1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
6 \use_default_options true
7 \maintain_unincluded_children false
9 \language_package default
14 \font_typewriter default
15 \font_default_family default
16 \use_non_tex_fonts false
23 \default_output_format default
25 \bibtex_command default
26 \index_command default
27 \paperfontsize default
38 \paperorientation portrait
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
52 \paperpagestyle default
53 \tracking_changes false
66 \begin_layout Standard
67 lsnes is SNES rerecording emulator based on bsnes core.
74 \begin_layout Enumerate
79 \begin_layout Enumerate
83 \begin_layout Enumerate
84 accuracy or compatiblity core.
87 \begin_layout Enumerate
88 Patched version (using included 6 patches)
92 \begin_layout Enumerate
96 \begin_layout Enumerate
100 \begin_layout Enumerate
104 \begin_layout Enumerate
108 \begin_layout Enumerate
112 \begin_layout Enumerate
113 sdlmain (SDL only, part of SDL)
116 \begin_layout Enumerate
117 boost_conversion (this is header-only library)
120 \begin_layout Enumerate
121 libswscale (wxwidgets graphics only)
124 \begin_layout Enumerate
125 Portaudio (portaudio sound only)
128 \begin_layout Enumerate
129 std::thread and co (for threaded dumper only, not needed if std::thread
133 \begin_layout Enumerate
134 Lua (if Lua support is needed).
137 \begin_layout Itemize
138 Version 5.1.X or 5.2X.
141 \begin_layout Section
145 \begin_layout Standard
146 Building is via makefile, the following options are available:
149 \begin_layout Itemize
150 CROSS_PREFIX=<prefix>
154 \begin_layout Itemize
155 Prefix to apply to commands when building executables / object files for
156 the target architecture.
160 \begin_layout Itemize
165 \begin_layout Itemize
170 \begin_layout Itemize
171 Name of C++ compiler.
174 \begin_layout Itemize
175 CROSS_PREFIX is prepended if compiling for target architecture.
178 \begin_layout Itemize
179 This needs to be at least GCC 4.6.
182 \begin_layout Itemize
183 Set to 'g++-mp-4.6' if compiling on Mac OS X using GCC 4.6 from Macports.
186 \begin_layout Itemize
191 \begin_layout Itemize
196 \begin_layout Itemize
197 Name of host C++ compiler.
200 \begin_layout Itemize
201 Default is value of 'CC' option.
205 \begin_layout Itemize
206 USER_HOSTCCFLAGS=<flags>:
210 \begin_layout Itemize
211 Compiler flags to pass when compiling/linking for host architecture.
214 \begin_layout Itemize
219 \begin_layout Itemize
224 \begin_layout Itemize
225 Extra flags to pass when compiling for target architecture
228 \begin_layout Itemize
233 \begin_layout Itemize
234 USER_LDFLAGS=<flags>:
238 \begin_layout Itemize
239 Extra flags to pass when linking for target architecture.
242 \begin_layout Itemize
247 \begin_layout Itemize
248 USER_PLATFORM_CFLAGS=<flags>
252 \begin_layout Itemize
253 Extra flags to pass when compiling files using platform-dependent code for
257 \begin_layout Itemize
262 \begin_layout Itemize
263 USER_PLATFORM_LDFLAGS=<flags>
267 \begin_layout Itemize
268 Extra flags to pass when linking files using platform-dependent code for
272 \begin_layout Itemize
277 \begin_layout Itemize
282 \begin_layout Itemize
283 Set the font file to use.
286 \begin_layout Itemize
287 Currently the valid values are:
291 \begin_layout Itemize
292 cp437.hex: Standard VGA font (256 characters).
295 \begin_layout Itemize
296 unifontfull-5.1.20080820.hex: GNU unifont (covers most of Unicode BMP)
300 \begin_layout Itemize
301 Default is 'unifontfull-5.1.20080820.hex'
305 \begin_layout Itemize
310 \begin_layout Itemize
311 Package to use for Lua support.
314 \begin_layout Itemize
315 Usually valid value is 'lua' or 'lua5.1'.
318 \begin_layout Itemize
319 Default is not to build Lua support.
323 \begin_layout Itemize
328 \begin_layout Itemize
329 Override platform default for dumper threading support.
332 \begin_layout Itemize
333 Threading is default on Linux.
336 \begin_layout Itemize
337 'YES' tries to use threading (std::thread).
