Faster movie loading and saving
[lsnes.git] / manual.lyx
blob320ef74712ace8d7c50ea66206c6780f75b70022
1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
2 \lyxformat 413
3 \begin_document
4 \begin_header
5 \textclass article
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9 \language_package default
10 \inputencoding auto
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40 \use_refstyle 1
41 \index Hakusana
42 \shortcut idx
43 \color #008000
44 \end_index
45 \secnumdepth 3
46 \tocdepth 3
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
50 \papercolumns 1
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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 Section
1017 Lua functions
1018 \end_layout
1020 \begin_layout Subsection
1021 print
1022 \end_layout
1024 \begin_layout Standard
1025 Print line to message console.
1026 \end_layout
1028 \begin_layout Subsection
1029 bit.none(number...) / bit.bnot(number...)
1030 \end_layout
1032 \begin_layout Standard
1033 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1034  arguments).
1035 \end_layout
1037 \begin_layout Subsection
1038 bit.any(number...) / bit.bor(number...)
1039 \end_layout
1041 \begin_layout Standard
1042 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1043 \end_layout
1045 \begin_layout Subsection
1046 bit.all(number...) / bit.band(number...)
1047 \end_layout
1049 \begin_layout Standard
1050 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1052 \end_layout
1054 \begin_layout Subsection
1055 bit.parity(number...) / bit.bxor(number...)
1056 \end_layout
1058 \begin_layout Standard
1059 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1060  of the arguments).
1061 \end_layout
1063 \begin_layout Subsection
1064 bit.lrotate(number base[, number amount[, number bits]])
1065 \end_layout
1067 \begin_layout Standard
1068 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1069 \end_layout
1071 \begin_layout Subsection
1072 bit.rrotate(number base[, number amount[, number bits]])
1073 \end_layout
1075 \begin_layout Standard
1076 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1077  places.
1078 \end_layout
1080 \begin_layout Subsection
1081 bit.lshift(number base[, number amount[, number bits]])
1082 \end_layout
1084 \begin_layout Standard
1085 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
1086  The new bits are filled with zeroes.
1087 \end_layout
1089 \begin_layout Subsection
1090 bit.lrshift(number base[, number amount[, number bits]])
1091 \end_layout
1093 \begin_layout Standard
1094 Shift bits-bit (max 48, default 48) number logically right by amount (default
1095  1) places.
1096  The new bits are filled with zeroes.
1097 \end_layout
1099 \begin_layout Subsection
1100 bit.arshift(number base[, number amount[, number bits]])
1101 \end_layout
1103 \begin_layout Standard
1104 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1105  (default 1) places.
1106  The new bits are shifted in with copy of the high bit.
1107 \end_layout
1109 \begin_layout Subsection
1110 gui.resolution()
1111 \end_layout
1113 \begin_layout Standard
1114 Returns 5-tuple (hresolution, vresolution, rshift, gshift, bshift).
1115  Only available in on_paint() and on_video() callbacks.
1116 \end_layout
1118 \begin_layout Subsection
1119 gui.<class>_gap(number gap)
1120 \end_layout
1122 \begin_layout Standard
1123 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1124  is 8191).
1125  Only available in on_paint() and on_video() callbacks.
1126 \end_layout
1128 \begin_layout Subsection
1129 gui.text(number x, number y, string text[, number fgc[, number fga[, number
1130  bgc[, number bga]]]])
1131 \end_layout
1133 \begin_layout Standard
1134 Draw text on the GUI.
1135  Font size is 8(or 16) by 16.
1136  Notes:
1137 \end_layout
1139 \begin_layout Itemize
1140 Coordinate origin is at top-left of the game area.
1141  Left and top gaps have negative coordinates.
1142 \end_layout
1144 \begin_layout Itemize
1145 Use gui.resolution() to discover how to layout colors.
1146 \end_layout
1148 \begin_layout Itemize
1149 Alpha range is 0(transparent)-256(opaque).
1150 \end_layout
1152 \begin_layout Itemize
1153 Only available in on_paint() and on_video() callbacks.
1154 \end_layout
1156 \begin_layout Subsection
1157 gui.repaint()
1158 \end_layout
1160 \begin_layout Standard
1161 Request on_repaint() to happen as soon as possible.
1162 \end_layout
1164 \begin_layout Subsection
1165 gui.subframe_update(boolean on)
1166 \end_layout
1168 \begin_layout Standard
1169 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
1170  or not happen (on=false).
