Add on_snoop Lua callback
[lsnes.git] / manual.lyx
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1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
2 \lyxformat 413
3 \begin_document
4 \begin_header
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44 \end_index
45 \secnumdepth 3
46 \tocdepth 3
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
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57 \html_be_strict false
58 \end_header
60 \begin_body
62 \begin_layout Section
63 Command line options
64 \end_layout
66 \begin_layout Subsection
67 ROM options
68 \end_layout
70 \begin_layout Standard
71 These options control loading the ROM.
72  <kind> can be one of following:
73 \end_layout
75 \begin_layout Itemize
76 rom: main cart ROM.
77 \end_layout
79 \begin_layout Itemize
80 bsx: BS-X flash ROM in non-slotted mode.
81 \end_layout
83 \begin_layout Itemize
84 bsxslotted: BS-X flash ROM in slotted mode.
85 \end_layout
87 \begin_layout Itemize
88 dmg: Game Boy ROM
89 \end_layout
91 \begin_layout Itemize
92 slot-a: Sufami Turbo Slot A.
93 \end_layout
95 \begin_layout Itemize
96 slot-b: Sufami Turbo Slot B.
97 \end_layout
99 \begin_layout Subsubsection
100 --<kind>=<file>
101 \end_layout
103 \begin_layout Standard
104 Set the <file> to use as ROM of <kind>.
105 \end_layout
107 \begin_layout Subsubsection
108 --ips-<kind>=<file>
109 \end_layout
111 \begin_layout Standard
112 Apply IPS patch <file> to ROM of <kind>
113 \end_layout
115 \begin_layout Subsubsection
116 --<kind>-xml=<file>
117 \end_layout
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.
122 \end_layout
124 \begin_layout Subsubsection
125 --ips-<kind>-xml=<file>
126 \end_layout
128 \begin_layout Standard
129 Apply IPS patch <file> to ROM mapping for <kind>.
130 \end_layout
132 \begin_layout Subsubsection
133 --ips-offset=<offset>
134 \end_layout
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
139  patches.
140 \end_layout
142 \begin_layout Subsubsection
143 --pal
144 \end_layout
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).
149 \end_layout
151 \begin_layout Subsubsection
152 --ntsc
153 \end_layout
155 \begin_layout Standard
156 Force ROM to be considered NTSC-only (default for everything except SNES
157  and SGB).
158 \end_layout
160 \begin_layout Subsection
161 New session options
162 \end_layout
164 \begin_layout Standard
165 If filename is not specified, new session is started.
166  These options control properties of that:
167 \end_layout
169 \begin_layout Subsubsection
170 --port1=<type>
171 \end_layout
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'.
177 \end_layout
179 \begin_layout Subsubsection
180 --port2=<type>
181 \end_layout
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'.
187 \end_layout
189 \begin_layout Subsubsection
190 --gamename=<name>
191 \end_layout
193 \begin_layout Standard
194 Set the name of game to <name>
195 \end_layout
197 \begin_layout Subsubsection
198 --author=<name>
199 \end_layout
201 \begin_layout Standard
202 Add author with full name of <name> (no nickname).
203 \end_layout
205 \begin_layout Subsubsection
206 --author=|<name>
207 \end_layout
209 \begin_layout Standard
210 Add author with nickname of <name> (no full name).
211 \end_layout
213 \begin_layout Subsubsection
214 --author=<fullname>|<nickname>
215 \end_layout
217 \begin_layout Standard
218 Add author with full name of <fullname> and nickname of <nickname>.
219 \end_layout
221 \begin_layout Subsection
222 <filename>
223 \end_layout
225 \begin_layout Standard
226 If filename is specified on command line, it is loaded as initial state
227  (instead of constructing one).
228 \end_layout
230 \begin_layout Section
231 Startup file lsnes.rc
232 \end_layout
234 \begin_layout Standard
235 Upon startup, lsnes executes file lsnes.rc as commands.
236  This file is located in:
237 \end_layout
239 \begin_layout Itemize
240 Windows: %APPDATA%
241 \backslash
242 lsnes
243 \backslash
244 lsnes.rc (if %APPDATA% exists)
245 \end_layout
247 \begin_layout Itemize
248 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
249 \end_layout
251 \begin_layout Itemize
252 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
253 \end_layout
255 \begin_layout Itemize
256 All: ./lsnes.rc (fallback default).
257 \end_layout
259 \begin_layout Standard
260 If leading directories do not exist, attempt to create them is made.
261 \end_layout
263 \begin_layout Section
264 Game internal commands
265 \end_layout
267 \begin_layout Itemize
268 Commands beginning with '*' invoke the corresponding command without alias
269  expansion.
270 \end_layout
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
275  by '-'.
276 \end_layout
278 \begin_layout Subsection
279 Settings:
280 \end_layout
282 \begin_layout Standard
283 Settings control various aspects of emulator behaviour.
284 \end_layout
286 \begin_layout Subsubsection
287 set-setting <setting> <value>
288 \end_layout
290 \begin_layout Standard
291 Sets setting <setting> to value <value> (may be empty).
292 \end_layout
294 \begin_layout Subsubsection
295 unset-setting <setting>
296 \end_layout
298 \begin_layout Standard
299 Try to unset setting <setting> (not all settings can be unset).
300 \end_layout
302 \begin_layout Subsubsection
303 get-setting <setting>
304 \end_layout
306 \begin_layout Standard
307 Read value of setting <setting>
308 \end_layout
310 \begin_layout Subsubsection
311 print-settings
312 \end_layout
314 \begin_layout Standard
315 Print names and values of all settings.
316 \end_layout
318 \begin_layout Subsection
319 Keybindings
320 \end_layout
322 \begin_layout Standard
323 Keybindings bind commands or aliases to keys (or pseudo-keys).
325 \end_layout
327 \begin_layout Standard
328 Notes:
329 \end_layout
331 \begin_layout Itemize
332 Do not bind edge active (+/-) commands to keys with modifiers, that won't
333  work right!
334 \end_layout
336 \begin_layout Itemize
337 Names of keys and modifiers are platform-dependent.
338 \end_layout
340 \begin_layout Subsubsection
341 bind-key [<mod>/<modmask>] <key> <command>
342 \end_layout
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).
348 \end_layout
350 \begin_layout Subsubsection
351 unbind-key [<mod>/<modmask>] <key>
352 \end_layout
354 \begin_layout Standard
355 Unbind command from <key> (with specified <mod> and <modmask>).
356 \end_layout
358 \begin_layout Subsubsection
359 print-keybindings
360 \end_layout
362 \begin_layout Standard
363 Print all key bindings in effect.
364 \end_layout
366 \begin_layout Subsection
367 Aliases
368 \end_layout
370 \begin_layout Standard
371 Aliases bind command to sequence of commands.
372  After alias has been defined, it replaces the command it shadows.
373 \end_layout
375 \begin_layout Standard
376 Notes:
377 \end_layout
379 \begin_layout Itemize
380 You can't alias command to itself.
381 \end_layout
383 \begin_layout Itemize
384 Aliases starting with +/- are edge active just like ordinary commands starting
385  with +/-.
