1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
6 \use_default_options true
7 \maintain_unincluded_children false
9 \language_package default
14 \font_typewriter default
15 \font_default_family default
16 \use_non_tex_fonts false
23 \default_output_format default
25 \bibtex_command default
26 \index_command default
27 \paperfontsize default
38 \paperorientation portrait
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
52 \paperpagestyle default
53 \tracking_changes false
66 \begin_layout Subsection
70 \begin_layout Standard
71 These options control loading the ROM.
72 <kind> can be one of following:
80 bsx: BS-X flash ROM in non-slotted mode.
84 bsxslotted: BS-X flash ROM in slotted mode.
92 slot-a: Sufami Turbo Slot A.
96 slot-b: Sufami Turbo Slot B.
99 \begin_layout Subsubsection
103 \begin_layout Standard
104 Set the <file> to use as ROM of <kind>.
107 \begin_layout Subsubsection
111 \begin_layout Standard
112 Apply IPS patch <file> to ROM of <kind>
115 \begin_layout Subsubsection
119 \begin_layout Standard
120 Set the <file> to use as ROM mapping for <kind>.
121 If no mapping file is specified, defaults are used.
124 \begin_layout Subsubsection
125 --ips-<kind>-xml=<file>
128 \begin_layout Standard
129 Apply IPS patch <file> to ROM mapping for <kind>.
132 \begin_layout Subsubsection
133 --ips-offset=<offset>
136 \begin_layout Standard
137 Set IPS apply offset to <offset> (can be negative).
138 In practicular, <offset> of -512 might be handy for applying headered IPS
142 \begin_layout Subsubsection
146 \begin_layout Standard
147 Force ROM to be considered PAL-only (warning: Will cause error if used on
148 anything except SNES and SGB).
151 \begin_layout Subsubsection
155 \begin_layout Standard
156 Force ROM to be considered NTSC-only (default for everything except SNES
160 \begin_layout Subsection
164 \begin_layout Standard
165 If filename is not specified, new session is started.
166 These options control properties of that:
169 \begin_layout Subsubsection
173 \begin_layout Standard
174 Set type of port1 (default is 'gamepad').
175 Valid values are 'none', 'gamepad', 'multitap' (warning: makes most games
176 refuse to start) and 'mouse'.
179 \begin_layout Subsubsection
183 \begin_layout Standard
184 Set type of port2 (default is 'none').
185 Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
186 'justifier' and 'justifiers'.
189 \begin_layout Subsubsection
193 \begin_layout Standard
194 Set the name of game to <name>
197 \begin_layout Subsubsection
201 \begin_layout Standard
202 Add author with full name of <name> (no nickname).
205 \begin_layout Subsubsection
209 \begin_layout Standard
210 Add author with nickname of <name> (no full name).
213 \begin_layout Subsubsection
214 --author=<fullname>|<nickname>
217 \begin_layout Standard
218 Add author with full name of <fullname> and nickname of <nickname>.
221 \begin_layout Subsection
225 \begin_layout Standard
226 If filename is specified on command line, it is loaded as initial state
227 (instead of constructing one).
230 \begin_layout Section
231 Startup file lsnes.rc
234 \begin_layout Standard
235 Upon startup, lsnes executes file lsnes.rc as commands.
236 This file is located in:
239 \begin_layout Itemize
244 lsnes.rc (if %APPDATA% exists)
247 \begin_layout Itemize
248 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
251 \begin_layout Itemize
252 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
255 \begin_layout Itemize
256 All: ./lsnes.rc (fallback default).
259 \begin_layout Standard
260 If leading directories do not exist, attempt to create them is made.
263 \begin_layout Section
264 Game internal commands
267 \begin_layout Itemize
268 Commands beginning with '*' invoke the corresponding command without alias
272 \begin_layout Itemize
273 If command starts with '+', the command is executed as-is when button is
274 pressed, and when button is released, it is executed with '+' replaced
278 \begin_layout Subsection
282 \begin_layout Standard
283 Settings control various aspects of emulator behaviour.
286 \begin_layout Subsubsection
287 set-setting <setting> <value>
290 \begin_layout Standard
291 Sets setting <setting> to value <value> (may be empty).
294 \begin_layout Subsubsection
295 unset-setting <setting>
298 \begin_layout Standard
299 Try to unset setting <setting> (not all settings can be unset).
302 \begin_layout Subsubsection
303 get-setting <setting>
306 \begin_layout Standard
307 Read value of setting <setting>
310 \begin_layout Subsubsection
314 \begin_layout Standard
315 Print names and values of all settings.
318 \begin_layout Subsection
322 \begin_layout Standard
323 Keybindings bind commands or aliases to keys (or pseudo-keys).
327 \begin_layout Standard
331 \begin_layout Itemize
332 Do not bind edge active (+/-) commands to keys with modifiers, that won't
336 \begin_layout Itemize
337 Names of keys and modifiers are platform-dependent.
340 \begin_layout Subsubsection
341 bind-key [<mod>/<modmask>] <key> <command>
344 \begin_layout Standard
345 Bind <command> to key <key> (activating if modifiers in <modmask> (comma-seperat
346 ed list) are set as <mod> (comma-seperated list).