1171 \end_layout
1173 \begin_layout Subsection
1174 input.get(number controller, number index)
1175 \end_layout
1177 \begin_layout Standard
1178 Read the specified index (0-11) from specified controller (0-7).
1179  Notes:
1180 \end_layout
1182 \begin_layout Itemize
1183 Uses physical controller numbering.
1184  Gamepad in port 2 is controller 4, not 1!
1185 \end_layout
1187 \begin_layout Itemize
1188 Only available in on_input callback.
1189 \end_layout
1191 \begin_layout Subsection
1192 input.set(number controller, number index, number value)
1193 \end_layout
1195 \begin_layout Standard
1196 Write the specified index (0-11) from specified controller (0-7), storing
1197  value.
1198  Notes:
1199 \end_layout
1201 \begin_layout Itemize
1202 Uses physical controller numbering.
1203  Gamepad in port 2 is controller 4, not 1!
1204 \end_layout
1206 \begin_layout Itemize
1207 Only available in on_input callback.
1208 \end_layout
1210 \begin_layout Subsection
1211 input.reset([number cycles])
1212 \end_layout
1214 \begin_layout Standard
1215 Execute reset.
1216  If cycles is greater than zero, do delayed reset.
1217 \end_layout
1219 \begin_layout Itemize
1220 Only available in on_input callback with subframe flag false.
1221 \end_layout
1223 \begin_layout Subsection
1224 hostmemory.read(number address)
1225 \end_layout
1227 \begin_layout Standard
1228 Reads hostmemory slot address.
1229  Slot numbers out of range return false instead of numeric.
1230 \end_layout
1232 \begin_layout Subsection
1233 hostmemory.write(number address, number value)
1234 \end_layout
1236 \begin_layout Standard
1237 Writes hostmemory slot with 0-255.
1238  Slot numbers out of range cause extension of host memory slot space.
1239 \end_layout
1241 \begin_layout Subsection
1242 movie.currentframe()
1243 \end_layout
1245 \begin_layout Standard
1246 Return number of current frame.
1247 \end_layout
1249 \begin_layout Subsection
1250 movie.framecount()
1251 \end_layout
1253 \begin_layout Standard
1254 Return number of frames in movie.
1255 \end_layout
1257 \begin_layout Subsection
1258 movie.readonly()
1259 \end_layout
1261 \begin_layout Standard
1262 Return true if in readonly mode, false if in readwrite.
1263 \end_layout
1265 \begin_layout Subsection
1266 movie.set_readwrite()
1267 \end_layout
1269 \begin_layout Standard
1270 Set readwrite mode (does not cause on_readwrite callback).
1271 \end_layout
1273 \begin_layout Subsection
1274 movie.frame_subframes(number frame)
1275 \end_layout
1277 \begin_layout Standard
1278 Count number of subframes in specified frame (frame numbers are 1-based)
1279  and return that.
1280 \end_layout
1282 \begin_layout Subsection
1283 movie.read_subframe(number frame, number subframe)
1284 \end_layout
1286 \begin_layout Standard
1287 Read specifed subframe in specified frame and return data as array (100
1288  elements, numbered 0-99 currently).
1289 \end_layout
1291 \begin_layout Subsection
1292 Callback: on_paint()
1293 \end_layout
1295 \begin_layout Standard
1296 Called when screen is being painted.
1297  Any gui.* calls requiring graphic context draw on the screen.
1298 \end_layout
1300 \begin_layout Subsection
1301 Callback: on_video()
1302 \end_layout
1304 \begin_layout Standard
1305 Called when video dump frame is being painted.
1306  Any gui.* calls requiring graphic context draw on the video.
1307 \end_layout
1309 \begin_layout Subsection
1310 Callback: on_startup()
1311 \end_layout
1313 \begin_layout Standard
1314 Called when the emulator is starting (lsnes.rc has been run).
1315 \end_layout
1317 \begin_layout Subsection
1318 Callback: on_pre_load(string name)
1319 \end_layout
1321 \begin_layout Standard
1322 Called just before savestate/movie load occurs (note: loads are always delayed,
1323  so this occurs even when load was initiated by lua).
1324 \end_layout
1326 \begin_layout Subsection
1327 Callback: on_err_load(string name)
1328 \end_layout
1330 \begin_layout Standard
1331 Called if loadstate goes wrong.
1332 \end_layout
1334 \begin_layout Subsection
1335 Callback: on_post_load(string name, boolean was_savestate)
1336 \end_layout
1338 \begin_layout Standard
1339 Called on successful loadstate.
1340  was_savestate gives if this was a savestate or a movie.
1341 \end_layout
1343 \begin_layout Subsection
1344 Callback: on_pre_save(string name, boolean is_savestate)
1345 \end_layout
1347 \begin_layout Standard
1348 Called just before savestate save occurs (note: movie saves are synchronous
1349  and won't trigger these callbacks if called from Lua).
