Click in a black box to assign a key to that function.
- Press ESC to clear the current assignment.
- ST0 through ST9 - Choose which save state slot to use.
- ST+ - Increment the selected save state slot by one.
- ST- - Decrement the selected save state slot by one.
- Save - Default: F2. Save a state to the current slot.
- Load - Default: F4. Load a state from the current slot.
- Pick - Default: F3. Open a dialog to choose the current save state slot.
- This will show a graphical preview of each save state. Learn more
- about how to use this dialog in the Save State Slot Chooser section
- at the bottom of the GUI page [GUI.txt].
- Rewind - With each use, this key will backtrack the gameplay
- incrementally, according to the options you have set for
- '# of Rewind States' and '1/5 Seconds Per Rewind' (see above).
-
- - - - - - - - - - - - - - - - - - - - -
- . Speed .
- - - - - - - - - - - - - - - - - - - - -
-
- Change speed settings and frame skipping settings here.
-
- Max Frame Skip - Set the maximum number of frames that may be skipped
- in direct sequence when rendering, only as needed to keep a constant
- emulation speed. Applicable only when using Auto Frame Rate (below).
- Frame Rate - Set a static number of frames to skip rendering between each
- rendered frame, when not using Auto Frame Rate (below).
- FastFwd Ratio - Set the number by which the default emulation speed will be
- multiplied while using Fast Forward.
- SlowDwn Ratio - Set the number by which the default emulation speed will be
- divided while using Slow Down (e.g. "4" is 1/4 of normal speed).
- Shortcuts: - Assign keys to various speed options.
- Fast Forward - Default: ~ key. When used, the speed of emulation will
- increase (according to the FastFwd Ratio, above). Useful for quickly
- bypassing game intros or other sequences that you may not want to watch.
- Slow Down - When used, the speed of emulation will decrease (according to
- the SlowDwn Ratio, above). You might use this to watch very fast
- animated sequences, or to give yourself an advantage when you need to
- react quickly to something in the game.
- + Emu Speed - Move the Emu Speed slider to the right by one step,
- increasing emulation speed sequentially (e.g. 1x -> 2x, 2x -> 3x, etc.).
- + Frame Rate - Increase the static number of frames to skip rendering.
- Using this key will disable Auto Frame Rate.
- Reset Speed - Sets the emulation speed back to normal (1x).
- - Emu Speed - Move the Emu Speed slider to the left by one step,
- decreasing emulation speed sequentially (e.g. 1x -> 1/2x, 1/2x -> 1/3x,
- etc.).
- - Frame Rate - Decrease the static number of frames to skip rendering.
- If you decrease it enough times, Auto Frame Rate will be enabled.
- Pause Game - Default: P key. Pauses emulation.
- Increment Frame - Only usable when emulation is paused, this feature will
- increment one frame each time the key is pressed.
- Toggled FFwd/SlwDwn - When unchecked, you must hold down the Fast Forward or
- Slow Down keys for as long as you want them to operate. When checked, press
- and release the assigned key once to enable the desired mode, and once again
- to turn it off.
- Auto Frame Rate - Default: Checked. When enabled, ZSNES will attempt to
- maintain emulation at full speed. If necessary to maintain full-speed
- emulation, ZSNES will skip rendering frames of video. When disabled, ZSNES
- will skip a static number of frames for each rendered frame. If your
- priority is full-speed emulation, you should have this enabled, and increase
- Max Frame Skip (above) to its maximum. If your priority is to have every
- frame of video rendered, you should disable this, and set Frame Rate (above)
- to zero.
- Emu Speed: - Default: 1x. Only available when using Auto Frame Rate. This
- slider sets the number by which normal emulation speed will be multiplied or
- divided (to speed up or slow down emulation speed, respectively).
-
-
- ............................................................
- 4. Cheat Menu
- ............................................................
-
- The Cheat dialogs are only accessible if a game is loaded.
-
- Read the Cheat Codes section in the Readme [Readme.txt] for general information.
-
- Nach, the creator of NSRT, has a complete list of all official Game Genie codes,
- available at [http://nsrt.edgeemu.com/forum/kb.php?mode=article&k=3].
-
- - - - - - - - - - - - - - - - - - - - -
- . Cheat Browser .