340 \begin_layout Itemize
341 'BOOST' tries to use threading (boost::thread).
344 \begin_layout Itemize
345 'NO' disables threading.
348 \begin_layout Itemize
349 Note: This has absolutely nothing to do with platform threading.
353 \begin_layout Itemize
354 BSNES_IS_COMPAT=<anything>
358 \begin_layout Itemize
359 Signals that BSNES core used is compatiblity core, not accuracy core.
362 \begin_layout Itemize
363 Default is to assume accuracy core.
367 \begin_layout Itemize
368 JOYSTICK=<implementation>
372 \begin_layout Itemize
373 Set joystick implementation.
378 \begin_layout Itemize
379 SDL: Use SDL for joystick (requires SDL graphics)
382 \begin_layout Itemize
383 EVDEV: Use EVDEV for joystick (Linux only).
386 \begin_layout Itemize
387 DUMMY: Disable joystick support.
391 \begin_layout Itemize
396 \begin_layout Itemize
397 SOUND=<implementation>
401 \begin_layout Itemize
402 Set sound implementation.
407 \begin_layout Itemize
408 SDL: Use SDL for sound (requires SDL graphics)
411 \begin_layout Itemize
412 PORTAUDIO: Use Portaudio for sound.
415 \begin_layout Itemize
416 DUMMY: Disable sound support
420 \begin_layout Itemize
425 \begin_layout Itemize
426 GRAPHICS=<implementation>
430 \begin_layout Itemize
431 Set windowing library to use.
436 \begin_layout Itemize
437 SDL: Use SDL for graphics
440 \begin_layout Itemize
441 WXWIDGETS: Use wxWidgets for graphics.
445 \begin_layout Itemize
450 \begin_layout Section
454 \begin_layout Subsection
458 \begin_layout Standard
459 <kind> in the following can be one of:
462 \begin_layout Itemize
463 rom: Cartridge ROM (BIOS for special carts).
467 \begin_layout Itemize
468 bsx: BS-X (non-slotted) Game flash ROM.
471 \begin_layout Itemize
472 bsxslotted: BS-X (slotted) Game flash ROM.
475 \begin_layout Itemize
479 \begin_layout Itemize
480 slot-a: Sufami Turbo Slot A ROM
483 \begin_layout Itemize
484 slot-b: Sufami Turbo Slot B ROM
487 \begin_layout Subsubsection
488 --<kind>=<file> (lsnes/SDL, lsnes-avidump)
491 \begin_layout Standard
492 Load <file> as specified ROM (SFC/BS/DMG/ST file format).
495 \begin_layout Subsubsection
496 --<kind>-xml=<file> (lsnes/SDL, lsnes-avidump)
499 \begin_layout Standard
500 Override hardware detection for ROM, reading the values from <file> (BSNES
504 \begin_layout Subsubsection
505 --ips-<kind>=<file> (lsnes/SDL, lsnes-avidump)
508 \begin_layout Standard
509 Apply BPS/IPS patch <file> to ROM <kind>.
510 If specified multiple times, the patches are applied in order.
513 \begin_layout Subsubsection
514 --ips-<kind>-xml=<file> (lsnes/SDL, lsnes-avidump)
517 \begin_layout Standard
518 Apply BPS/IPS patch <file> to XML of ROM <kind>.
519 If specified multiple times, the patches are applied in order.
522 \begin_layout Subsubsection
523 --ips-offset=<offset> (lsnes/SDL, lsnes-avidump)
526 \begin_layout Standard
527 Set offset to apply to IPS patches.
529 Handy for applying headered IPS patches (use offset of -512 for this).
530 The offset must be 0 for BPS patches.
533 \begin_layout Subsubsection
537 \begin_layout Standard
538 Force ROM to be considered PAL-only.
541 \begin_layout Itemize
542 Only works on SNES and SGB ROMs (not BS-X or Sufami Turbo).
545 \begin_layout Itemize
546 Attempting to load NTSC movie file will error out.
549 \begin_layout Subsubsection
553 \begin_layout Standard
554 Force ROM to be considered NTSC-only.
557 \begin_layout Itemize
558 Attempting to load PAL movie file will error out.
561 \begin_layout Subsection
565 \begin_layout Subsubsection
566 <filename> (lsnes/SDL, lsnes-avidump, movieinfo)