350 \begin_layout Subsubsection
351 unbind-key [<mod>/<modmask>] <key>
354 \begin_layout Standard
355 Unbind command from <key> (with specified <mod> and <modmask>).
358 \begin_layout Subsubsection
362 \begin_layout Standard
363 Print all key bindings in effect.
366 \begin_layout Subsection
370 \begin_layout Standard
371 Aliases bind command to sequence of commands.
372 After alias has been defined, it replaces the command it shadows.
375 \begin_layout Standard
379 \begin_layout Itemize
380 You can't alias command to itself.
383 \begin_layout Itemize
384 Aliases starting with +/- are edge active just like ordinary commands starting
388 \begin_layout Itemize
389 One command can be aliased to multiple commands.
392 \begin_layout Subsubsection
393 alias-command <command> <expansion>
396 \begin_layout Standard
397 Append <expansion> to alias <command>.
400 \begin_layout Subsubsection
401 unalias-command <command>
404 \begin_layout Standard
405 Clear alias expansion for <command>.
408 \begin_layout Subsubsection
412 \begin_layout Standard
413 Print all aliases and their expansions in effect.
416 \begin_layout Subsection
420 \begin_layout Standard
421 Run <script> as if commands were entered on command line.
424 \begin_layout Subsection
428 \begin_layout Standard
429 Following commands control video dumping:
432 \begin_layout Subsubsection
433 dump-video <level> <prefix>
436 \begin_layout Standard
437 Dump video to prefix <prefix> at level <level> (0-18).
440 \begin_layout Itemize
441 The codec is Camstudio Codec in gzip mode.
444 \begin_layout Itemize
445 Encoder and muxer are internal, available on all platforms.
448 \begin_layout Itemize
449 Audio enable/disable and framerate has no effect.
452 \begin_layout Itemize
453 Warning: Levels 10-18 are not compatible with AVISource.
456 \begin_layout Itemize
457 Recomended level is 7 if decoded by AVISource.
460 \begin_layout Itemize
461 Recomended level is 16 if decoded by ffmpeg, mencoder or FFMpegSource.
464 \begin_layout Standard
465 Note: The audio dumped to .avi is low-quality version.
466 The high-quality version is dumped to .sox file.
469 \begin_layout Subsubsection
473 \begin_layout Standard
474 End current video dump.
477 \begin_layout Subsection
481 \begin_layout Standard
482 <address> may be decimal or hexadecimal (prefixed with '0x').
483 <value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
487 \begin_layout Standard
488 The available element <sizes> are:
491 \begin_layout Itemize
495 \begin_layout Itemize
499 \begin_layout Itemize
503 \begin_layout Itemize
507 \begin_layout Standard
508 When reading RAM and ROM, multi-byte reads/writes are big-endian.
509 When dealing with DSP memory, multi-byte reads/writes are native-endian
510 (do not use operand sizes exceeding DSP bitness, except dword is OK for
514 \begin_layout Subsubsection
515 read-<size> <address>
518 \begin_layout Standard
519 Read the value of byte in <address>.
522 \begin_layout Subsubsection
523 read-s<size> <address>
526 \begin_layout Standard
527 Read the value of signed byte in <address>.
530 \begin_layout Subsubsection
531 write-<size> <address> <value>
534 \begin_layout Standard
535 Write <value> to byte in address <address>.
538 \begin_layout Subsubsection
542 \begin_layout Standard
543 Reset the memory search
546 \begin_layout Subsubsection
550 \begin_layout Standard
551 Print number of candidates remaining
554 \begin_layout Subsubsection
558 \begin_layout Standard
559 Print all candidates remaining
562 \begin_layout Subsubsection
563 search-memory <usflag><sizeflag><op>
566 \begin_layout Standard
567 Searches memory for addresses satisfying criteria.
570 \begin_layout Standard
574 \begin_layout Itemize
578 \begin_layout Itemize
582 \begin_layout Standard
586 \begin_layout Itemize
590 \begin_layout Itemize
594 \begin_layout Itemize
598 \begin_layout Itemize
602 \begin_layout Standard
606 \begin_layout Itemize
607 lt: < previous value.
610 \begin_layout Itemize
611 le: <= previous value.
614 \begin_layout Itemize
615 eq: = previous value.
618 \begin_layout Itemize
619 ne: != previous value.
622 \begin_layout Itemize
623 ge: >= previous value.
626 \begin_layout Itemize
627 gt: > previous value.
630 \begin_layout Subsubsection
631 search-memory <sizeflag> <value>
634 \begin_layout Standard
635 Searches for addresses that currently have value <value>.
636 <sizeflag> is as in previous command.