- - - - - - - - - - - - - - - - - - - - -
-
- Selecting Add Code from the Cheat menu opens this dialog with the cursor in
- the Enter Code: text box. Selecting Browse from the Cheat menu starts with
- the cheat list highlighted.
-
- Use this dialog to add, remove, and browse cheat codes.
-
- Cheat Browser - This lists all cheats that you have added for the currently
- loaded game. You can have up to 255 codes per game. Each cheat is
- represented on a single row (except in the case of multi-line cheats).
- Each column gives different information about the cheat, as follows:
- Address - Memory address that the cheat edits.
- CV - Current value of the selected memory address.
- PV - Previous value of the selected memory address.
- Tgl - Shows whether the cheat is toggled (active) or not.
- Description - The description for the cheat that you typed into
- the Description: box when adding the cheat.
- Buttons
- Remove - Remove the currently highlighted cheat.
- Toggle - Toggle on or off the currently highlighted cheat. This can also
- be accomplished by double-clicking on a code.
- Save - Save all cheats in the list to a .cht file.
- Load - If a .cht file exists in your saves directory, this will load all
- cheats from that file into the Cheat Browser.
- Fix - If you have entered a cheat and it doesn't appear to work, you can
- try using this button to change the memory address that the cheat edits,
- which might fix the problem.
- Enter Code: - Type in the cheat code. Game Genie, Pro Action Replay, and
- GoldFinger codes are supported. Remember that Game Genie codes require
- the - (dash).
- Description: - Type in a description for your code.
- Add button - Add the code to the Cheat Browser once you have filled in the
- previous two boxes.
- Auto-load .cht file at game load - When you load a ROM, ZSNES will look in
- your saves directory for a matching .cht file, and load it. This prevents
- you from having to hit the Load button, above.
-
- Notes on usage:
- * To use a multi-line cheat code, just enter each line as a separate code!
- * You can also quickly modify the value of the currently selected cheat code
- (in the browse window) by typing a 2 digit hex number in the cheat code
- enter space.
- * You can allow a value of one cheat code to be mirrored from a value of
- another cheat code. To do this, type an 'R' at the end of any cheat code
- as the destination, then type another cheat code (Without the 'R') as the
- source. For example, if you want address 7E1000 to reflect the value at
- address 7F2000 (whatever value written to 7F2000 from the game will also
- be written to 7E1000), enter cheat code 7E1000FFR, then cheat code
- 7F2000FF (where FF can be any value).
-
- Keyboard usage:
- * Use the Up and Down arrows to scroll through the Cheat Browser.
- * Use the R, T, S, L, and F keys to duplicate the functions of the five
- buttons below the Cheat Browser.
- * Use Tab to move from the Enter Code: box to the Description: box.
-
- - - - - - - - - - - - - - - - - - - - -
- . Search .
- - - - - - - - - - - - - - - - - - - - -
-
- Selecting Seach from the Cheat menu opens the Cheat Search dialog. Use this
- to search for values in memory such as life, score, etc. and change their
- values as you please.
-
- - - - - - - - -
- Setup Search
- - - - - - - - -
-
- Select Size and Format:
- Size: You can choose the data size to use in your search. If you know the
- numerical values of the data you want to view, select the smallest
- number range that fits the data values. (For example, if you know the
- value cannot go higher than 50000, select 2 BYTES [0..65535] instead of
- 3 BYTES [0..16777215]). Sometimes you don't know the numerical value (in
- the case of life bars), so you have to guess the size.
- 1 Byte [0..255] - Value is stored in 8 bits.
- 2 Bytes [0..65535] - Value is stored in 16 bits.
- 3 Bytes [0..16777215] - Value is stored in 24 bits.
- 4 Bytes [0..4294967295] - Value is stored in 32 bits.
- Format: In general, it's recommended that you use decimal, although there
- are some cases that have the values in memory stored as binary-coded
- decimal. For example, "34 lives" could be stored in a byte as 34h, and
- if you were searching for it in the decimal mode, it would actually have
- a value of 52.
- Dec (Base 10) - The number you search for will be treated as a
- decimal number.
- Hex (Base 16) - The number you search for will be treated as a
- hexadecimal number.