569 \begin_layout Standard
570 Load <filename> as movie or savestate file.
571 All other session options are ignored.
574 \begin_layout Subsubsection
575 --port1=<device> (lsnes/SDL)
578 \begin_layout Standard
583 \begin_layout Itemize
584 none: No device connected
587 \begin_layout Itemize
588 gamepad: One gamepad (the default)
591 \begin_layout Itemize
592 multitap: Four gamepads (warning: makes most games refuse to start)
595 \begin_layout Itemize
599 \begin_layout Subsubsection
600 --port2=<type> (lsnes/SDL)
603 \begin_layout Standard
608 \begin_layout Itemize
609 none: No device connected (the default)
612 \begin_layout Itemize
616 \begin_layout Itemize
617 multitap: Four gamepads.
620 \begin_layout Itemize
624 \begin_layout Itemize
625 superscope: Super Scope
628 \begin_layout Itemize
629 justifier: One justifier
632 \begin_layout Itemize
633 justifiers: Two justifiers
636 \begin_layout Subsubsection
637 --gamename=<name> (lsnes/SDL)
640 \begin_layout Standard
641 Set the name of game to <name>.
645 \begin_layout Subsubsection
646 --author=<name> (lsnes/SDL)
649 \begin_layout Standard
650 Add author with full name of <name> (no nickname).
653 \begin_layout Subsubsection
654 --author=|<name> (lsnes/SDL)
657 \begin_layout Standard
658 Add author with nickname of <name> (no full name).
661 \begin_layout Subsubsection
662 --author=<fullname>|<nickname> (lsnes/SDL)
665 \begin_layout Standard
666 Add author with full name of <fullname> and nickname of <nickname>.
669 \begin_layout Subsubsection
670 --rtc-second=<value> (lsnes/SDL)
673 \begin_layout Standard
674 Set RTC second (0 is 1st January 1970 00:00:00Z).
675 Default is 1,000,000,000.
678 \begin_layout Subsubsection
679 --rtc-subsecond=<value> (lsnes/SDL)
682 \begin_layout Standard
689 \begin_layout Subsection
694 \begin_layout Subsubsection
695 --run=<file> (lsnes/SDL)
698 \begin_layout Standard
699 After running main RC file, run this file.
700 If multiple are specified, these execute in order specified.
703 \begin_layout Subsection
704 dump options (lsnes-dumpavi only)
707 \begin_layout Subsubsection
711 \begin_layout Standard
712 Set the dumper to use (required).
713 Use 'list' for listing of known dumpers.
716 \begin_layout Subsubsection
720 \begin_layout Standard
721 Set the mode to use (required for dumpers with multiple modes, forbidden
723 Use 'list' for known modes.
726 \begin_layout Subsubsection
730 \begin_layout Standard
733 \begin_inset Quotes eld
737 \begin_inset Quotes erd
743 \begin_layout Subsubsection
744 --option=<name>=<value>
747 \begin_layout Standard
748 Set option <name> to value <value>.
751 \begin_layout Subsubsection
755 \begin_layout Standard
756 Set number of frames to dump.
760 \begin_layout Subsubsection
764 \begin_layout Standard
765 Run specified lua script (lsnes-dumpavi does not have initialization files).
768 \begin_layout Section
769 Startup file lsnes.rc
772 \begin_layout Standard
773 Upon startup, lsnes (lsnes/SDL only) executes file lsnes.rc as commands.
774 This file is located in:
777 \begin_layout Itemize
782 lsnes.rc (if %APPDATA% exists)
785 \begin_layout Itemize
786 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
789 \begin_layout Itemize
790 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
793 \begin_layout Itemize
794 All: ./lsnes.rc (fallback default).
797 \begin_layout Standard
798 If leading directories do not exist, attempt to create them is made.
801 \begin_layout Section
805 \begin_layout Itemize
806 Commands beginning with '*' invoke the corresponding command without alias
810 \begin_layout Itemize
811 If command starts with '+' (after possible '*'), the command is executed
812 as-is when button is pressed, and when button is released, it is executed
813 with '+' replaced by '-'.