639 \begin_layout Subsection
643 \begin_layout Standard
644 These commands are not available in lsnesrc, but are available after ROM
648 \begin_layout Subsubsection
652 \begin_layout Standard
653 Quits the emulator (asking for confirmation).
654 If /y is given, no confirmation is asked.
657 \begin_layout Subsubsection
661 \begin_layout Standard
662 Toggle paused/unpaused
665 \begin_layout Subsubsection
669 \begin_layout Standard
671 If the button is still held after configurable timeout expires, game unpauses
672 for the duration frame advance is held.
675 \begin_layout Subsubsection
679 \begin_layout Standard
681 If the button is still held after configurable timeout expires, game unpauses
682 for the duration frame advance is held.
685 \begin_layout Subsubsection
689 \begin_layout Standard
690 Skip to first poll in frame after current.
693 \begin_layout Subsubsection
697 \begin_layout Standard
698 Reset the SNES after this frame.
701 \begin_layout Subsubsection
702 load-state <filename>
705 \begin_layout Standard
706 Load savestate <filename> in readwrite mode.
709 \begin_layout Subsubsection
710 load-readonly <filename>
713 \begin_layout Standard
714 Load savestate <filename> in readonly mode.
717 \begin_layout Subsubsection
718 load-preserve <filename>
721 \begin_layout Standard
722 Load savestate <filename> in readonly mode, preserving current events.
725 \begin_layout Subsubsection
726 load-movie <filename>
729 \begin_layout Standard
730 Load savestate <filename>, ignoring save part in readonly mode.
733 \begin_layout Subsubsection
734 save-state <filename>
737 \begin_layout Standard
738 Save system state to <filename> as soon as possible.
741 \begin_layout Subsubsection
742 save-movie <filename>
745 \begin_layout Standard
746 Save movie to <filename>.
749 \begin_layout Subsubsection
753 \begin_layout Standard
757 \begin_layout Subsubsection
761 \begin_layout Standard
762 Set name of the game to <name>
765 \begin_layout Subsubsection
769 \begin_layout Standard
770 Print the name of the game.
773 \begin_layout Subsubsection
777 \begin_layout Standard
778 Adds new author <author>.
779 If <author> does not contain '|' it is full name.
780 If it contains '|', '|' splits the full name and nickname.
783 \begin_layout Subsubsection
784 edit-author <num> <author>
787 \begin_layout Standard
788 Edit the author in slot <num> (0-based) to be <author> (see add-author for
792 \begin_layout Subsubsection
796 \begin_layout Standard
797 Remove author in slot <num>
800 \begin_layout Subsubsection
804 \begin_layout Standard
808 \begin_layout Subsubsection
809 test-1, test-2, test-3
812 \begin_layout Standard
813 Internal test commands
816 \begin_layout Subsubsection
817 take-screenshot <filename>
820 \begin_layout Standard
821 Save screenshot to <filename>.
824 \begin_layout Subsubsection
825 +controller<num><button>
828 \begin_layout Standard
829 Press button <button> on controller <num> (1-8).
830 The following button names are known:
833 \begin_layout Itemize
837 \begin_layout Itemize
841 \begin_layout Itemize
845 \begin_layout Itemize
849 \begin_layout Itemize
853 \begin_layout Itemize
857 \begin_layout Itemize
861 \begin_layout Itemize
865 \begin_layout Itemize
869 \begin_layout Itemize
873 \begin_layout Itemize
877 \begin_layout Itemize
881 \begin_layout Itemize
885 \begin_layout Itemize
889 \begin_layout Itemize
893 \begin_layout Itemize
897 \begin_layout Subsubsection
898 controllerh<num><button>
901 \begin_layout Standard
902 Hold/unhold button <button> on controller <num> (1-8).
903 See +controller for button names.
906 \begin_layout Subsubsection
910 \begin_layout Standard
914 \begin_layout Subsection
918 \begin_layout Standard
919 Only available if lua support is compiled in.
922 \begin_layout Subsubsection
926 \begin_layout Standard
927 Run Lua code <luacode> using built-in Lua interpretter.
930 \begin_layout Subsubsection
934 \begin_layout Standard
935 Run specified lua file using built-in Lua interpretter.
938 \begin_layout Subsection
942 \begin_layout Subsubsection
943 add-watch <name> <expression>
946 \begin_layout Standard
947 Adds new watch (or modifies old one).
950 \begin_layout Subsubsection
954 \begin_layout Standard
958 \begin_layout Section
962 \begin_layout Subsection
966 \begin_layout Standard
967 Set where bsnes looks for firmware files.
969 \begin_inset Quotes eld
973 \begin_inset Quotes erd
979 \begin_layout Subsection
983 \begin_layout Standard
985 Numeric, range is 0.001 to
986 \begin_inset Quotes eld
990 \begin_inset Quotes erd
994 Default is native framerate.
997 \begin_layout Subsection
1001 \begin_layout Standard
1002 Set save compression level (integer 0-9).
1003 Default is 7 (0 is no compression).