- Select Search Type:
- Exact Value Search - In this mode, you have to enter the exact numerical
- value that you want to find. If you have 3 lives left, then search for
- the value 3. The cheat search engine also looks for "value - 1" since
- even if a game tells you that you have 3 lives left, it usually stores
- the value as 2 in memory.
- Comparative Search - In this mode, you select whether the value is less
- than, greater than, equal to, or not equal to the previous value. So if
- you have a life bar and the life bar suddenly decreases, go back to the
- cheat search engine and select "less than" to search for any value that
- has decreased.
- Start button - Move to the next step of the search, entering a value.
-
- - - - - - - - - - - - - - - - - - - - -
- . Exact Value Searches .
- - - - - - - - - - - - - - - - - - - - -
-
- - - - - - - -
- Input Value
- - - - - - - -
-
- Enter Value: - Enter the value for which you want to search and press the
- Search button.
- Max Value: - This is a reminder of the maximum value for which you can search.
- Change this on the Setup Page (first step).
- # of Results: - Displays the number of results for the current search.
- Before you start a search, this will display the number of searchable
- memory addresses for the currently loaded game.
- Buttons
- Restart - Move back to the Setup Page to change options.
- View - View the results of the current search. If you have not yet run
- your own search, this will display all searchable memory addresses for
- the currently loaded game.
- Search - Search for the value you entered in the box above. After you
- press this button, this page will change to reflect the number of
- results for your search. Press the View button to see those results.
-
- - - - - - - - -
- View Results
- - - - - - - - -
-
- This page lists all the results of your current search. If you pressed the
- View button before running a search, this page will list all searchable
- memory addresses for the currently loaded game.
-
- This list has two columns, the left column showing the memory Address, the
- right column showing the Value at that address.
-
- * Return - Move back to the Input Page.
- * Add - Use this to select the currently highlighted address for editing.
-
- - - - - - -
- Add Cheat
- - - - - - -
-
- On this page, you can add the previously selected memory address as a cheat.
-
- Enter New Value: - Enter a value to insert into the memory address.
- Enter Cheat Description: - Do just what it says.
- PAR Code Equivalent: - This box will display the equivalent Pro Action Replay
- code for the value and memory address you are working with.
- Max Value: - This is a reminder of the maximum value for which you can search.
- Change this on the Setup Page (first step).
- Use Only Upper Byte - Use this option to change how PAR Code Equivalent is
- calculated.
- Return button - Return to the Results Page.
- Add button - Add the new cheat to the Cheat Browser.
-
- - - - - - - - - - - - - - - - - - - - -
- . Comparative Searches .
- - - - - - - - - - - - - - - - - - - - -
-
- This section isn't finished yet. Hopefully you can figure it out given the
- description of Comparative searches in the Cheat Setup dialog, above.
-
-
- ............................................................
- 5. Netplay Menu (Win and SDL Only)
- ............................................................
-
- Netplay has been disabled for the indefinite future, until the core becomes more
- accurate and/or non-random.
-
- The Netplay dialog is only accessible if a game is loaded.
-
- - - - - - - - - - - - - - - - - - - - -
- . Internet .
- - - - - - - - - - - - - - - - - - - - -
-
- Port - Default: 7845. This is the port on which ZSNES will communicate. While
- the number can range from 0 to 65535, it is recommended you stay above 5000
- to avoid conflicts with other services.
- Nickname - This is the name you will use, displayed in the Chat window (which
- appears once you connect).
- Start as Server - Use this button to be the host of the Netplay game. Your
- opponent will connect to you and be the client.
- Client Options: - Setup options here if you are going to be the client, not
- the host.
- IP: - Enter the IP ("Internet Protocol") address of the host.
- Connect to Server - Use this button to attempt to connect to the
- above-entered IP address.
- Your IP: - Helpfully displays your current IP address. If you are going to be
- the host, give your opponents this number so they can connect to you.
- Use UDP instead of TCP - Decide which protocol to use for communication.
- TCP ("Transmission Control Protocol") guarantees delivery of packets,
- but has more overhead, and may thus be slower than UDP ("User Datagram
- Protocol"). Try switching between the two to see which works best.
-
- - - - - - - - - - - - - - - - - - - - -
- Establishing a Connection (Chat Window)
- - - - - - - - - - - - - - - - - - - - -
-
- Window - This is quite obvious. You and your partner chat to each other
- through this window. Simply type your message and press Return/Enter on your
- keyboard, just like on an IRC or IM client.