1350 \end_layout
1352 \begin_layout Subsection
1353 Callback: on_err_save(string name)
1354 \end_layout
1356 \begin_layout Standard
1357 Called if savestate goes wrong.
1358 \end_layout
1360 \begin_layout Subsection
1361 Callback: on_post_save(string name, boolean is_savestate)
1362 \end_layout
1364 \begin_layout Standard
1365 Called on successful savaestate.
1366  is_savestate gives if this was a savestate or a movie.
1367 \end_layout
1369 \begin_layout Subsection
1370 Callback: on_quit()
1371 \end_layout
1373 \begin_layout Standard
1374 Called when emulator is shutting down.
1375 \end_layout
1377 \begin_layout Subsection
1378 Callback: on_input(boolean subframe)
1379 \end_layout
1381 \begin_layout Standard
1382 Called when emulator is just sending input to bsnes core.
1383  Warning: This is called even in readonly mode, but the results are ignored.
1384 \end_layout
1386 \begin_layout Subsection
1387 Callback: on_reset()
1388 \end_layout
1390 \begin_layout Standard
1391 Called when SNES is reset.
1392 \end_layout
1394 \begin_layout Subsection
1395 Callback: on_readwrite()
1396 \end_layout
1398 \begin_layout Standard
1399 Called when moving into readwrite mode as result of 
1400 \begin_inset Quotes eld
1401 \end_inset
1403 set-rwmode
1404 \begin_inset Quotes erd
1405 \end_inset
1407  command (note: moving to rwmode by Lua won't trigger this, as per recursive
1408  entry protection).
1409 \end_layout
1411 \begin_layout Section
1412 SDL platform:
1413 \end_layout
1415 \begin_layout Subsection
1416 Platform-specific commands:
1417 \end_layout
1419 \begin_layout Subsubsection
1420 enable-sound on
1421 \end_layout
1423 \begin_layout Standard
1424 Enable sounds in GUI (has no effect on video dumping).
1425 \end_layout
1427 \begin_layout Subsubsection
1428 enable-sound off
1429 \end_layout
1431 \begin_layout Standard
1432 Disable sounds in GUI (has no effect on video dumping).
1433 \end_layout
1435 \begin_layout Subsubsection
1436 identify-key
1437 \end_layout
1439 \begin_layout Standard
1440 Asks to press a key and then identifies that key.
1441 \end_layout
1443 \begin_layout Subsubsection
1444 set-autorepeat <delay> <repeat>
1445 \end_layout
1447 \begin_layout Standard
1448 Set keyboard autorepeat.
1449  <delay> is before first autorepeat, <repeat> is between autorepeats.
1451 \end_layout
1453 \begin_layout Subsubsection
1454 toggle-console
1455 \end_layout
1457 \begin_layout Standard
1458 Toggle between windowed/fullscreen console.
1459 \end_layout
1461 \begin_layout Subsubsection
1462 scroll-fullup
1463 \end_layout
1465 \begin_layout Standard
1466 Scroll messages window as far back as it goes.
1467 \end_layout
1469 \begin_layout Subsubsection
1470 scroll-fulldown
1471 \end_layout
1473 \begin_layout Standard
1474 Scroll messages window as far forward as it goes.
1475 \end_layout
1477 \begin_layout Subsubsection
1478 scroll-up
1479 \end_layout
1481 \begin_layout Standard
1482 Scroll messages window back one screenful.
1483 \end_layout
1485 \begin_layout Subsubsection
1486 scroll-down
1487 \end_layout
1489 \begin_layout Standard
1490 Scroll messages window forward one screenful.
1491 \end_layout
1493 \begin_layout Subsection
1494 Modifier names
1495 \end_layout
1497 \begin_layout Standard
1498 Following modifier names are known:
1499 \end_layout
1501 \begin_layout Itemize
1502 ctrl, lctrl, rctrl: Control keys
1503 \end_layout
1505 \begin_layout Itemize
1506 alt, lalt, ralt: ALT keys.
1507 \end_layout
1509 \begin_layout Itemize
1510 shift, lshift, rshift: Shift keys.
1511 \end_layout
1513 \begin_layout Itemize
1514 meta, lmeta, rmeta: Meta keys.
1515 \end_layout
1517 \begin_layout Itemize
1518 num, caps: Numlock/Capslock (these are sticky!)
1519 \end_layout
1521 \begin_layout Itemize
1522 mode: Mode select.