386 \end_layout
388 \begin_layout Itemize
389 One command can be aliased to multiple commands.
390 \end_layout
392 \begin_layout Subsubsection
393 alias-command <command> <expansion>
394 \end_layout
396 \begin_layout Standard
397 Append <expansion> to alias <command>.
398 \end_layout
400 \begin_layout Subsubsection
401 unalias-command <command>
402 \end_layout
404 \begin_layout Standard
405 Clear alias expansion for <command>.
406 \end_layout
408 \begin_layout Subsubsection
409 print-aliases
410 \end_layout
412 \begin_layout Standard
413 Print all aliases and their expansions in effect.
414 \end_layout
416 \begin_layout Subsection
417 run-script <script>
418 \end_layout
420 \begin_layout Standard
421 Run <script> as if commands were entered on command line.
422 \end_layout
424 \begin_layout Subsection
425 Video dumping
426 \end_layout
428 \begin_layout Standard
429 Following commands control video dumping:
430 \end_layout
432 \begin_layout Subsubsection
433 dump-video <level> <prefix>
434 \end_layout
436 \begin_layout Standard
437 Dump video to prefix <prefix> at level <level> (0-18).
438 \end_layout
440 \begin_layout Itemize
441 The codec is Camstudio Codec in gzip mode.
442 \end_layout
444 \begin_layout Itemize
445 Encoder and muxer are internal, available on all platforms.
446 \end_layout
448 \begin_layout Itemize
449 Audio enable/disable and framerate has no effect.
450 \end_layout
452 \begin_layout Itemize
453 Warning: Levels 10-18 are not compatible with AVISource.
454 \end_layout
456 \begin_layout Itemize
457 Recomended level is 7 if decoded by AVISource.
458 \end_layout
460 \begin_layout Itemize
461 Recomended level is 16 if decoded by ffmpeg, mencoder or FFMpegSource.
462 \end_layout
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.
467 \end_layout
469 \begin_layout Subsubsection
470 end-video
471 \end_layout
473 \begin_layout Standard
474 End current video dump.
475 \end_layout
477 \begin_layout Subsection
478 Memory manipulation
479 \end_layout
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
484  with '-') decimal.
485 \end_layout
487 \begin_layout Standard
488 The available element <sizes> are:
489 \end_layout
491 \begin_layout Itemize
492 byte: 1 byte
493 \end_layout
495 \begin_layout Itemize
496 word: 2 bytes
497 \end_layout
499 \begin_layout Itemize
500 dword: 4 bytes
501 \end_layout
503 \begin_layout Itemize
504 qword: 8 bytes
505 \end_layout
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
511  24-bit memory).
512 \end_layout
514 \begin_layout Subsubsection
515 read-<size> <address>
516 \end_layout
518 \begin_layout Standard
519 Read the value of byte in <address>.
520 \end_layout
522 \begin_layout Subsubsection
523 read-s<size> <address>
524 \end_layout
526 \begin_layout Standard
527 Read the value of signed byte in <address>.
528 \end_layout
530 \begin_layout Subsubsection
531 write-<size> <address> <value>
532 \end_layout
534 \begin_layout Standard
535 Write <value> to byte in address <address>.
536 \end_layout
538 \begin_layout Subsubsection
539 search-memory reset
540 \end_layout
542 \begin_layout Standard
543 Reset the memory search
544 \end_layout
546 \begin_layout Subsubsection
547 search-memory count
548 \end_layout
550 \begin_layout Standard
551 Print number of candidates remaining
552 \end_layout
554 \begin_layout Subsubsection
555 search-memory print
556 \end_layout
558 \begin_layout Standard
559 Print all candidates remaining
560 \end_layout
562 \begin_layout Subsubsection
563 search-memory <usflag><sizeflag><op>
564 \end_layout
566 \begin_layout Standard
567 Searches memory for addresses satisfying criteria.
568 \end_layout
570 \begin_layout Standard
571 <usflag> can be:
572 \end_layout
574 \begin_layout Itemize
575 u: unsigned
576 \end_layout
578 \begin_layout Itemize
579 s: signed
580 \end_layout
582 \begin_layout Standard
583 <sizeflag> can be:
584 \end_layout
586 \begin_layout Itemize
587 b: byte
588 \end_layout
590 \begin_layout Itemize
591 w: word
592 \end_layout
594 \begin_layout Itemize
595 d: dword
596 \end_layout
598 \begin_layout Itemize
599 q: qword
600 \end_layout
602 \begin_layout Standard
603 <op> can be:
604 \end_layout
606 \begin_layout Itemize
607 lt: < previous value.
608 \end_layout
610 \begin_layout Itemize
611 le: <= previous value.
612 \end_layout
614 \begin_layout Itemize
615 eq: = previous value.
616 \end_layout
618 \begin_layout Itemize
619 ne: != previous value.
620 \end_layout
622 \begin_layout Itemize
623 ge: >= previous value.
624 \end_layout
626 \begin_layout Itemize
627 gt: > previous value.
628 \end_layout
630 \begin_layout Subsubsection
631 search-memory <sizeflag> <value>
632 \end_layout
634 \begin_layout Standard
635 Searches for addresses that currently have value <value>.
636  <sizeflag> is as in previous command.
637 \end_layout
639 \begin_layout Subsection
640 Main commands
641 \end_layout
643 \begin_layout Standard
644 These commands are not available in lsnesrc, but are available after ROM
645  has been loaded.
646 \end_layout
648 \begin_layout Subsubsection
649 quit-emulator [/y]
650 \end_layout
652 \begin_layout Standard
653 Quits the emulator (asking for confirmation).
654  If /y is given, no confirmation is asked.
655 \end_layout
657 \begin_layout Subsubsection
658 pause-emulator
659 \end_layout
661 \begin_layout Standard
662 Toggle paused/unpaused
663 \end_layout
665 \begin_layout Subsubsection
666 +advance-frame
667 \end_layout
669 \begin_layout Standard
670 Advance frame.
671  If the button is still held after configurable timeout expires, game unpauses
672  for the duration frame advance is held.
673 \end_layout
675 \begin_layout Subsubsection
676 +advance-poll
677 \end_layout
679 \begin_layout Standard
680 Advance subframe.
681  If the button is still held after configurable timeout expires, game unpauses
682  for the duration frame advance is held.