- Player Select - This indicates which players will be hosted locally and which
- will be hosted remotely. A checked box means that your computer will have
- control of that player. An 'X'ed box means the remote computer will have
- control of that player. A blank box means that player is not enabled.
- Latency - Default: 3. ??????????????????
- Back Buffer - Default: Enabled. ??????????????????
- Save Data - Determine whether the SRAM from your computer (local) or the other
- computer (remote) should be used. You can also choose to not load any SRAM
- at all.
- Disconnect - Closes the connection and ends the netplay session.
-
-
- ............................................................
- 6. Misc Menu
- ............................................................
-
- - - - - - - - - - - - - - - - - - - - -
- . Misc (Miscellaneous) Keys .
- - - - - - - - - - - - - - - - - - - - -
-
- Here you can change various function keys that are not configured elsewhere.
- Clicking inside a black box will bring a box, prompting you to assign a key
- to that function. Press the key you wish to assign, or press ESC to clear
- the existing assignment.
-
- BG Disables:
- BG1 through BG4 - Toggle the various graphical background layers
- on or off. Normally, they should be left on.
- OBJ - Toggle the sprite/background layer on or off.
- Sound Keys:
- Ch1 through Ch8 - Toggle the various sound channels on or off.
- +Vol - Increase the volume.
- -Vol - Decrease the volume.
- Quick Keys:
- Load - Opens the Load dialog (accessed from the Game menu).
- Reset - Performs a soft reset of the game. Also available under
- Game->Reset.
- Exit - Exits ZSNES.
- Clock - Toggle the clock, displaying system time on-screen during
- gameplay.
- Chat - This is available only while using Netplay. After pressing
- this key, type your message, then press Enter/Return to send it to
- the other user.
- Snapshot - Save a snapshot of the game screen and place it in your
- Snapshots directory. Also accessible through the F1 Menu.
- Save SPC - Save SPC data to your SPCs directory. Also accessible through
- the F1 Menu.
- Misc Toggles:
- Use PL12/34 - Toggles on or off the Use Pl3/4 as Pl1/2 option under
- Config->Options.
- Panic Key - Restores default settings for several toggles. Enables
- Offset Mode, Windowing, and all Backgrounds, Sprites, and Sound
- Channels; disables Add-ons; resets Emu Speed throttle.
- Display FPS - Toggles on or off the Frames per Second counter. Also
- accessible through the F1 Menu. You can also make this a persistent
- option under Config->Options.
- Battery Power (Win/SDL only) - Displays the amount of battery life
- remaining and, if possible, time remaining, as reported by your
- operating system. This feature is intended for laptop or notebook PCs.
- GFX Toggles:
- New GFX Engine - Switches between the faster, newer graphics engine
- (default) and an older one. The new one is recommended, but using
- the older one may fix graphics corruption in some games.
- BG Window - A graphical feature that toggles windowing effects in
- certain SNES games.
- Offset Mode - A graphical feature that toggles using offsets for tiles
- in certain SNES games.
- + Gamma - Increase gamma level. This makes the video appear brighter.
- - Gamma - Decrease gamma level. This makes the video appear darker.
-
- - - - - - - - - - - - - - - - - - - - -
- . GUI Opns (Options) .
- - - - - - - - - - - - - - - - - - - - -
-
- Configure various GUI settings not set elsewhere (like Config->Options).
-
- GUI Switches:
- RClick Opens GUI - When enabled, clicking the right mouse button will
- switch to and from the GUI when running a game (similar to pressing
- ESC). However, this can slow down emulation, since ZSNES has to check
- the mouse button status once in a while. If you are running in a
- windowed video mode, the right-click button won't return back to
- the game.
- Left Handed Mouse - Enabling this will swap the functions of buttons 0
- and 1 of your mouse.
- Mouse Shadow - Disables/Enables the mouse shadow.
- Mouse Wrap - Allows the mouse pointer to wrap (to the other side of
- the screen) at the borders of the screen. You should probably only
- enable this while in Fullscreen; in Windowed mode this behavior
- can be annoying.