1523 \end_layout
1525 \begin_layout Subsection
1526 Key names
1527 \end_layout
1529 \begin_layout Standard
1530 Following key names are known:
1531 \end_layout
1533 \begin_layout Itemize
1534 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
1535  hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
1536  comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
1537  less, equals, greater, question, at, leftbracket, backslash, rightbracket,
1538  caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
1539  o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
1540  world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
1541  world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
1542  world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
1543  world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
1544  world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
1545  world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
1546  world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
1547  world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
1548  world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
1549  world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
1550  world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
1551  world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
1552  kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
1553  kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
1554  pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
1555  f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
1556  lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
1557  break, menu, power, euro, undo
1558 \end_layout
1560 \begin_layout Itemize
1561 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
1562  hardware-dependent scan code of <n> (useful to bind those keys that don't
1563  have symbolic names).
1564 \end_layout
1566 \begin_layout Standard
1567 In addition, following pseudo-keys are known (note: these do not work yet,
1568  and especially do not work in conjunction with modifers):
1569 \end_layout
1571 \begin_layout Itemize
1572 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
1573 \end_layout
1575 \begin_layout Itemize
1576 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
1577 \end_layout
1579 \begin_layout Itemize
1580 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
1581 \end_layout
1583 \begin_layout Itemize
1584 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
1585 \end_layout
1587 \begin_layout Itemize
1588 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
1589 \end_layout
1591 \begin_layout Itemize
1592 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
1593  position.
1594 \end_layout
1596 \begin_layout Itemize
1597 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
1598  position.
1599 \end_layout
1601 \begin_layout Subsection
1602 Special buttons:
1603 \end_layout
1605 \begin_layout Itemize
1606 Escape: Enter/Exit Command mode, cancel modal dialogs.
1607 \end_layout
1609 \begin_layout Itemize
1610 Return (also KPEnter): Execute command, ok modal dialog.
1611 \end_layout
1613 \begin_layout Itemize
1614 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
1615  history
1616 \end_layout
1618 \begin_layout Itemize
1619 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
1620  history
1621 \end_layout
1623 \begin_layout Itemize
1624 Home (also KP7 if no num lock; command mode): Beginning of command.
1625 \end_layout
1627 \begin_layout Itemize
1628 End (also KP1 if no num lock; command mode): End of command.
1629 \end_layout
1631 \begin_layout Itemize
1632 Left (also KP4 if no num lock; command mode): Move cursor left.
1633 \end_layout
1635 \begin_layout Itemize
1636 Right (also KP6 if no num lock; command mode): Move cursor right.
1637 \end_layout
1639 \begin_layout Itemize
1640 Delete (also KP.
1641  if no num lock; command mode): Delete character to right of cursor.
1642 \end_layout
1644 \begin_layout Itemize
1645 Insert (also KP0 if no num lock; command mode): Toggle between insert /
1646  overwrite modes.
1647 \end_layout
1649 \begin_layout Itemize
1650 Backspace (command mode): Delete character to left of cursor.
1651 \end_layout
1653 \begin_layout Itemize
1654 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
1655 \end_layout
1657 \begin_layout Subsection
1658 Watchdog timer:
1659 \end_layout
1661 \begin_layout Standard
1662 If emulator does not reach internal polling loop in 15 seconds after leaving
1663  it or 15 seconds after starting, the emulator instantly bombs out.
1664 \end_layout
1666 \begin_layout Section
1667 Movie file format
1668 \end_layout
1670 \begin_layout Standard
1671 Movie file is .zip archive in itself, normal ZIP archive tools work on it
1672  (note: If you recompress it, do not use compression methods other than
1673  store and deflate and especially do not use encryption of any kind).
1674 \end_layout
1676 \begin_layout Subsection
1677 Detecting clean start/SRAM/Savestate
1678 \end_layout
1680 \begin_layout Itemize
1681 If file has member 
1682 \begin_inset Quotes eld
1683 \end_inset
1685 savestate
1686 \begin_inset Quotes erd
1687 \end_inset
1689  it is savestate, otherwise:
1690 \end_layout
1692 \begin_layout Itemize
1693 If file has members with names starting 
1694 \begin_inset Quotes eld
1695 \end_inset
1697 moviesram.