683 \end_layout
685 \begin_layout Subsubsection
686 advance-skiplag
687 \end_layout
689 \begin_layout Standard
690 Skip to first poll in frame after current.
691 \end_layout
693 \begin_layout Subsubsection
694 reset
695 \end_layout
697 \begin_layout Standard
698 Reset the SNES after this frame.
699 \end_layout
701 \begin_layout Subsubsection
702 load-state <filename>
703 \end_layout
705 \begin_layout Standard
706 Load savestate <filename> in readwrite mode.
707 \end_layout
709 \begin_layout Subsubsection
710 load-readonly <filename>
711 \end_layout
713 \begin_layout Standard
714 Load savestate <filename> in readonly mode.
715 \end_layout
717 \begin_layout Subsubsection
718 load-preserve <filename>
719 \end_layout
721 \begin_layout Standard
722 Load savestate <filename> in readonly mode, preserving current events.
723 \end_layout
725 \begin_layout Subsubsection
726 load-movie <filename>
727 \end_layout
729 \begin_layout Standard
730 Load savestate <filename>, ignoring save part in readonly mode.
731 \end_layout
733 \begin_layout Subsubsection
734 save-state <filename>
735 \end_layout
737 \begin_layout Standard
738 Save system state to <filename> as soon as possible.
739 \end_layout
741 \begin_layout Subsubsection
742 save-movie <filename>
743 \end_layout
745 \begin_layout Standard
746 Save movie to <filename>.
747 \end_layout
749 \begin_layout Subsubsection
750 set-rwmode
751 \end_layout
753 \begin_layout Standard
754 Set read-write mode.
755 \end_layout
757 \begin_layout Subsubsection
758 set-gamename <name>
759 \end_layout
761 \begin_layout Standard
762 Set name of the game to <name>
763 \end_layout
765 \begin_layout Subsubsection
766 get-gamename
767 \end_layout
769 \begin_layout Standard
770 Print the name of the game.
771 \end_layout
773 \begin_layout Subsubsection
774 add-author <author>
775 \end_layout
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.
781 \end_layout
783 \begin_layout Subsubsection
784 edit-author <num> <author>
785 \end_layout
787 \begin_layout Standard
788 Edit the author in slot <num> (0-based) to be <author> (see add-author for
789  format)
790 \end_layout
792 \begin_layout Subsubsection
793 remove-author <num>
794 \end_layout
796 \begin_layout Standard
797 Remove author in slot <num>
798 \end_layout
800 \begin_layout Subsubsection
801 print-authors
802 \end_layout
804 \begin_layout Standard
805 Print authors.
806 \end_layout
808 \begin_layout Subsubsection
809 test-1, test-2, test-3
810 \end_layout
812 \begin_layout Standard
813 Internal test commands
814 \end_layout
816 \begin_layout Subsubsection
817 take-screenshot <filename>
818 \end_layout
820 \begin_layout Standard
821 Save screenshot to <filename>.
822 \end_layout
824 \begin_layout Subsubsection
825 +controller<num><button>
826 \end_layout
828 \begin_layout Standard
829 Press button <button> on controller <num> (1-8).
830  The following button names are known:
831 \end_layout
833 \begin_layout Itemize
834 left
835 \end_layout
837 \begin_layout Itemize
838 right
839 \end_layout
841 \begin_layout Itemize
843 \end_layout
845 \begin_layout Itemize
846 down
847 \end_layout
849 \begin_layout Itemize
851 \end_layout
853 \begin_layout Itemize
855 \end_layout
857 \begin_layout Itemize
859 \end_layout
861 \begin_layout Itemize
863 \end_layout
865 \begin_layout Itemize
867 \end_layout
869 \begin_layout Itemize
871 \end_layout
873 \begin_layout Itemize
874 select
875 \end_layout
877 \begin_layout Itemize
878 start
879 \end_layout
881 \begin_layout Itemize
882 trigger
883 \end_layout
885 \begin_layout Itemize
886 cursor
887 \end_layout
889 \begin_layout Itemize
890 pause
891 \end_layout
893 \begin_layout Itemize
894 turbo
895 \end_layout
897 \begin_layout Subsubsection
898 controllerh<num><button>
899 \end_layout
901 \begin_layout Standard
902 Hold/unhold button <button> on controller <num> (1-8).
903  See +controller for button names.
904 \end_layout
906 \begin_layout Subsubsection
907 repaint
908 \end_layout
910 \begin_layout Standard
911 Force a repaint.
912 \end_layout
914 \begin_layout Subsection
916 \end_layout
918 \begin_layout Standard
919 Only available if lua support is compiled in.
920 \end_layout
922 \begin_layout Subsubsection
923 eval-lua <luacode>
924 \end_layout
926 \begin_layout Standard
927 Run Lua code <luacode> using built-in Lua interpretter.
928 \end_layout
930 \begin_layout Subsubsection
931 run-lua <script>
932 \end_layout
934 \begin_layout Standard
935 Run specified lua file using built-in Lua interpretter.
936 \end_layout
938 \begin_layout Subsection
939 Memory watch
940 \end_layout
942 \begin_layout Subsubsection
943 add-watch <name> <expression>
944 \end_layout
946 \begin_layout Standard
947 Adds new watch (or modifies old one).
948 \end_layout
950 \begin_layout Subsubsection
951 remove-watch <name>
952 \end_layout
954 \begin_layout Standard
955 Remove a watch.
956 \end_layout
958 \begin_layout Section
959 Settings
960 \end_layout
962 \begin_layout Subsection
963 firmwarepath
964 \end_layout
966 \begin_layout Standard
967 Set where bsnes looks for firmware files.
968  Default is 
969 \begin_inset Quotes eld
970 \end_inset
973 \begin_inset Quotes erd
974 \end_inset
977 \end_layout
979 \begin_layout Subsection
980 targetfps
981 \end_layout
983 \begin_layout Standard
984 Set the target fps.
985  Numeric, range is 0.001 to 
986 \begin_inset Quotes eld
987 \end_inset
989 infinite
990 \begin_inset Quotes erd
991 \end_inset
994  Default is native framerate.
995 \end_layout
997 \begin_layout Subsection
998 savecompression
999 \end_layout
1001 \begin_layout Standard
1002 Set save compression level (integer 0-9).
1003  Default is 7 (0 is no compression).
1004 \end_layout
1006 \begin_layout Subsection
1007 advance-timeout
1008 \end_layout
1010 \begin_layout Standard
1011 Set the frame advance timeout in milliseconds.
1012  Numeric integer, range is 0-999999999.
1013  Default is 500.
1014 \end_layout
1016 \begin_layout Subsection
1017 large-video
1018 \end_layout
1020 \begin_layout Standard
1021 Always dump at 512x448 or 512x478 regardless of what the console outputs.
1022 \end_layout
1024 \begin_layout Section
1025 Lua functions
1026 \end_layout
1028 \begin_layout Subsection
1029 print
1030 \end_layout
1032 \begin_layout Standard
1033 Print line to message console.
1034 \end_layout
1036 \begin_layout Subsection
1037 bit.none(number...) / bit.bnot(number...)