- Trap Mouse Cursor (Win only) - Prevents the mouse cursor from exiting the
- ZSNES GUI. You will have to move the mouse with extra speed to make the
- cursor exit the GUI with this feature enabled.
- Wheel Mice Scroll (Win only) - This feature allows you to use your mouse
- wheel to quickly scroll through various lists in the GUI (e.g. game list
- in load menu, video modes, etc.). In the SDL port, the Wheel should
- always be enabled.
- ESC to Game Menu - While running a game, pressing Esc will take you back
- to the GUI with the Game Menu open, regardless of which menu was open
- last. It will also make the Game Menu be already open when you start
- ZSNES. If this is unchecked, you will have difficulty navigating the GUI
- without a mouse.
- Ctrl GUI w/GPad1 - When enabled, it allows you to use the device
- configured for SNES Controller #1 to access the GUI. This way you can
- use your gamepad or joystick instead of your mouse/keyboard. The
- equivalent SNES keys to the keyboard keys are:
- SNES D-Pad = Move mouse cursor
- SNES A = Enter
- SNES B = Esc
- SNES L = PageUp
- SNES R = PageDown
- Filtered GUI - Any video filter settings will be applied to the GUI, in
- addition to the game video output.
- Use Custom Font - When checked, ZSNES will load font data from zfont.txt.
- Save GUI Win Pos - When enabled, the GUI doesn't reset the locations of
- the windows when you exit/enter the GUI.
- BG Effects: - Only one of the following screen saver-like effects can be
- enabled at a time. They are visible in the background while the GUI is open.
- * None - no effect is active.
- * Snow - Looks like falling snow.
- * Burning - Looks like fire rising from the bottom of the window.
- * Water A - Looks like a water strider skimming across water.
- * Water B - Looks like rain drops falling on water and creating ripples.
- Color: - This section allows you to customize the colors used by the GUI.
- Choose which part of the GUI to configure by selecting one of the
- following:
- * Back - Configure the color of the background of the GUI.
- Defaults: R=4; G=4; B=8.
- * Title - Configre color of the GUI's title bar.
- Defaults: R=0; G=10; B=31.
- * Win - Configure the background color of a dialog window. Dialog
- title bar colors are not configurable. Defaults: R=8; G=8; B=25.
- Use the sliders to change the relative quantities of Red, Green, and Blue
- color for the part of the GUI you have chosen to configure.
- Main Windows Options:
- Always on Top (Win only) - ZSNES will stay visible above other windows,
- even if it loses focus. Minimize ZSNES if you need to access other
- windows.
- Save Main Window Position (Win only) - Saves the location of the ZSNES
- window between sessions.
- Allow Multiple Instances (Win only) - Allows you to open more than one
- instance of ZSNES at a time. In the SDL port, multiple instances are
- always allowed.
-
- - - - - - - - - - - - - - - - - - - - -
- . Movie Opn (Options) .
- - - - - - - - - - - - - - - - - - - - -
-
- The Movie Options dialog is only accessible if a game is loaded.
-
- You can record your gameplay so that you can play it back at a later date
- either to amuse your friends, torture your friends, or whatever. Also be
- sure to check out the Movies section of the Readme [Readme.txt], where
- you can find more information on subtitles, re-recording, and more.
-
- Warning: Playing back a previously recorded movie will overwrite any SRAM data
- for the current game with the SRAM data contained in the ZMV file. This
- means you should back up your SRAM files when playing around with movies!!
-
- Select Movie: - Choose the movie recording slot to be used for
- recording/playback. The number of the slot corresponds to the ZMV extension
- (0 corresponding to .zmv, 1 to .zm1, ... 9 to .zm9).
- Record From:
- Now - Begins recording the movie from the current point in the game.
- Power - This will perform a hard reset (equivalent to shutting off the
- SNES, then turning it back on again), then begin recording.
- Reset - This will perform a soft reset (equivalent to using the Reset
- button on the SNES), then begin recording.
- Power+SRAM Clear - Performs a hard reset, then clears SRAM data
- (in-game save data). Useful if, for example, you don't want to see
- your saved games in the game menu when making your movie.
- Main controls:
- Play - Begins playing the movie that is recorded in the current slot.
- Record - Begins recording a movie to the current slot.
- Stop - Stops playing or recording a movie.