1006 \begin_layout Subsection
1010 \begin_layout Standard
1011 Set the frame advance timeout in milliseconds.
1012 Numeric integer, range is 0-999999999.
1016 \begin_layout Subsection
1020 \begin_layout Standard
1021 Always dump at 512x448 or 512x478 regardless of what the console outputs.
1024 \begin_layout Section
1028 \begin_layout Subsection
1032 \begin_layout Standard
1033 Print line to message console.
1036 \begin_layout Subsection
1037 bit.none(number...) / bit.bnot(number...)
1040 \begin_layout Standard
1041 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1045 \begin_layout Subsection
1046 bit.any(number...) / bit.bor(number...)
1049 \begin_layout Standard
1050 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1053 \begin_layout Subsection
1054 bit.all(number...) / bit.band(number...)
1057 \begin_layout Standard
1058 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1062 \begin_layout Subsection
1063 bit.parity(number...) / bit.bxor(number...)
1066 \begin_layout Standard
1067 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1071 \begin_layout Subsection
1072 bit.lrotate(number base[, number amount[, number bits]])
1075 \begin_layout Standard
1076 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1079 \begin_layout Subsection
1080 bit.rrotate(number base[, number amount[, number bits]])
1083 \begin_layout Standard
1084 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1088 \begin_layout Subsection
1089 bit.lshift(number base[, number amount[, number bits]])
1092 \begin_layout Standard
1093 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
1094 The new bits are filled with zeroes.
1097 \begin_layout Subsection
1098 bit.lrshift(number base[, number amount[, number bits]])
1101 \begin_layout Standard
1102 Shift bits-bit (max 48, default 48) number logically right by amount (default
1104 The new bits are filled with zeroes.
1107 \begin_layout Subsection
1108 bit.arshift(number base[, number amount[, number bits]])
1111 \begin_layout Standard
1112 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1114 The new bits are shifted in with copy of the high bit.
1117 \begin_layout Subsection
1121 \begin_layout Standard
1122 Returns 5-tuple (hresolution, vresolution, rshift, gshift, bshift).
1123 Only available in on_paint() and on_video() callbacks.
1126 \begin_layout Subsection
1127 gui.<class>_gap(number gap)
1130 \begin_layout Standard
1131 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1133 Only available in on_paint() and on_video() callbacks.
1136 \begin_layout Subsection
1137 gui.text(number x, number y, string text[, number fgc[, number fga[, number
1138 bgc[, number bga]]]])
1141 \begin_layout Standard
1142 Draw text on the GUI.
1143 Font size is 8(or 16) by 16.
1147 \begin_layout Itemize
1148 Coordinate origin is at top-left of the game area.
1149 Left and top gaps have negative coordinates.
1152 \begin_layout Itemize
1153 Use gui.resolution() to discover how to layout colors.
1156 \begin_layout Itemize
1157 Alpha range is 0(transparent)-256(opaque).
1160 \begin_layout Itemize
1161 Only available in on_paint() and on_video() callbacks.
1164 \begin_layout Subsection
1168 \begin_layout Standard
1169 Request on_repaint() to happen as soon as possible.
1172 \begin_layout Subsection
1173 gui.subframe_update(boolean on)
1176 \begin_layout Standard
1177 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
1178 or not happen (on=false).
1181 \begin_layout Subsection
1182 input.get(number controller, number index)
1185 \begin_layout Standard
1186 Read the specified index (0-11) from specified controller (0-7).
1190 \begin_layout Itemize
1191 Uses physical controller numbering.
1192 Gamepad in port 2 is controller 4, not 1!
1195 \begin_layout Itemize
1196 Only available in on_input callback.
1199 \begin_layout Subsection
1200 input.set(number controller, number index, number value)
1203 \begin_layout Standard
1204 Write the specified index (0-11) from specified controller (0-7), storing
1209 \begin_layout Itemize
1210 Uses physical controller numbering.
1211 Gamepad in port 2 is controller 4, not 1!
1214 \begin_layout Itemize
1215 Only available in on_input callback.
1218 \begin_layout Subsection
1219 input.reset([number cycles])
1222 \begin_layout Standard
1224 If cycles is greater than zero, do delayed reset.
1227 \begin_layout Itemize
1228 Only available in on_input callback with subframe flag false.
1231 \begin_layout Subsection
1232 hostmemory.read(number address)
1235 \begin_layout Standard
1236 Reads hostmemory slot address.
1237 Slot numbers out of range return false instead of numeric.
1240 \begin_layout Subsection
1241 hostmemory.write(number address, number value)