1038 \end_layout
1040 \begin_layout Standard
1041 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1042  arguments).
1043 \end_layout
1045 \begin_layout Subsection
1046 bit.any(number...) / bit.bor(number...)
1047 \end_layout
1049 \begin_layout Standard
1050 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1051 \end_layout
1053 \begin_layout Subsection
1054 bit.all(number...) / bit.band(number...)
1055 \end_layout
1057 \begin_layout Standard
1058 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1060 \end_layout
1062 \begin_layout Subsection
1063 bit.parity(number...) / bit.bxor(number...)
1064 \end_layout
1066 \begin_layout Standard
1067 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1068  of the arguments).
1069 \end_layout
1071 \begin_layout Subsection
1072 bit.lrotate(number base[, number amount[, number bits]])
1073 \end_layout
1075 \begin_layout Standard
1076 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1077 \end_layout
1079 \begin_layout Subsection
1080 bit.rrotate(number base[, number amount[, number bits]])
1081 \end_layout
1083 \begin_layout Standard
1084 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1085  places.
1086 \end_layout
1088 \begin_layout Subsection
1089 bit.lshift(number base[, number amount[, number bits]])
1090 \end_layout
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.
1095 \end_layout
1097 \begin_layout Subsection
1098 bit.lrshift(number base[, number amount[, number bits]])
1099 \end_layout
1101 \begin_layout Standard
1102 Shift bits-bit (max 48, default 48) number logically right by amount (default
1103  1) places.
1104  The new bits are filled with zeroes.
1105 \end_layout
1107 \begin_layout Subsection
1108 bit.arshift(number base[, number amount[, number bits]])
1109 \end_layout
1111 \begin_layout Standard
1112 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1113  (default 1) places.
1114  The new bits are shifted in with copy of the high bit.
1115 \end_layout
1117 \begin_layout Subsection
1118 gui.resolution()
1119 \end_layout
1121 \begin_layout Standard
1122 Returns 5-tuple (hresolution, vresolution, rshift, gshift, bshift).
1123  Only available in on_paint() and on_video() callbacks.
1124 \end_layout
1126 \begin_layout Subsection
1127 gui.<class>_gap(number gap)
1128 \end_layout
1130 \begin_layout Standard
1131 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1132  is 8191).
1133  Only available in on_paint() and on_video() callbacks.
1134 \end_layout
1136 \begin_layout Subsection
1137 gui.text(number x, number y, string text[, number fgc[, number fga[, number
1138  bgc[, number bga]]]])
1139 \end_layout
1141 \begin_layout Standard
1142 Draw text on the GUI.
1143  Font size is 8(or 16) by 16.
1144  Notes:
1145 \end_layout
1147 \begin_layout Itemize
1148 Coordinate origin is at top-left of the game area.
1149  Left and top gaps have negative coordinates.
1150 \end_layout
1152 \begin_layout Itemize
1153 Use gui.resolution() to discover how to layout colors.
1154 \end_layout
1156 \begin_layout Itemize
1157 Alpha range is 0(transparent)-256(opaque).
1158 \end_layout
1160 \begin_layout Itemize
1161 Only available in on_paint() and on_video() callbacks.
1162 \end_layout
1164 \begin_layout Subsection
1165 gui.repaint()
1166 \end_layout
1168 \begin_layout Standard
1169 Request on_repaint() to happen as soon as possible.
1170 \end_layout
1172 \begin_layout Subsection
1173 gui.subframe_update(boolean on)
1174 \end_layout
1176 \begin_layout Standard
1177 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
1178  or not happen (on=false).
1179 \end_layout
1181 \begin_layout Subsection
1182 input.get(number controller, number index)
1183 \end_layout
1185 \begin_layout Standard
1186 Read the specified index (0-11) from specified controller (0-7).
1187  Notes:
1188 \end_layout
1190 \begin_layout Itemize
1191 Uses physical controller numbering.
1192  Gamepad in port 2 is controller 4, not 1!
1193 \end_layout
1195 \begin_layout Itemize
1196 Only available in on_input callback.
1197 \end_layout
1199 \begin_layout Subsection
1200 input.set(number controller, number index, number value)
1201 \end_layout
1203 \begin_layout Standard
1204 Write the specified index (0-11) from specified controller (0-7), storing
1205  value.
1206  Notes:
1207 \end_layout
1209 \begin_layout Itemize
1210 Uses physical controller numbering.
1211  Gamepad in port 2 is controller 4, not 1!
1212 \end_layout
1214 \begin_layout Itemize
1215 Only available in on_input callback.
1216 \end_layout
1218 \begin_layout Subsection
1219 input.reset([number cycles])
1220 \end_layout
1222 \begin_layout Standard
1223 Execute reset.
1224  If cycles is greater than zero, do delayed reset.
1225 \end_layout
1227 \begin_layout Itemize
1228 Only available in on_input callback with subframe flag false.
1229 \end_layout
1231 \begin_layout Subsection
1232 hostmemory.read(number address)
1233 \end_layout
1235 \begin_layout Standard
1236 Reads hostmemory slot address.
1237  Slot numbers out of range return false instead of numeric.
1238 \end_layout
1240 \begin_layout Subsection
1241 hostmemory.write(number address, number value)
1242 \end_layout
1244 \begin_layout Standard
1245 Writes hostmemory slot with 0-255.
1246  Slot numbers out of range cause extension of host memory slot space.
1247 \end_layout
1249 \begin_layout Subsection
1250 movie.currentframe()
1251 \end_layout
1253 \begin_layout Standard
1254 Return number of current frame.
1255 \end_layout
1257 \begin_layout Subsection
1258 movie.framecount()
1259 \end_layout
1261 \begin_layout Standard
1262 Return number of frames in movie.
1263 \end_layout
1265 \begin_layout Subsection
1266 movie.readonly()
1267 \end_layout
1269 \begin_layout Standard
1270 Return true if in readonly mode, false if in readwrite.
1271 \end_layout
1273 \begin_layout Subsection
1274 movie.set_readwrite()
1275 \end_layout
1277 \begin_layout Standard
1278 Set readwrite mode (does not cause on_readwrite callback).
1279 \end_layout
1281 \begin_layout Subsection
1282 movie.frame_subframes(number frame)
1283 \end_layout
1285 \begin_layout Standard
1286 Count number of subframes in specified frame (frame numbers are 1-based)
1287  and return that.