- Append - This is usable only if you already have an existing ZMV using the
- new ZMV format. It allows you to continue recording a movie from the
- point where it is stopped. Press this button only when the movie status
- is inactive.
- Chapters: - You can assign a key to each of these functions by clicking in
- the black box next to each button and pressing a key.
- Insert Chapter - During recording or playback, this can create a point
- to which you can seek during playback.
- Previous Chapter - Only usable during playback, this "rewinds" the movie
- to a previous chapter earlier in the movie.
- Next Chapter - Only usable during playback, this "fast forwards" the
- movie to a chapter that is found at a later point in the movie.
- There is currently no method for deleting a chapter.
- Display Frames - Enable this to see the frame counter in the bottom-left
- corner of the screen during playback/recording. This is useful for
- determining where you can insert movie subtitles.
- Video/Audio Dumping - Recommended only for advanced users. More information
- is found in the Movie Dumping section of the Advanced Usage page
- [Advanced.txt].
- Dump Video Options: - You can only choose one of the following.
- No Video - Use this option when you want only audio.
- Raw Video (No compression) - Dump raw 24 bit BGR video. Using this
- option produces a file that no typical media player can read.
- Caution: Raw movies require a tremendous amount of disk space,
- so make sure you have plenty of room before you begin!
- FFV1 (Some compression) - Dump in an AVI container using FFMPEG's
- lossless video codec. The size of this file will be about 8% of
- the size of the raw video file.
- x264 Lossless (Most compression) - Dump in an AVI container using
- the very advanced x264 codec in practically lossless mode
- (slow). The size of this file will be about 38% of the size of
- an XviD file, about 6% of the size of an FFV1 file, and about
- 0.5% of the size of a raw video file.
- XviD Lossless (More compression) - Dump in an AVI container using
- the popular XviD codec in practically lossless mode (fast). The
- size of this file will be about 15% of the size of an FFV1 file,
- and about 1% of the size of a raw video file.
- Custom - Uses alternative, user-defined parameters from the
- zmovie.cfg file.
- Dump Audio Options: - You can choose any combination of the following.
- Audio - Enable audio dumping.
- Compress - Audio output will be compressed to MP3 as it is dumped.
- We recommend that you use this setting.
- Merge With Video - Place the outputted audio in the AVI along with
- the video.
- Status: - Simply tells you if a record/playback is currently in progress.
-
- Saving or loading a state during recording will allow you to undo mistakes,
- i.e. re-record, while making a movie. These states created during record
- can also be loaded during playback, like chapters. However, unlike chapters,
- you're limited to 100 of them.
-
- Loading another game will halt the play/record process.
-
- Movie dumping options can be tweaked by advanced users in the zmovie.cfg file
- [Advanced.txt].
-
- - - - - - - - - - - - - - - - - - - - -
- Key Comb. (Key Combination Editor) .
- - - - - - - - - - - - - - - - - - - - -
-
- Allows you to specify certain keyboard combination routines with a single
- keystroke/joystick button press.
-
- List of combinations
- Clear - Clears the current key combination field.
- Add - Adds the key combination fields below as a new entry.
- Replace - Copies the contents of the key combination fields below to the
- current highlighted key combination above.
- Delete - Deletes the highlighted key combination above.
- Key - Clicking on this box will allow you to select which key/button to use.
- Description - Allows you type in the description of the combination key.
- P# - Selects which player # will use those keys.
- > = Last </> - Enabling this would mean that the event symbol > will mean the
- last left or right direction the user presses in the game and the symbol <
- is the opposite of that direction. When disabled, > means right and < means
- left.
- Game Specific - Enabling this will tell ZSNES to use separate key combination
- files for each individual game.
- Combination Keys - This window will display the sequence of events selected by
- the user.
- Events:
- Press+Rel - The key will be pressed and held. It will be released once
- another key is pressed after any amount of frame or second delay.
- Press Only - The key will be pressed and held.
- Rel Only - The key will be released if it is pressed by a press only
- event.
- Frame Delay - Delays for the specified number of frames.
- Second Delay - Delays for the specified number of seconds.
- Del - Deletes the event at the end of the combination keys list if one
- exists.
-
- Note: A 1 frame delay exists after the combination key list has finished
- processing.