1244 \begin_layout Standard
1245 Writes hostmemory slot with 0-255.
1246 Slot numbers out of range cause extension of host memory slot space.
1249 \begin_layout Subsection
1250 movie.currentframe()
1253 \begin_layout Standard
1254 Return number of current frame.
1257 \begin_layout Subsection
1261 \begin_layout Standard
1262 Return number of frames in movie.
1265 \begin_layout Subsection
1269 \begin_layout Standard
1270 Return true if in readonly mode, false if in readwrite.
1273 \begin_layout Subsection
1274 movie.set_readwrite()
1277 \begin_layout Standard
1278 Set readwrite mode (does not cause on_readwrite callback).
1281 \begin_layout Subsection
1282 movie.frame_subframes(number frame)
1285 \begin_layout Standard
1286 Count number of subframes in specified frame (frame numbers are 1-based)
1290 \begin_layout Subsection
1291 movie.read_subframe(number frame, number subframe)
1294 \begin_layout Standard
1295 Read specifed subframe in specified frame and return data as array (100
1296 elements, numbered 0-99 currently).
1299 \begin_layout Subsection
1300 Callback: on_paint()
1303 \begin_layout Standard
1304 Called when screen is being painted.
1305 Any gui.* calls requiring graphic context draw on the screen.
1308 \begin_layout Subsection
1309 Callback: on_video()
1312 \begin_layout Standard
1313 Called when video dump frame is being painted.
1314 Any gui.* calls requiring graphic context draw on the video.
1317 \begin_layout Subsection
1318 Callback: on_startup()
1321 \begin_layout Standard
1322 Called when the emulator is starting (lsnes.rc has been run).
1325 \begin_layout Subsection
1326 Callback: on_pre_load(string name)
1329 \begin_layout Standard
1330 Called just before savestate/movie load occurs (note: loads are always delayed,
1331 so this occurs even when load was initiated by lua).
1334 \begin_layout Subsection
1335 Callback: on_err_load(string name)
1338 \begin_layout Standard
1339 Called if loadstate goes wrong.
1342 \begin_layout Subsection
1343 Callback: on_post_load(string name, boolean was_savestate)
1346 \begin_layout Standard
1347 Called on successful loadstate.
1348 was_savestate gives if this was a savestate or a movie.
1351 \begin_layout Subsection
1352 Callback: on_pre_save(string name, boolean is_savestate)
1355 \begin_layout Standard
1356 Called just before savestate save occurs (note: movie saves are synchronous
1357 and won't trigger these callbacks if called from Lua).
1360 \begin_layout Subsection
1361 Callback: on_err_save(string name)
1364 \begin_layout Standard
1365 Called if savestate goes wrong.
1368 \begin_layout Subsection
1369 Callback: on_post_save(string name, boolean is_savestate)
1372 \begin_layout Standard
1373 Called on successful savaestate.
1374 is_savestate gives if this was a savestate or a movie.
1377 \begin_layout Subsection
1381 \begin_layout Standard
1382 Called when emulator is shutting down.
1385 \begin_layout Subsection
1386 Callback: on_input(boolean subframe)
1389 \begin_layout Standard
1390 Called when emulator is just sending input to bsnes core.
1391 Warning: This is called even in readonly mode, but the results are ignored.
1394 \begin_layout Subsection
1395 Callback: on_reset()
1398 \begin_layout Standard
1399 Called when SNES is reset.
1402 \begin_layout Subsection
1403 Callback: on_readwrite()
1406 \begin_layout Standard
1407 Called when moving into readwrite mode as result of
1408 \begin_inset Quotes eld
1412 \begin_inset Quotes erd
1415 command (note: moving to rwmode by Lua won't trigger this, as per recursive
1419 \begin_layout Section
1423 \begin_layout Subsection
1424 Platform-specific commands:
1427 \begin_layout Subsubsection
1431 \begin_layout Standard
1432 Enable sounds in GUI (has no effect on video dumping).
1435 \begin_layout Subsubsection
1439 \begin_layout Standard
1440 Disable sounds in GUI (has no effect on video dumping).
1443 \begin_layout Subsubsection
1447 \begin_layout Standard
1448 Asks to press a key and then identifies that key.
1451 \begin_layout Subsubsection
1455 \begin_layout Standard
1456 Toggle between windowed/fullscreen console.
1459 \begin_layout Subsubsection
1463 \begin_layout Standard
1464 Scroll messages window as far back as it goes.
1467 \begin_layout Subsubsection
1471 \begin_layout Standard
1472 Scroll messages window as far forward as it goes.
1475 \begin_layout Subsubsection
1479 \begin_layout Standard
1480 Scroll messages window back one screenful.
1483 \begin_layout Subsubsection
1487 \begin_layout Standard
1488 Scroll messages window forward one screenful.
1491 \begin_layout Subsection
1495 \begin_layout Subsubsection
1496 autorepeat-first-delay
1499 \begin_layout Standard
1500 Sets the delay for first character in typematic autorepeat.
1503 \begin_layout Subsubsection
1504 autorepeat-subsequent-delay
1507 \begin_layout Standard
1508 Sets the delay for subsequent characters in typematic autorepeat.
1511 \begin_layout Subsection
1515 \begin_layout Standard
1516 Following modifier names are known:
1519 \begin_layout Itemize
1520 ctrl, lctrl, rctrl: Control keys
1523 \begin_layout Itemize
1524 alt, lalt, ralt: ALT keys.