1288 \end_layout
1290 \begin_layout Subsection
1291 movie.read_subframe(number frame, number subframe)
1292 \end_layout
1294 \begin_layout Standard
1295 Read specifed subframe in specified frame and return data as array (100
1296  elements, numbered 0-99 currently).
1297 \end_layout
1299 \begin_layout Subsection
1300 Callback: on_paint()
1301 \end_layout
1303 \begin_layout Standard
1304 Called when screen is being painted.
1305  Any gui.* calls requiring graphic context draw on the screen.
1306 \end_layout
1308 \begin_layout Subsection
1309 Callback: on_video()
1310 \end_layout
1312 \begin_layout Standard
1313 Called when video dump frame is being painted.
1314  Any gui.* calls requiring graphic context draw on the video.
1315 \end_layout
1317 \begin_layout Subsection
1318 Callback: on_startup()
1319 \end_layout
1321 \begin_layout Standard
1322 Called when the emulator is starting (lsnes.rc has been run).
1323 \end_layout
1325 \begin_layout Subsection
1326 Callback: on_pre_load(string name)
1327 \end_layout
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).
1332 \end_layout
1334 \begin_layout Subsection
1335 Callback: on_err_load(string name)
1336 \end_layout
1338 \begin_layout Standard
1339 Called if loadstate goes wrong.
1340 \end_layout
1342 \begin_layout Subsection
1343 Callback: on_post_load(string name, boolean was_savestate)
1344 \end_layout
1346 \begin_layout Standard
1347 Called on successful loadstate.
1348  was_savestate gives if this was a savestate or a movie.
1349 \end_layout
1351 \begin_layout Subsection
1352 Callback: on_pre_save(string name, boolean is_savestate)
1353 \end_layout
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).
1358 \end_layout
1360 \begin_layout Subsection
1361 Callback: on_err_save(string name)
1362 \end_layout
1364 \begin_layout Standard
1365 Called if savestate goes wrong.
1366 \end_layout
1368 \begin_layout Subsection
1369 Callback: on_post_save(string name, boolean is_savestate)
1370 \end_layout
1372 \begin_layout Standard
1373 Called on successful savaestate.
1374  is_savestate gives if this was a savestate or a movie.
1375 \end_layout
1377 \begin_layout Subsection
1378 Callback: on_quit()
1379 \end_layout
1381 \begin_layout Standard
1382 Called when emulator is shutting down.
1383 \end_layout
1385 \begin_layout Subsection
1386 Callback: on_input(boolean subframe)
1387 \end_layout
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.
1392 \end_layout
1394 \begin_layout Subsection
1395 Callback: on_reset()
1396 \end_layout
1398 \begin_layout Standard
1399 Called when SNES is reset.
1400 \end_layout
1402 \begin_layout Subsection
1403 Callback: on_readwrite()
1404 \end_layout
1406 \begin_layout Standard
1407 Called when moving into readwrite mode as result of 
1408 \begin_inset Quotes eld
1409 \end_inset
1411 set-rwmode
1412 \begin_inset Quotes erd
1413 \end_inset
1415  command (note: moving to rwmode by Lua won't trigger this, as per recursive
1416  entry protection).
1417 \end_layout
1419 \begin_layout Section
1420 SDL platform:
1421 \end_layout
1423 \begin_layout Subsection
1424 Platform-specific commands:
1425 \end_layout
1427 \begin_layout Subsubsection
1428 enable-sound on
1429 \end_layout
1431 \begin_layout Standard
1432 Enable sounds in GUI (has no effect on video dumping).
1433 \end_layout
1435 \begin_layout Subsubsection
1436 enable-sound off
1437 \end_layout
1439 \begin_layout Standard
1440 Disable sounds in GUI (has no effect on video dumping).
1441 \end_layout
1443 \begin_layout Subsubsection
1444 identify-key
1445 \end_layout
1447 \begin_layout Standard
1448 Asks to press a key and then identifies that key.
1449 \end_layout
1451 \begin_layout Subsubsection
1452 toggle-console
1453 \end_layout
1455 \begin_layout Standard
1456 Toggle between windowed/fullscreen console.
1457 \end_layout
1459 \begin_layout Subsubsection
1460 scroll-fullup
1461 \end_layout
1463 \begin_layout Standard
1464 Scroll messages window as far back as it goes.
1465 \end_layout
1467 \begin_layout Subsubsection
1468 scroll-fulldown
1469 \end_layout
1471 \begin_layout Standard
1472 Scroll messages window as far forward as it goes.
1473 \end_layout
1475 \begin_layout Subsubsection
1476 scroll-up
1477 \end_layout
1479 \begin_layout Standard
1480 Scroll messages window back one screenful.
1481 \end_layout
1483 \begin_layout Subsubsection
1484 scroll-down
1485 \end_layout
1487 \begin_layout Standard
1488 Scroll messages window forward one screenful.
1489 \end_layout
1491 \begin_layout Subsection
1492 Settings
1493 \end_layout
1495 \begin_layout Subsubsection
1496 autorepeat-first-delay
1497 \end_layout
1499 \begin_layout Standard
1500 Sets the delay for first character in typematic autorepeat.
1501 \end_layout
1503 \begin_layout Subsubsection
1504 autorepeat-subsequent-delay
1505 \end_layout
1507 \begin_layout Standard
1508 Sets the delay for subsequent characters in typematic autorepeat.
1509 \end_layout
1511 \begin_layout Subsection
1512 Modifier names
1513 \end_layout
1515 \begin_layout Standard
1516 Following modifier names are known:
1517 \end_layout
1519 \begin_layout Itemize
1520 ctrl, lctrl, rctrl: Control keys
1521 \end_layout
1523 \begin_layout Itemize
1524 alt, lalt, ralt: ALT keys.
1525 \end_layout
1527 \begin_layout Itemize
1528 shift, lshift, rshift: Shift keys.
1529 \end_layout
1531 \begin_layout Itemize
1532 meta, lmeta, rmeta: Meta keys.
1533 \end_layout
1535 \begin_layout Itemize
1536 num, caps: Numlock/Capslock (these are sticky!)
1537 \end_layout
1539 \begin_layout Itemize
1540 mode: Mode select.
1541 \end_layout
1543 \begin_layout Subsection
1544 Key names
1545 \end_layout
1547 \begin_layout Standard
1548 Following key names are known:
1549 \end_layout
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
1576 \end_layout
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).