1698 \begin_inset Quotes erd
1699 \end_inset
1701  it is movie starting from SRAM, otherwise:
1702 \end_layout
1704 \begin_layout Itemize
1705 It is movie starting from clear state.
1706 \end_layout
1708 \begin_layout Subsection
1709 Member: gametype
1710 \end_layout
1712 \begin_layout Standard
1713 Type of game ROM and region.
1714  Valid values are:
1715 \end_layout
1717 \begin_layout Standard
1718 \begin_inset Tabular
1719 <lyxtabular version="3" rows="8" columns="3">
1720 <features tabularvalignment="middle">
1721 <column alignment="center" valignment="top" width="0">
1722 <column alignment="center" valignment="top" width="0">
1723 <column alignment="center" valignment="top" width="0">
1724 <row>
1725 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1726 \begin_inset Text
1728 \begin_layout Plain Layout
1729 Value
1730 \end_layout
1732 \end_inset
1733 </cell>
1734 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1735 \begin_inset Text
1737 \begin_layout Plain Layout
1738 System
1739 \end_layout
1741 \end_inset
1742 </cell>
1743 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1744 \begin_inset Text
1746 \begin_layout Plain Layout
1747 Region
1748 \end_layout
1750 \end_inset
1751 </cell>
1752 </row>
1753 <row>
1754 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1755 \begin_inset Text
1757 \begin_layout Plain Layout
1758 snes_pal
1759 \end_layout
1761 \end_inset
1762 </cell>
1763 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1764 \begin_inset Text
1766 \begin_layout Plain Layout
1767 Super NES
1768 \end_layout
1770 \end_inset
1771 </cell>
1772 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1773 \begin_inset Text
1775 \begin_layout Plain Layout
1777 \end_layout
1779 \end_inset
1780 </cell>
1781 </row>
1782 <row>
1783 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1784 \begin_inset Text
1786 \begin_layout Plain Layout
1787 sgb_pal
1788 \end_layout
1790 \end_inset
1791 </cell>
1792 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1793 \begin_inset Text
1795 \begin_layout Plain Layout
1796 Super Game Boy
1797 \end_layout
1799 \end_inset
1800 </cell>
1801 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1802 \begin_inset Text
1804 \begin_layout Plain Layout
1806 \end_layout
1808 \end_inset
1809 </cell>
1810 </row>
1811 <row>
1812 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1813 \begin_inset Text
1815 \begin_layout Plain Layout
1816 snes_ntsc
1817 \end_layout
1819 \end_inset
1820 </cell>
1821 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1822 \begin_inset Text
1824 \begin_layout Plain Layout
1825 Super NES
1826 \end_layout
1828 \end_inset
1829 </cell>
1830 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1831 \begin_inset Text
1833 \begin_layout Plain Layout
1834 NTSC
1835 \end_layout
1837 \end_inset
1838 </cell>
1839 </row>
1840 <row>
1841 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1842 \begin_inset Text
1844 \begin_layout Plain Layout
1845 sgb_ntsc
1846 \end_layout
1848 \end_inset
1849 </cell>
1850 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1851 \begin_inset Text
1853 \begin_layout Plain Layout
1854 Super Game Boy
1855 \end_layout
1857 \end_inset
1858 </cell>
1859 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1860 \begin_inset Text
1862 \begin_layout Plain Layout
1863 NTSC
1864 \end_layout
1866 \end_inset
1867 </cell>
1868 </row>
1869 <row>
1870 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1871 \begin_inset Text
1873 \begin_layout Plain Layout
1875 \end_layout
1877 \end_inset
1878 </cell>
1879 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1880 \begin_inset Text
1882 \begin_layout Plain Layout
1883 BS-X (non-slotted)
1884 \end_layout
1886 \end_inset
1887 </cell>
1888 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1889 \begin_inset Text
1891 \begin_layout Plain Layout
1892 NTSC
1893 \end_layout
1895 \end_inset
1896 </cell>
1897 </row>
1898 <row>
1899 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1900 \begin_inset Text
1902 \begin_layout Plain Layout
1903 bsxslotted
1904 \end_layout
1906 \end_inset
1907 </cell>
1908 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1909 \begin_inset Text
1911 \begin_layout Plain Layout
1912 BS-X (slotted)
1913 \end_layout
1915 \end_inset
1916 </cell>
1917 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1918 \begin_inset Text
1920 \begin_layout Plain Layout
1921 NTSC
1922 \end_layout
1924 \end_inset
1925 </cell>
1926 </row>
1927 <row>
1928 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1929 \begin_inset Text
1931 \begin_layout Plain Layout
1932 sufamiturbo