816 \begin_layout Itemize
817 Commands without '+' execute only on negative edge (release).
820 \begin_layout Subsection
824 \begin_layout Standard
825 Settings control various aspects of emulator behaviour.
828 \begin_layout Subsubsection
829 set-setting <setting> <value>
832 \begin_layout Standard
833 Sets setting <setting> to value <value> (may be empty).
836 \begin_layout Subsubsection
837 unset-setting <setting>
840 \begin_layout Standard
841 Try to unset setting <setting> (not all settings can be unset).
844 \begin_layout Subsubsection
845 get-setting <setting>
848 \begin_layout Standard
849 Read value of setting <setting>
852 \begin_layout Subsubsection
856 \begin_layout Standard
857 Print names and values of all settings.
860 \begin_layout Subsection
864 \begin_layout Standard
865 Keybindings bind commands or aliases to keys (or pseudo-keys).
869 \begin_layout Standard
873 \begin_layout Itemize
874 Do not bind edge active (+/-) commands to keys with modifiers, that won't
878 \begin_layout Itemize
879 Names of keys and modifiers are platform-dependent.
882 \begin_layout Itemize
883 Be careful before binding pseudo-keys (such as joystick axes, buttons or
884 hats) with modifiers.
885 That may or may not work right.
888 \begin_layout Subsubsection
889 bind-key [<mod>/<modmask>] <key> <command>
892 \begin_layout Standard
893 Bind <command> to key <key> (activating if modifiers in <modmask> (comma-seperat
894 ed list) are set as <mod> (comma-seperated list).
897 \begin_layout Standard
898 The names of keys and modifiers are platform-dependent.
901 \begin_layout Subsubsection
902 unbind-key [<mod>/<modmask>] <key>
905 \begin_layout Standard
906 Unbind command from <key> (with specified <mod> and <modmask>).
909 \begin_layout Subsubsection
910 set-axis <axis> [disabled | axis | axis-inverse | pressure0- | pressure0+
911 | pressure-0 | pressure-+ | pressure+0 | pressure+-] [minus=<val>] [zero=<val>]
912 [plus=<val>] [tolerance=<val>]
915 \begin_layout Standard
916 Set axis parameters for axis <axis>.
919 \begin_layout Itemize
920 disabled: Disable axis
923 \begin_layout Itemize
927 \begin_layout Itemize
928 axis-inverse: Inverse axis
931 \begin_layout Itemize
932 pressure0-: Pressure sensitive.
933 Released at 0, pressed at -.
936 \begin_layout Itemize
937 pressure0+: Pressure sensitive.
938 Released at 0, pressed at +.
941 \begin_layout Itemize
942 pressure-0: Pressure sensitive.
943 Released at -, pressed at 0.
946 \begin_layout Itemize
947 pressure-+: Pressure sensitive.
948 Released at -, pressed at +.
951 \begin_layout Itemize
952 pressure+0: Pressure sensitive.
953 Released at +, pressed at 0.
956 \begin_layout Itemize
957 pressure+-: Pressure sensitive.
958 Released at +, pressed at -.
961 \begin_layout Itemize
962 minus=<val>: Calibration at extreme minus position (-32768-32767)
965 \begin_layout Itemize
966 zero=<val>: Calibration at neutral position (-32768-32767)
969 \begin_layout Itemize
970 plus=<val>: Calibration at extreme plus position (-32768-32767)
973 \begin_layout Itemize
974 tolerance=<value>: Center band tolerance (0<x<1).