1582 \end_layout
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):
1587 \end_layout
1589 \begin_layout Itemize
1590 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
1591 \end_layout
1593 \begin_layout Itemize
1594 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
1595 \end_layout
1597 \begin_layout Itemize
1598 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
1599 \end_layout
1601 \begin_layout Itemize
1602 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
1603 \end_layout
1605 \begin_layout Itemize
1606 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
1607 \end_layout
1609 \begin_layout Itemize
1610 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
1611  position.
1612 \end_layout
1614 \begin_layout Itemize
1615 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
1616  position.
1617 \end_layout
1619 \begin_layout Subsection
1620 Special buttons:
1621 \end_layout
1623 \begin_layout Itemize
1624 Escape: Enter/Exit Command mode, cancel modal dialogs.
1625 \end_layout
1627 \begin_layout Itemize
1628 Return (also KPEnter): Execute command, ok modal dialog.
1629 \end_layout
1631 \begin_layout Itemize
1632 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
1633  history
1634 \end_layout
1636 \begin_layout Itemize
1637 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
1638  history
1639 \end_layout
1641 \begin_layout Itemize
1642 Home (also KP7 if no num lock; command mode): Beginning of command.
1643 \end_layout
1645 \begin_layout Itemize
1646 End (also KP1 if no num lock; command mode): End of command.
1647 \end_layout
1649 \begin_layout Itemize
1650 Left (also KP4 if no num lock; command mode): Move cursor left.
1651 \end_layout
1653 \begin_layout Itemize
1654 Right (also KP6 if no num lock; command mode): Move cursor right.
1655 \end_layout
1657 \begin_layout Itemize
1658 Delete (also KP.
1659  if no num lock; command mode): Delete character to right of cursor.
1660 \end_layout
1662 \begin_layout Itemize
1663 Insert (also KP0 if no num lock; command mode): Toggle between insert /
1664  overwrite modes.
1665 \end_layout
1667 \begin_layout Itemize
1668 Backspace (command mode): Delete character to left of cursor.
1669 \end_layout
1671 \begin_layout Itemize
1672 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
1673 \end_layout
1675 \begin_layout Subsection
1676 Watchdog timer:
1677 \end_layout
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.
1682 \end_layout
1684 \begin_layout Section
1685 Movie file format
1686 \end_layout
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).
1692 \end_layout
1694 \begin_layout Subsection
1695 Detecting clean start/SRAM/Savestate
1696 \end_layout
1698 \begin_layout Itemize
1699 If file has member 
1700 \begin_inset Quotes eld
1701 \end_inset
1703 savestate
1704 \begin_inset Quotes erd
1705 \end_inset
1707  it is savestate, otherwise:
1708 \end_layout
1710 \begin_layout Itemize
1711 If file has members with names starting 
1712 \begin_inset Quotes eld
1713 \end_inset
1715 moviesram.
1716 \begin_inset Quotes erd
1717 \end_inset
1719  it is movie starting from SRAM, otherwise:
1720 \end_layout
1722 \begin_layout Itemize
1723 It is movie starting from clear state.
1724 \end_layout
1726 \begin_layout Subsection
1727 Member: gametype
1728 \end_layout
1730 \begin_layout Standard
1731 Type of game ROM and region.
1732  Valid values are:
1733 \end_layout
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">
1742 <row>
1743 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1744 \begin_inset Text
1746 \begin_layout Plain Layout
1747 Value
1748 \end_layout
1750 \end_inset
1751 </cell>
1752 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1753 \begin_inset Text
1755 \begin_layout Plain Layout
1756 System
1757 \end_layout
1759 \end_inset
1760 </cell>
1761 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1762 \begin_inset Text
1764 \begin_layout Plain Layout
1765 Region
1766 \end_layout
1768 \end_inset
1769 </cell>
1770 </row>
1771 <row>
1772 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1773 \begin_inset Text
1775 \begin_layout Plain Layout
1776 snes_pal
1777 \end_layout
1779 \end_inset
1780 </cell>
1781 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1782 \begin_inset Text
1784 \begin_layout Plain Layout
1785 Super NES
1786 \end_layout
1788 \end_inset
1789 </cell>
1790 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1791 \begin_inset Text
1793 \begin_layout Plain Layout
1795 \end_layout
1797 \end_inset
1798 </cell>
1799 </row>
1800 <row>
1801 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1802 \begin_inset Text
1804 \begin_layout Plain Layout
1805 sgb_pal
1806 \end_layout
1808 \end_inset
1809 </cell>
1810 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1811 \begin_inset Text
1813 \begin_layout Plain Layout
1814 Super Game Boy
1815 \end_layout
1817 \end_inset
1818 </cell>
1819 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1820 \begin_inset Text
1822 \begin_layout Plain Layout
1824 \end_layout
1826 \end_inset
1827 </cell>
1828 </row>
1829 <row>
1830 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1831 \begin_inset Text
1833 \begin_layout Plain Layout
1834 snes_ntsc
1835 \end_layout
1837 \end_inset
1838 </cell>
1839 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1840 \begin_inset Text
1842 \begin_layout Plain Layout
1843 Super NES
1844 \end_layout
1846 \end_inset
1847 </cell>
1848 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1849 \begin_inset Text
1851 \begin_layout Plain Layout
1852 NTSC
1853 \end_layout
1855 \end_inset
1856 </cell>
1857 </row>
1858 <row>
1859 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1860 \begin_inset Text
1862 \begin_layout Plain Layout
1863 sgb_ntsc
1864 \end_layout
1866 \end_inset
1867 </cell>
1868 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1869 \begin_inset Text
1871 \begin_layout Plain Layout
1872 Super Game Boy
1873 \end_layout
1875 \end_inset
1876 </cell>
1877 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1878 \begin_inset Text
1880 \begin_layout Plain Layout
1881 NTSC
1882 \end_layout
1884 \end_inset
1885 </cell>
1886 </row>
1887 <row>
1888 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1889 \begin_inset Text
1891 \begin_layout Plain Layout
1893 \end_layout
1895 \end_inset
1896 </cell>
1897 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1898 \begin_inset Text
1900 \begin_layout Plain Layout
1901 BS-X (non-slotted)
1902 \end_layout
1904 \end_inset
1905 </cell>
1906 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1907 \begin_inset Text
1909 \begin_layout Plain Layout
1910 NTSC
1911 \end_layout
1913 \end_inset
1914 </cell>
1915 </row>
1916 <row>
1917 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1918 \begin_inset Text
1920 \begin_layout Plain Layout
1921 bsxslotted
1922 \end_layout
1924 \end_inset
1925 </cell>
1926 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1927 \begin_inset Text
1929 \begin_layout Plain Layout
1930 BS-X (slotted)
1931 \end_layout
1933 \end_inset
1934 </cell>
1935 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1936 \begin_inset Text
1938 \begin_layout Plain Layout
1939 NTSC
1940 \end_layout
1942 \end_inset
1943 </cell>
1944 </row>
1945 <row>
1946 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1947 \begin_inset Text
1949 \begin_layout Plain Layout
1950 sufamiturbo
1951 \end_layout
1953 \end_inset
1954 </cell>
1955 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1956 \begin_inset Text
1958 \begin_layout Plain Layout
1959 Sufami Turbo
1960 \end_layout
1962 \end_inset
1963 </cell>
1964 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1965 \begin_inset Text
1967 \begin_layout Plain Layout
1968 NTSC
1969 \end_layout
1971 \end_inset
1972 </cell>
1973 </row>
1974 </lyxtabular>
1976 \end_inset
1979 \end_layout
1981 \begin_layout Standard
1982 Frame rates are:
1983 \end_layout
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">
1991 <row>
1992 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1993 \begin_inset Text
1995 \begin_layout Plain Layout
1996 Region
1997 \end_layout
1999 \end_inset
2000 </cell>
2001 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2002 \begin_inset Text
2004 \begin_layout Plain Layout
2005 Framerate
2006 \end_layout
2008 \end_inset
2009 </cell>
2010 </row>
2011 <row>
2012 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2013 \begin_inset Text
2015 \begin_layout Plain Layout
2017 \end_layout
2019 \end_inset
2020 </cell>
2021 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2022 \begin_inset Text
2024 \begin_layout Plain Layout
2025 322445/6448
2026 \end_layout
2028 \end_inset
2029 </cell>
2030 </row>
2031 <row>
2032 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2033 \begin_inset Text
2035 \begin_layout Plain Layout
2036 NTSC
2037 \end_layout
2039 \end_inset
2040 </cell>
2041 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2042 \begin_inset Text
2044 \begin_layout Plain Layout
2045 10738636/178683
2046 \end_layout
2048 \end_inset
2049 </cell>
2050 </row>
2051 </lyxtabular>
2053 \end_inset
2056 \end_layout
2058 \begin_layout Subsection
2059 Member: port1
2060 \end_layout
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'.