1527 \begin_layout Itemize
1528 shift, lshift, rshift: Shift keys.
1531 \begin_layout Itemize
1532 meta, lmeta, rmeta: Meta keys.
1535 \begin_layout Itemize
1536 num, caps: Numlock/Capslock (these are sticky!)
1539 \begin_layout Itemize
1543 \begin_layout Subsection
1547 \begin_layout Standard
1548 Following key names are known:
1551 \begin_layout Itemize
1552 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
1553 hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
1554 comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
1555 less, equals, greater, question, at, leftbracket, backslash, rightbracket,
1556 caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
1557 o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
1558 world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
1559 world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
1560 world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
1561 world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
1562 world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
1563 world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
1564 world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
1565 world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
1566 world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
1567 world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
1568 world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
1569 world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
1570 kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
1571 kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
1572 pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
1573 f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
1574 lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
1575 break, menu, power, euro, undo
1578 \begin_layout Itemize
1579 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
1580 hardware-dependent scan code of <n> (useful to bind those keys that don't
1581 have symbolic names).
1584 \begin_layout Standard
1585 In addition, following pseudo-keys are known (note: these do not work yet,
1586 and especially do not work in conjunction with modifers):
1589 \begin_layout Itemize
1590 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
1593 \begin_layout Itemize
1594 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
1597 \begin_layout Itemize
1598 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
1601 \begin_layout Itemize
1602 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
1605 \begin_layout Itemize
1606 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
1609 \begin_layout Itemize
1610 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
1614 \begin_layout Itemize
1615 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
1619 \begin_layout Subsection
1623 \begin_layout Itemize
1624 Escape: Enter/Exit Command mode, cancel modal dialogs.
1627 \begin_layout Itemize
1628 Return (also KPEnter): Execute command, ok modal dialog.
1631 \begin_layout Itemize
1632 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
1636 \begin_layout Itemize
1637 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
1641 \begin_layout Itemize
1642 Home (also KP7 if no num lock; command mode): Beginning of command.
1645 \begin_layout Itemize
1646 End (also KP1 if no num lock; command mode): End of command.
1649 \begin_layout Itemize
1650 Left (also KP4 if no num lock; command mode): Move cursor left.
1653 \begin_layout Itemize
1654 Right (also KP6 if no num lock; command mode): Move cursor right.
1657 \begin_layout Itemize
1659 if no num lock; command mode): Delete character to right of cursor.
1662 \begin_layout Itemize
1663 Insert (also KP0 if no num lock; command mode): Toggle between insert /
1667 \begin_layout Itemize
1668 Backspace (command mode): Delete character to left of cursor.
1671 \begin_layout Itemize
1672 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
1675 \begin_layout Subsection
1679 \begin_layout Standard
1680 If emulator does not reach internal polling loop in 15 seconds after leaving
1681 it or 15 seconds after starting, the emulator instantly bombs out.
1684 \begin_layout Section
1688 \begin_layout Standard
1689 Movie file is .zip archive in itself, normal ZIP archive tools work on it
1690 (note: If you recompress it, do not use compression methods other than
1691 store and deflate and especially do not use encryption of any kind).
1694 \begin_layout Subsection
1695 Detecting clean start/SRAM/Savestate
1698 \begin_layout Itemize
1700 \begin_inset Quotes eld
1704 \begin_inset Quotes erd
1707 it is savestate, otherwise:
1710 \begin_layout Itemize
1711 If file has members with names starting
1712 \begin_inset Quotes eld
1716 \begin_inset Quotes erd
1719 it is movie starting from SRAM, otherwise:
1722 \begin_layout Itemize
1723 It is movie starting from clear state.
1726 \begin_layout Subsection
1730 \begin_layout Standard
1731 Type of game ROM and region.
1735 \begin_layout Standard
1736 \begin_inset Tabular
1737 <lyxtabular version="3" rows="8" columns="3">
1738 <features tabularvalignment="middle">
1739 <column alignment="center" valignment="top" width="0">
1740 <column alignment="center" valignment="top" width="0">
1741 <column alignment="center" valignment="top" width="0">
1743 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1746 \begin_layout Plain Layout
1752 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1755 \begin_layout Plain Layout
1761 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1764 \begin_layout Plain Layout
1772 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1775 \begin_layout Plain Layout
1781 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1784 \begin_layout Plain Layout
1790 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1793 \begin_layout Plain Layout
1801 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1804 \begin_layout Plain Layout
1810 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1813 \begin_layout Plain Layout
1819 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1822 \begin_layout Plain Layout
1830 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1833 \begin_layout Plain Layout
1839 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1842 \begin_layout Plain Layout
1848 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1851 \begin_layout Plain Layout
1859 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1862 \begin_layout Plain Layout
1868 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1871 \begin_layout Plain Layout
1877 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1880 \begin_layout Plain Layout
1888 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1891 \begin_layout Plain Layout
1897 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1900 \begin_layout Plain Layout
1906 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1909 \begin_layout Plain Layout
1917 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1920 \begin_layout Plain Layout
1926 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1929 \begin_layout Plain Layout
1935 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1938 \begin_layout Plain Layout
1946 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1949 \begin_layout Plain Layout
1955 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1958 \begin_layout Plain Layout
1964 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1967 \begin_layout Plain Layout
1981 \begin_layout Standard
1985 \begin_layout Standard
1986 \begin_inset Tabular
1987 <lyxtabular version="3" rows="3" columns="2">
1988 <features tabularvalignment="middle">
1989 <column alignment="center" valignment="top" width="0">
1990 <column alignment="center" valignment="top" width="0">
1992 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1995 \begin_layout Plain Layout
2001 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2004 \begin_layout Plain Layout
2012 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2015 \begin_layout Plain Layout
2021 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2024 \begin_layout Plain Layout
2032 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2035 \begin_layout Plain Layout
2041 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2044 \begin_layout Plain Layout
2058 \begin_layout Subsection
2062 \begin_layout Standard
2063 Contains type of port #1.
2064 Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
2065 If not present, defaults to 'gamepad'.
2068 \begin_layout Subsection
2072 \begin_layout Standard
2073 Contains type of port #2.
2074 Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
2075 'justifier' and 'justifiers'.
2076 If not present, defaults to 'none'.
2079 \begin_layout Subsection
2083 \begin_layout Standard
2084 Contains name of the game.
2087 \begin_layout Subsection
2091 \begin_layout Standard
2092 Contains authors, one per line.
2093 Part before '|' is the full name, part after is the nickname.
2096 \begin_layout Subsection
2100 \begin_layout Standard
2102 \begin_inset Quotes eld
2106 \begin_inset Quotes erd
2110 Used to reject other saves.
2113 \begin_layout Subsection
2114 Member: controlsversion
2117 \begin_layout Standard
2119 \begin_inset Quotes eld
2123 \begin_inset Quotes erd
2127 Used to identify what controls are there.
2130 \begin_layout Subsection
2132 \begin_inset Quotes eld
2136 \begin_inset Quotes erd
2142 \begin_layout Standard
2143 Contains bsnes core version number.
2146 \begin_layout Subsection
2150 \begin_layout Standard
2151 Contains project ID.
2152 Used to identify if two movies are part of the same project.
2155 \begin_layout Subsection
2156 Member: {rom,slota,slotb}{,xml}.sha256
2159 \begin_layout Standard
2160 Contains SHA-256 of said ROM or ROM mapping file.
2161 Absent if corresponding file is absent.
2164 \begin_layout Subsection
2165 Member: moviesram.<name>
2168 \begin_layout Standard
2169 Raw binary startup SRAM of kind <name>.
2170 Only present in savestates and movies starting from SRAM.
2173 \begin_layout Subsection
2177 \begin_layout Standard
2178 Raw binary movie state data.
2179 Only present in savestates.
2182 \begin_layout Standard
2186 \begin_layout Itemize
2187 32 bytes: SHA-256 of project ID.
2190 \begin_layout Itemize
2191 8 bytes: Big-endian current frame.
2194 \begin_layout Itemize
2195 100x4 bytes: Poll counters for each control (bit31 of each is
2196 \begin_inset Quotes eld
2200 \begin_inset Quotes erd
2206 \begin_layout Itemize
2207 8 bytes: Big-endian lag frame count.
2210 \begin_layout Itemize
2211 32 bytes: SHA-256 of past input
2214 \begin_layout Itemize
2215 32 bytes: SHA-256 of previous.
2218 \begin_layout Subsection
2222 \begin_layout Standard
2223 Raw binary dump of host memory.
2224 Only present in savestates.
2227 \begin_layout Subsection
2231 \begin_layout Standard
2232 The savestate itself.
2233 Savestate detection uses this file, only present in savestates.
2236 \begin_layout Subsection
2240 \begin_layout Standard
2241 Screenshot of current frame.
2242 Only present in savestates.
2245 \begin_layout Subsection
2249 \begin_layout Standard
2250 Raw binary SRAM of kind <name> at time of savestate.
2251 Only present in savestates.
2254 \begin_layout Subsection
2258 \begin_layout Standard
2259 The actual input track, one line per subframe (blank lines are skipped).
2262 \begin_layout Itemize
2263 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
2264 part of same frame as previous, otherwise it starts a new frame.