-
- Example Key Combination: (Down / Down+Right / Right / L):
- Method 1: Press+Rel Down / 2 Frame Delay / Press+Rel Down / Press+Rel Right
- / 2 Frame Delay / Press+Rel Right / 2 Frame Delay / Press+Rel L
- Method 2: Press Only Down / 2 Frame Delay / Press Only Right / 2 Frame Delay
- / Rel Only Down / 2 Frame Delay / Rel Only Right / Press Only L
-
- - - - - - - - - - - - - - - - - - - - -
- . Save CFG .
- - - - - - - - - - - - - - - - - - - - -
-
- Saves the configuration files. ZSNES normally writes to the configuration
- files on exit. This function overrides the "cfgdontsave" option in the
- .cfg file.
-
- - - - - - - - - - - - - - - - - - - - -
- . About .
- - - - - - - - - - - - - - - - - - - - -
-
- Just shows some information about ZSNES.
-
- * Version number
- * Build date
- * Port name
- * www.ZSNES.com button (Win/SDL only) - Opens your default web browser
- and loads the ZSNES.com Home Page [http://www.zsnes.com/].
- * Documentation button (Win/SDL only) - Opens your default web browser
- and loads the ZSNES Documentation Home Page.
- [http://zsnes-docs.sourceforge.net/]
- * Coded By: - Main developers are listed. More information in the About
- page of the documentation [About.txt].
- * Assistant Coders: - Assistant developers are listed. More information
- in the About page of the documentation [About.txt].
- * Disclaimer. Please read the GNU General Public License [License.txt].
-
-
- ............................................................
- 7. F1 Menu
- ............................................................
-
- Use this menu to access oft-used functions. Most of these are related to dumping
- data from the game you are running.
-
- Save Snapshot - Creates an image of the game screen in your Snapshots
- directory.
- Show/Hide FPS - Shows or hides the frames-per-second display which appears
- on the bottom-left corner of the screen. The value shown on the right side
- of the display is the rate that the SNES should be maintaining. This
- counter is available only when in auto frame rate mode. You can have
- this display enabled by default under Config->Options.
- Save SPC Data - Using this will search for the beginning of the next song and
- save the data into an SPC file. To capture a song, it is best/recommended to
- initiate this feature approximately 2 seconds before the next song starts.
- This does have potential to fail though, so don't expect it to work all the
- time. The .spc file will be placed in your SPCs directory.
- Sound Buffer Dump - This dumps ZSNES' sound buffer and also filters out any
- unoccupied space. The sound buffer contains decompressed samples which are
- written to when ZSNES plays/decodes a sample from sound memory. Because of
- the way ZSNES buffers the sound data, this can produce inaccurate results.
- The dump will be placed in your SPCs directory.
- Snapshot/Incr Frame - Same as snapshot, but it returns to the F1 menu after
- a couple of frames. Useful for making animations.
- Incr Frame Only - Move forward one frame without taking a snapshot.
- Move This Window - Moves the F1 menu to a different location.
- Image Format: - Choose what image format to use for snapshots.
- * BMP - Save a snapshot as a bitmap picture (16-bit color). If you are
- using an 8-bit video mode in the DOS port, the bitmap will be saved
- with 8-bit color.
- * PNG - Save a snapshot as a PNG ("Portable Network Graphics") file
- (32-bit ARGB color).
-
-
- ............................................................
- 8. Save State Slot Chooser
- ............................................................
-
- Use this dialog to pick which save state slot to use. A graphical preview of the
- save state will be shown above this dialog (it is not visible in the above
- picture).
-
- How to Use:
- 1. Press F3 to open this dialog.
- 2. Use Up/Down arrow keys to move between save state levels.
- 3. Use Left/Right arrow keys to move between save states on a certain level.
- 4. Use Enter or Return to use the selected save slot.
- 5. Use either F2 to save a state or F4 to load a state in the slot you just
- selected.
-
- Color Key:
- * Slots with blue backgrounds do not have a save state in them.
- * Slots with red backgrounds have a save state in them.
- * The slot with the orange background contains the most recent save state
- within that state level.
-
-
- . . . . . . . . . . . . . . . .
- This documentation is best viewed in a fixed-width font such as "Courier New".
-
- Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]
-