2066 \end_layout
2068 \begin_layout Subsection
2069 Member: port2
2070 \end_layout
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'.
2077 \end_layout
2079 \begin_layout Subsection
2080 Member: gamename
2081 \end_layout
2083 \begin_layout Standard
2084 Contains name of the game.
2085 \end_layout
2087 \begin_layout Subsection
2088 Member: authors
2089 \end_layout
2091 \begin_layout Standard
2092 Contains authors, one per line.
2093  Part before '|' is the full name, part after is the nickname.
2094 \end_layout
2096 \begin_layout Subsection
2097 Member: systemid
2098 \end_layout
2100 \begin_layout Standard
2101 Always 
2102 \begin_inset Quotes eld
2103 \end_inset
2105 lsnes-rr1
2106 \begin_inset Quotes erd
2107 \end_inset
2110  Used to reject other saves.
2111 \end_layout
2113 \begin_layout Subsection
2114 Member: controlsversion
2115 \end_layout
2117 \begin_layout Standard
2118 Always 
2119 \begin_inset Quotes eld
2120 \end_inset
2123 \begin_inset Quotes erd
2124 \end_inset
2127  Used to identify what controls are there.
2128 \end_layout
2130 \begin_layout Subsection
2131 Member: 
2132 \begin_inset Quotes eld
2133 \end_inset
2135 coreversion
2136 \begin_inset Quotes erd
2137 \end_inset
2140 \end_layout
2142 \begin_layout Standard
2143 Contains bsnes core version number.
2144 \end_layout
2146 \begin_layout Subsection
2147 Member: projectid
2148 \end_layout
2150 \begin_layout Standard
2151 Contains project ID.
2152  Used to identify if two movies are part of the same project.
2153 \end_layout
2155 \begin_layout Subsection
2156 Member: {rom,slota,slotb}{,xml}.sha256
2157 \end_layout
2159 \begin_layout Standard
2160 Contains SHA-256 of said ROM or ROM mapping file.
2161  Absent if corresponding file is absent.
2162 \end_layout
2164 \begin_layout Subsection
2165 Member: moviesram.<name>
2166 \end_layout
2168 \begin_layout Standard
2169 Raw binary startup SRAM of kind <name>.
2170  Only present in savestates and movies starting from SRAM.
2171 \end_layout
2173 \begin_layout Subsection
2174 Member: moviestate
2175 \end_layout
2177 \begin_layout Standard
2178 Raw binary movie state data.
2179  Only present in savestates.
2180 \end_layout
2182 \begin_layout Standard
2183 for version 0:
2184 \end_layout
2186 \begin_layout Itemize
2187 32 bytes: SHA-256 of project ID.
2188 \end_layout
2190 \begin_layout Itemize
2191 8 bytes: Big-endian current frame.
2192 \end_layout
2194 \begin_layout Itemize
2195 100x4 bytes: Poll counters for each control (bit31 of each is 
2196 \begin_inset Quotes eld
2197 \end_inset
2199 data ready
2200 \begin_inset Quotes erd
2201 \end_inset
2203  bit), big-endian.
2204 \end_layout
2206 \begin_layout Itemize
2207 8 bytes: Big-endian lag frame count.
2208 \end_layout
2210 \begin_layout Itemize
2211 32 bytes: SHA-256 of past input
2212 \end_layout
2214 \begin_layout Itemize
2215 32 bytes: SHA-256 of previous.
2216 \end_layout
2218 \begin_layout Subsection
2219 Member: hostmemory
2220 \end_layout
2222 \begin_layout Standard
2223 Raw binary dump of host memory.
2224  Only present in savestates.
2225 \end_layout
2227 \begin_layout Subsection
2228 Member: savestate
2229 \end_layout
2231 \begin_layout Standard
2232 The savestate itself.
2233  Savestate detection uses this file, only present in savestates.
2234 \end_layout
2236 \begin_layout Subsection
2237 Member: screenshot
2238 \end_layout
2240 \begin_layout Standard
2241 Screenshot of current frame.
2242  Only present in savestates.
2243 \end_layout
2245 \begin_layout Subsection
2246 Member: sram.<name>
2247 \end_layout
2249 \begin_layout Standard
2250 Raw binary SRAM of kind <name> at time of savestate.
2251  Only present in savestates.
2252 \end_layout
2254 \begin_layout Subsection
2255 Member: input
2256 \end_layout
2258 \begin_layout Standard
2259 The actual input track, one line per subframe (blank lines are skipped).
2260 \end_layout
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.
2265 \end_layout
2267 \begin_layout Itemize
2268 First subframe must start a new frame.
2269 \end_layout
2271 \begin_layout Standard
2272 Length of movie in frames is number of lines in input file that start a
2273  new frame.