2267 \begin_layout Itemize
2268 First subframe must start a new frame.
2271 \begin_layout Standard
2272 Length of movie in frames is number of lines in input file that start a
2276 \begin_layout Subsection
2280 \begin_layout Standard
2281 Contains textual base-10 rerecord count (emulator just writes this, it doesn't
2285 \begin_layout Subsection
2289 \begin_layout Standard
2290 This member stores set of load IDs.
2291 There is one load ID per rerecord (plus one corresponding to start of project).
2294 \begin_layout Itemize
2295 This member constists of concatenation of records
2298 \begin_layout Itemize
2299 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
2303 \begin_layout Itemize
2304 IDs are interpretted as 256-bit big-endian integers with warparound.
2307 \begin_layout Itemize
2308 Initial predicted ID is all zeroes.
2311 \begin_layout Standard
2312 Format of each record is:
2315 \begin_layout Itemize
2316 1 byte: Opcode byte.
2317 Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
2321 \begin_layout Itemize
2322 32-prefixlen bytes of ID.
2325 \begin_layout Itemize
2326 countlen bytes of big-endian count (count).
2329 \begin_layout Standard
2330 Records are processed as follows:
2333 \begin_layout Itemize
2334 To form the first ID encoded by record, take the first prefixlen bytes predicted
2335 ID and append the read ID value to it.
2336 The result is the first ID encoded.
2339 \begin_layout Itemize
2340 If countlen is 0, record encodes 1 ID.
2343 \begin_layout Itemize
2344 If countlen is 1, record encodes 2+count IDs.
2347 \begin_layout Itemize
2348 If countlen is 2, record encodes 258+count IDs.
2351 \begin_layout Itemize
2352 If countlen is 3, record encodes 65794+count IDs.
2355 \begin_layout Itemize
2356 The new predicted ID is the next ID after last one encoded by the record.
2359 \begin_layout Standard
2360 The number of rerecords + 1 is equal to the sum of number of IDs encoded
2364 \begin_layout Section
2368 \begin_layout Subsection
2372 \begin_layout Standard
2373 make ui=ui-libsnes options=debugger profile=accuracy
2376 \begin_layout Itemize
2377 Yes, debugger is needed.
2380 \begin_layout Subsection
2381 Prerequisite libraries:
2384 \begin_layout Itemize
2388 \begin_layout Itemize
2392 \begin_layout Itemize
2396 \begin_layout Itemize
2400 \begin_layout Itemize
2404 \begin_layout Subsection
2405 Compile options to make:
2408 \begin_layout Subsubsection
2412 \begin_layout Standard
2413 Set path to BSNES bsnes directory to <path>.
2416 \begin_layout Subsubsection
2420 \begin_layout Standard
2421 Don't use threads (makes dumping slower, but threads probably only work
2425 \begin_layout Subsubsection
2429 \begin_layout Standard
2430 (cross) C++ compiler to use.
2434 \begin_layout Subsubsection
2438 \begin_layout Standard
2439 (host) C++ compiler to use.
2440 Defaults to the same as CC.
2443 \begin_layout Subsubsection
2447 \begin_layout Standard
2448 Assume BSNES uses compatiblity core instead of accuracy core.
2451 \begin_layout Subsubsection
2455 \begin_layout Standard
2456 Don't compile in Lua support.
2459 \begin_layout Section
2463 \begin_layout Subsection
2464 Problems from BSNES core:
2467 \begin_layout Itemize
2468 The whole pending save stuff.
2471 \begin_layout Itemize
2472 Delay resets are slow.
2475 \begin_layout Itemize
2476 RTC is not emulated in sync-stable manner.
2479 \begin_layout Itemize
2480 Lack of layer hiding.
2483 \begin_layout Itemize
2487 \begin_layout Itemize
2488 Firmwares can't be loaded from ZIP archives.
2491 \begin_layout Itemize
2492 Manual polls can be corrupted if savestate occurs during those.
2495 \begin_layout Subsection
2499 \begin_layout Itemize
2500 Make it build on Windows (and build binaries).
2501 Not todo for rr0-β0.
2504 \begin_layout Subsection
2508 \begin_layout Itemize
2509 Audio for last dumped frame is not itself dumped.
2512 \begin_layout Itemize
2513 Audio in UI is pretty bad in quality.
2516 \begin_layout Itemize
2517 UI itself is 30fps max.
2520 \begin_layout Itemize
2521 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
2524 \begin_layout Itemize
2525 No menus, command based interface (SDL).
2528 \begin_layout Itemize
2529 Long commands don't scroll.
2532 \begin_layout Itemize
2536 \begin_layout Itemize
2537 Joysticks don't work.
2540 \begin_layout Section
2544 \begin_layout Subsection
2548 \begin_layout Itemize
2552 \begin_layout Itemize
2553 Fix dumper video corruption with levels 10-18.