1933 \end_layout
1935 \end_inset
1936 </cell>
1937 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1938 \begin_inset Text
1940 \begin_layout Plain Layout
1941 Sufami Turbo
1942 \end_layout
1944 \end_inset
1945 </cell>
1946 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1947 \begin_inset Text
1949 \begin_layout Plain Layout
1950 NTSC
1951 \end_layout
1953 \end_inset
1954 </cell>
1955 </row>
1956 </lyxtabular>
1958 \end_inset
1961 \end_layout
1963 \begin_layout Standard
1964 Frame rates are:
1965 \end_layout
1967 \begin_layout Standard
1968 \begin_inset Tabular
1969 <lyxtabular version="3" rows="3" columns="2">
1970 <features tabularvalignment="middle">
1971 <column alignment="center" valignment="top" width="0">
1972 <column alignment="center" valignment="top" width="0">
1973 <row>
1974 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1975 \begin_inset Text
1977 \begin_layout Plain Layout
1978 Region
1979 \end_layout
1981 \end_inset
1982 </cell>
1983 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1984 \begin_inset Text
1986 \begin_layout Plain Layout
1987 Framerate
1988 \end_layout
1990 \end_inset
1991 </cell>
1992 </row>
1993 <row>
1994 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1995 \begin_inset Text
1997 \begin_layout Plain Layout
1999 \end_layout
2001 \end_inset
2002 </cell>
2003 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2004 \begin_inset Text
2006 \begin_layout Plain Layout
2007 322445/6448
2008 \end_layout
2010 \end_inset
2011 </cell>
2012 </row>
2013 <row>
2014 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2015 \begin_inset Text
2017 \begin_layout Plain Layout
2018 NTSC
2019 \end_layout
2021 \end_inset
2022 </cell>
2023 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2024 \begin_inset Text
2026 \begin_layout Plain Layout
2027 10738636/178683
2028 \end_layout
2030 \end_inset
2031 </cell>
2032 </row>
2033 </lyxtabular>
2035 \end_inset
2038 \end_layout
2040 \begin_layout Subsection
2041 Member: port1
2042 \end_layout
2044 \begin_layout Standard
2045 Contains type of port #1.
2046  Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
2047  If not present, defaults to 'gamepad'.
2048 \end_layout
2050 \begin_layout Subsection
2051 Member: port2
2052 \end_layout
2054 \begin_layout Standard
2055 Contains type of port #2.
2056  Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
2057  'justifier' and 'justifiers'.
2058  If not present, defaults to 'none'.
2059 \end_layout
2061 \begin_layout Subsection
2062 Member: gamename
2063 \end_layout
2065 \begin_layout Standard
2066 Contains name of the game.
2067 \end_layout
2069 \begin_layout Subsection
2070 Member: authors
2071 \end_layout
2073 \begin_layout Standard
2074 Contains authors, one per line.
2075  Part before '|' is the full name, part after is the nickname.
2076 \end_layout
2078 \begin_layout Subsection
2079 Member: systemid
2080 \end_layout
2082 \begin_layout Standard
2083 Always 
2084 \begin_inset Quotes eld
2085 \end_inset
2087 lsnes-rr1
2088 \begin_inset Quotes erd
2089 \end_inset
2092  Used to reject other saves.
2093 \end_layout
2095 \begin_layout Subsection
2096 Member: controlsversion
2097 \end_layout
2099 \begin_layout Standard
2100 Always 
2101 \begin_inset Quotes eld
2102 \end_inset
2105 \begin_inset Quotes erd
2106 \end_inset
2109  Used to identify what controls are there.
2110 \end_layout
2112 \begin_layout Subsection
2113 Member: 
2114 \begin_inset Quotes eld
2115 \end_inset
2117 coreversion
2118 \begin_inset Quotes erd
2119 \end_inset
2122 \end_layout
2124 \begin_layout Standard
2125 Contains bsnes core version number.
2126 \end_layout
2128 \begin_layout Subsection
2129 Member: projectid
2130 \end_layout
2132 \begin_layout Standard
2133 Contains project ID.
2134  Used to identify if two movies are part of the same project.
2135 \end_layout
2137 \begin_layout Subsection
2138 Member: {rom,slota,slotb}{,xml}.sha256
2139 \end_layout
2141 \begin_layout Standard
2142 Contains SHA-256 of said ROM or ROM mapping file.
2143  Absent if corresponding file is absent.
2144 \end_layout
2146 \begin_layout Subsection
2147 Member: moviesram.<name>
2148 \end_layout
2150 \begin_layout Standard
2151 Raw binary startup SRAM of kind <name>.
2152  Only present in savestates and movies starting from SRAM.
2153 \end_layout
2155 \begin_layout Subsection
2156 Member: moviestate
2157 \end_layout
2159 \begin_layout Standard
2160 Raw binary movie state data.
2161  Only present in savestates.
2162 \end_layout
2164 \begin_layout Standard
2165 for version 0:
2166 \end_layout
2168 \begin_layout Itemize
2169 32 bytes: SHA-256 of project ID.