2274 \end_layout
2276 \begin_layout Subsection
2277 Member: rerecords
2278 \end_layout
2280 \begin_layout Standard
2281 Contains textual base-10 rerecord count (emulator just writes this, it doesn't
2282  read it) + 1.
2283 \end_layout
2285 \begin_layout Subsection
2286 Member: rrdata
2287 \end_layout
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).
2292 \end_layout
2294 \begin_layout Itemize
2295 This member constists of concatenation of records
2296 \end_layout
2298 \begin_layout Itemize
2299 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
2300  IDs.
2301 \end_layout
2303 \begin_layout Itemize
2304 IDs are interpretted as 256-bit big-endian integers with warparound.
2305 \end_layout
2307 \begin_layout Itemize
2308 Initial predicted ID is all zeroes.
2309 \end_layout
2311 \begin_layout Standard
2312 Format of each record is:
2313 \end_layout
2315 \begin_layout Itemize
2316 1 byte: Opcode byte.
2317  Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
2318  Bit 7 is unused.
2319 \end_layout
2321 \begin_layout Itemize
2322 32-prefixlen bytes of ID.
2323 \end_layout
2325 \begin_layout Itemize
2326 countlen bytes of big-endian count (count).
2327 \end_layout
2329 \begin_layout Standard
2330 Records are processed as follows:
2331 \end_layout
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.
2337 \end_layout
2339 \begin_layout Itemize
2340 If countlen is 0, record encodes 1 ID.
2341 \end_layout
2343 \begin_layout Itemize
2344 If countlen is 1, record encodes 2+count IDs.
2345 \end_layout
2347 \begin_layout Itemize
2348 If countlen is 2, record encodes 258+count IDs.
2349 \end_layout
2351 \begin_layout Itemize
2352 If countlen is 3, record encodes 65794+count IDs.
2353 \end_layout
2355 \begin_layout Itemize
2356 The new predicted ID is the next ID after last one encoded by the record.
2357 \end_layout
2359 \begin_layout Standard
2360 The number of rerecords + 1 is equal to the sum of number of IDs encoded
2361  by all records.
2362 \end_layout
2364 \begin_layout Section
2365 Compiling:
2366 \end_layout
2368 \begin_layout Subsection
2369 Building BSNES
2370 \end_layout
2372 \begin_layout Standard
2373 make ui=ui-libsnes options=debugger profile=accuracy
2374 \end_layout
2376 \begin_layout Itemize
2377 Yes, debugger is needed.
2378 \end_layout
2380 \begin_layout Subsection
2381 Prerequisite libraries:
2382 \end_layout
2384 \begin_layout Itemize
2385 zlib
2386 \end_layout
2388 \begin_layout Itemize
2389 SDL (SDL platform)
2390 \end_layout
2392 \begin_layout Itemize
2393 boost_iostreams
2394 \end_layout
2396 \begin_layout Itemize
2397 boost_filesystem
2398 \end_layout
2400 \begin_layout Itemize
2401 boost (conversion)
2402 \end_layout
2404 \begin_layout Subsection
2405 Compile options to make:
2406 \end_layout
2408 \begin_layout Subsubsection
2409 BSNES_PATH=<path>
2410 \end_layout
2412 \begin_layout Standard
2413 Set path to BSNES bsnes directory to <path>.
2414 \end_layout
2416 \begin_layout Subsubsection
2417 NO_THREADS=1
2418 \end_layout
2420 \begin_layout Standard
2421 Don't use threads (makes dumping slower, but threads probably only work
2422  on Linux).
2423 \end_layout
2425 \begin_layout Subsubsection
2426 CC=<compiler>
2427 \end_layout
2429 \begin_layout Standard
2430 (cross) C++ compiler to use.
2431  Defaults to g++-4.5
2432 \end_layout
2434 \begin_layout Subsubsection
2435 HOSTCC=<compiler>
2436 \end_layout
2438 \begin_layout Standard
2439 (host) C++ compiler to use.
2440  Defaults to the same as CC.
2441 \end_layout
2443 \begin_layout Subsubsection
2444 BSNES_IS_COMPAT=1
2445 \end_layout
2447 \begin_layout Standard
2448 Assume BSNES uses compatiblity core instead of accuracy core.
2449 \end_layout
2451 \begin_layout Subsubsection
2452 NO_LUA=1
2453 \end_layout
2455 \begin_layout Standard
2456 Don't compile in Lua support.
2457 \end_layout
2459 \begin_layout Section
2460 Errata:
2461 \end_layout
2463 \begin_layout Subsection
2464 Problems from BSNES core:
2465 \end_layout
2467 \begin_layout Itemize
2468 The whole pending save stuff.
2469 \end_layout
2471 \begin_layout Itemize
2472 Delay resets are slow.
2473 \end_layout
2475 \begin_layout Itemize
2476 RTC is not emulated in sync-stable manner.
2477 \end_layout
2479 \begin_layout Itemize
2480 Lack of layer hiding.
2481 \end_layout
2483 \begin_layout Itemize
2484 It is slow.
2485 \end_layout
2487 \begin_layout Itemize
2488 Firmwares can't be loaded from ZIP archives.
2489 \end_layout
2491 \begin_layout Itemize
2492 Manual polls can be corrupted if savestate occurs during those.
2493 \end_layout
2495 \begin_layout Subsection
2496 TODO For rr0:
2497 \end_layout
2499 \begin_layout Itemize
2500 Make it build on Windows (and build binaries).
2501  Not todo for rr0-β0.
2502 \end_layout
2504 \begin_layout Subsection
2505 Other problems:
2506 \end_layout
2508 \begin_layout Itemize
2509 Audio for last dumped frame is not itself dumped.
2510 \end_layout
2512 \begin_layout Itemize
2513 Audio in UI is pretty bad in quality.
2514 \end_layout
2516 \begin_layout Itemize
2517 UI itself is 30fps max.
2518 \end_layout
2520 \begin_layout Itemize
2521 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
2522 \end_layout
2524 \begin_layout Itemize
2525 No menus, command based interface (SDL).
2526 \end_layout
2528 \begin_layout Itemize
2529 Long commands don't scroll.
2530 \end_layout
2532 \begin_layout Itemize
2533 No autofire
2534 \end_layout
2536 \begin_layout Itemize
2537 Joysticks don't work.
2538 \end_layout
2540 \begin_layout Section
2541 Changelog:
2542 \end_layout
2544 \begin_layout Subsection
2545 rr0-β1
2546 \end_layout
2548 \begin_layout Itemize
2549 Fix -Wall warnings
2550 \end_layout
2552 \begin_layout Itemize
2553 Fix dumper video corruption with levels 10-18.
2554 \end_layout
2556 \end_body
2557 \end_document