2170 \end_layout
2172 \begin_layout Itemize
2173 8 bytes: Big-endian current frame.
2174 \end_layout
2176 \begin_layout Itemize
2177 100x4 bytes: Poll counters for each control (bit31 of each is 
2178 \begin_inset Quotes eld
2179 \end_inset
2181 data ready
2182 \begin_inset Quotes erd
2183 \end_inset
2185  bit), big-endian.
2186 \end_layout
2188 \begin_layout Itemize
2189 8 bytes: Big-endian lag frame count.
2190 \end_layout
2192 \begin_layout Itemize
2193 32 bytes: SHA-256 of past input
2194 \end_layout
2196 \begin_layout Itemize
2197 32 bytes: SHA-256 of previous.
2198 \end_layout
2200 \begin_layout Subsection
2201 Member: hostmemory
2202 \end_layout
2204 \begin_layout Standard
2205 Raw binary dump of host memory.
2206  Only present in savestates.
2207 \end_layout
2209 \begin_layout Subsection
2210 Member: savestate
2211 \end_layout
2213 \begin_layout Standard
2214 The savestate itself.
2215  Savestate detection uses this file, only present in savestates.
2216 \end_layout
2218 \begin_layout Subsection
2219 Member: screenshot
2220 \end_layout
2222 \begin_layout Standard
2223 Screenshot of current frame.
2224  Only present in savestates.
2225 \end_layout
2227 \begin_layout Subsection
2228 Member: sram.<name>
2229 \end_layout
2231 \begin_layout Standard
2232 Raw binary SRAM of kind <name> at time of savestate.
2233  Only present in savestates.
2234 \end_layout
2236 \begin_layout Subsection
2237 Member: input
2238 \end_layout
2240 \begin_layout Standard
2241 The actual input track, one line per subframe (blank lines are skipped).
2242 \end_layout
2244 \begin_layout Itemize
2245 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
2246  part of same frame as previous, otherwise it starts a new frame.
2247 \end_layout
2249 \begin_layout Itemize
2250 First subframe must start a new frame.
2251 \end_layout
2253 \begin_layout Standard
2254 Length of movie in frames is number of lines in input file that start a
2255  new frame.
2256 \end_layout
2258 \begin_layout Subsection
2259 Member: rerecords
2260 \end_layout
2262 \begin_layout Standard
2263 Contains textual base-10 rerecord count (emulator just writes this, it doesn't
2264  read it) + 1.
2265 \end_layout
2267 \begin_layout Subsection
2268 Member: rrdata
2269 \end_layout
2271 \begin_layout Standard
2272 This member stores set of load IDs.
2273  There is one load ID per rerecord (plus one corresponding to start of project).
2274 \end_layout
2276 \begin_layout Itemize
2277 This member constists of concatenation of records
2278 \end_layout
2280 \begin_layout Itemize
2281 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
2282  IDs.
2283 \end_layout
2285 \begin_layout Itemize
2286 IDs are interpretted as 256-bit big-endian integers with warparound.
2287 \end_layout
2289 \begin_layout Itemize
2290 Initial predicted ID is all zeroes.
2291 \end_layout
2293 \begin_layout Standard
2294 Format of each record is:
2295 \end_layout
2297 \begin_layout Itemize
2298 1 byte: Opcode byte.
2299  Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
2300  Bit 7 is unused.
2301 \end_layout
2303 \begin_layout Itemize
2304 32-prefixlen bytes of ID.
2305 \end_layout
2307 \begin_layout Itemize
2308 countlen bytes of big-endian count (count).
2309 \end_layout
2311 \begin_layout Standard
2312 Records are processed as follows:
2313 \end_layout
2315 \begin_layout Itemize
2316 To form the first ID encoded by record, take the first prefixlen bytes predicted
2317  ID and append the read ID value to it.
2318  The result is the first ID encoded.
2319 \end_layout
2321 \begin_layout Itemize
2322 If countlen is 0, record encodes 1 ID.
2323 \end_layout
2325 \begin_layout Itemize
2326 If countlen is 1, record encodes 2+count IDs.
2327 \end_layout
2329 \begin_layout Itemize
2330 If countlen is 2, record encodes 258+count IDs.
2331 \end_layout
2333 \begin_layout Itemize
2334 If countlen is 3, record encodes 65794+count IDs.
2335 \end_layout
2337 \begin_layout Itemize
2338 The new predicted ID is the next ID after last one encoded by the record.
2339 \end_layout
2341 \begin_layout Standard
2342 The number of rerecords + 1 is equal to the sum of number of IDs encoded
2343  by all records.
2344 \end_layout
2346 \begin_layout Section
2347 Compiling:
2348 \end_layout
2350 \begin_layout Subsection
2351 Building BSNES
2352 \end_layout
2354 \begin_layout Standard
2355 make ui=ui-libsnes options=debugger profile=accuracy
2356 \end_layout
2358 \begin_layout Itemize
2359 Yes, debugger is needed.
2360 \end_layout
2362 \begin_layout Subsection
2363 Prerequisite libraries:
2364 \end_layout
2366 \begin_layout Itemize
2367 zlib
2368 \end_layout
2370 \begin_layout Itemize
2371 SDL (SDL platform)
2372 \end_layout
2374 \begin_layout Itemize
2375 boost_iostreams
2376 \end_layout
2378 \begin_layout Itemize
2379 boost_filesystem
2380 \end_layout
2382 \begin_layout Itemize
2383 boost (conversion)
2384 \end_layout
2386 \begin_layout Subsection
2387 Compile options to make:
2388 \end_layout
2390 \begin_layout Subsubsection
2391 BSNES_PATH=<path>
2392 \end_layout
2394 \begin_layout Standard
2395 Set path to BSNES bsnes directory to <path>.
2396 \end_layout
2398 \begin_layout Subsubsection
2399 NO_THREADS=1
2400 \end_layout
2402 \begin_layout Standard
2403 Don't use threads (makes dumping slower, but threads probably only work
2404  on Linux).
2405 \end_layout
2407 \begin_layout Subsubsection
2408 CC=<compiler>
2409 \end_layout
2411 \begin_layout Standard
2412 (cross) C++ compiler to use.
2413  Defaults to g++-4.5
2414 \end_layout
2416 \begin_layout Subsubsection
2417 HOSTCC=<compiler>
2418 \end_layout
2420 \begin_layout Standard
2421 (host) C++ compiler to use.
2422  Defaults to the same as CC.
2423 \end_layout
2425 \begin_layout Subsubsection
2426 BSNES_IS_COMPAT=1
2427 \end_layout
2429 \begin_layout Standard
2430 Assume BSNES uses compatiblity core instead of accuracy core.
2431 \end_layout
2433 \begin_layout Subsubsection
2434 NO_LUA=1
2435 \end_layout
2437 \begin_layout Standard
2438 Don't compile in Lua support.
2439 \end_layout
2441 \begin_layout Section
2442 Errata:
2443 \end_layout
2445 \begin_layout Subsection
2446 Problems from BSNES core:
2447 \end_layout
2449 \begin_layout Itemize
2450 The whole pending save stuff.
2451 \end_layout
2453 \begin_layout Itemize
2454 Delay resets are slow.
2455 \end_layout
2457 \begin_layout Itemize
2458 RTC is not emulated in sync-stable manner.
2459 \end_layout
2461 \begin_layout Itemize
2462 Lack of layer hiding.
2463 \end_layout
2465 \begin_layout Itemize
2466 It is slow.
2467 \end_layout
2469 \begin_layout Itemize
2470 Firmwares can't be loaded from ZIP archives.
2471 \end_layout
2473 \begin_layout Itemize
2474 Manual polls can be corrupted if savestate occurs during those.
2475 \end_layout
2477 \begin_layout Subsection
2478 TODO For rr0:
2479 \end_layout
2481 \begin_layout Itemize
2482 Make it build on Windows (and build binaries).
2483  Not todo for rr0-β0.
2484 \end_layout
2486 \begin_layout Subsection
2487 Other problems:
2488 \end_layout
2490 \begin_layout Itemize
2491 Audio for last dumped frame is not itself dumped.
2492 \end_layout
2494 \begin_layout Itemize
2495 Audio in UI is pretty bad in quality.
2496 \end_layout
2498 \begin_layout Itemize
2499 UI itself is 30fps max.
2500 \end_layout
2502 \begin_layout Itemize
2503 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
2504 \end_layout
2506 \begin_layout Itemize
2507 No menus, command based interface (SDL).
2508 \end_layout
2510 \begin_layout Itemize
2511 Long commands don't scroll.
2512 \end_layout
2514 \begin_layout Itemize
2515 No autofire
2516 \end_layout
2518 \begin_layout Itemize
2519 Joysticks don't work.
2520 \end_layout
2522 \begin_layout Section
2523 Changelog:
2524 \end_layout
2526 \begin_layout Subsection
2527 rr0-β1
2528 \end_layout
2530 \begin_layout Itemize
2531 Fix -Wall warnings
2532 \end_layout
2534 \begin_layout Itemize
2535 Fix dumper video corruption with levels 10-18.
2536 \end_layout
2538 \end_body
2539 \end_document