975 The smaller the value, the more sensitive the control is.
978 \begin_layout Subsubsection
982 \begin_layout Standard
983 Print all key bindings in effect.
986 \begin_layout Subsection
990 \begin_layout Standard
991 Aliases bind command to sequence of commands.
992 After alias has been defined, it replaces the command it shadows.
995 \begin_layout Standard
999 \begin_layout Itemize
1000 You can't alias command to itself.
1003 \begin_layout Itemize
1004 Aliases starting with +/- are edge active just like ordinary commands starting
1008 \begin_layout Itemize
1009 One command can be aliased to multiple commands.
1012 \begin_layout Subsubsection
1013 alias-command <command> <expansion>
1016 \begin_layout Standard
1017 Append <expansion> to alias <command>.
1018 If alias does not already exist, it is created.
1021 \begin_layout Subsubsection
1022 unalias-command <command>
1025 \begin_layout Standard
1026 Clear alias expansion for <command>.
1029 \begin_layout Subsubsection
1033 \begin_layout Standard
1034 Print all aliases and their expansions in effect.
1037 \begin_layout Subsection
1041 \begin_layout Standard
1042 Run <script> as if commands were entered on the command line.
1045 \begin_layout Subsection
1049 \begin_layout Standard
1050 Following commands control video dumping:
1053 \begin_layout Subsubsection
1057 \begin_layout Standard
1058 Dump AVI video to prefix <prefix> Notes:
1061 \begin_layout Itemize
1062 The codec is Camstudio Codec in gzip mode.
1065 \begin_layout Itemize
1066 Encoder and muxer are internal, available on all platforms.
1069 \begin_layout Itemize
1070 Audio enable/disable and framerate has no effect.
1073 \begin_layout Itemize
1074 The audio dumped to .avi is low-quality version.
1075 The high-quality version is dumped to .sox file.
1078 \begin_layout Subsubsection
1082 \begin_layout Standard
1083 End current AVI video dump (closing the emulator also closes the dump).
1086 \begin_layout Subsubsection
1090 \begin_layout Standard
1091 Dump JMD video to file <file>.
1094 \begin_layout Subsubsection
1098 \begin_layout Standard
1099 End the current JMD dump in progress.
1102 \begin_layout Subsubsection
1106 \begin_layout Standard
1107 Dump SDMP to <prefix>, splitting at 2GB.
1110 \begin_layout Subsubsection
1114 \begin_layout Standard
1115 Dump SDMP to <file>, no splitting
1118 \begin_layout Subsubsection
1122 \begin_layout Standard
1123 End the current SDMP dump in progress.
1126 \begin_layout Subsubsection
1130 \begin_layout Standard
1131 Dump raw audio (to <prefix>.audio, at 32040.5Hz) and video (to <prefix>.video>,
1132 at nominal framerate and 512x448 / 512x478 size).
1135 \begin_layout Subsubsection
1139 \begin_layout Standard
1140 End the current RAW dump in progress.
1143 \begin_layout Subsection
1147 \begin_layout Standard
1148 <address> may be decimal or hexadecimal (prefixed with '0x').
1149 <value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
1153 \begin_layout Standard
1154 The available element <sizes> are:
1157 \begin_layout Itemize
1161 \begin_layout Itemize
1165 \begin_layout Itemize
1169 \begin_layout Itemize
1173 \begin_layout Standard
1174 When reading RAM and ROM, multi-byte reads/writes are big-endian.
1175 When dealing with DSP memory, multi-byte reads/writes are native-endian
1176 (do not use operand sizes exceeding DSP bitness, except dword is OK for
1180 \begin_layout Subsubsection
1181 read-<size> <address>
1184 \begin_layout Standard
1185 Read the value of byte in <address>.
1188 \begin_layout Subsubsection
1189 read-s<size> <address>
1192 \begin_layout Standard
1193 Read the value of signed byte in <address>.
1196 \begin_layout Subsubsection
1197 write-<size> <address> <value>
1200 \begin_layout Standard
1201 Write <value> to byte in address <address>.
1204 \begin_layout Subsubsection
1208 \begin_layout Standard
1209 Reset the memory search
1212 \begin_layout Subsubsection
1216 \begin_layout Standard
1217 Print number of candidates remaining
1220 \begin_layout Subsubsection
1224 \begin_layout Standard
1225 Print all candidates remaining
1228 \begin_layout Subsubsection
1229 search-memory <usflag><sizeflag><op>
1232 \begin_layout Standard
1233 Searches memory for addresses satisfying criteria.
1236 \begin_layout Standard
1240 \begin_layout Itemize
1244 \begin_layout Itemize
1248 \begin_layout Standard
1252 \begin_layout Itemize
1256 \begin_layout Itemize
1260 \begin_layout Itemize
1264 \begin_layout Itemize
1268 \begin_layout Standard
1272 \begin_layout Itemize
1273 lt: < previous value.
1276 \begin_layout Itemize
1277 le: <= previous value.
1280 \begin_layout Itemize
1281 eq: = previous value.
1284 \begin_layout Itemize
1285 ne: != previous value.
1288 \begin_layout Itemize
1289 ge: >= previous value.
1292 \begin_layout Itemize
1293 gt: > previous value.
1296 \begin_layout Subsubsection
1297 search-memory <sizeflag> <value>
1300 \begin_layout Standard
1301 Searches for addresses that currently have value <value>.
1302 <sizeflag> is as in previous command.
1305 \begin_layout Subsection
1309 \begin_layout Standard
1310 These commands are not available in lsnesrc, but are available after ROM
1314 \begin_layout Subsubsection
1318 \begin_layout Standard
1319 Quits the emulator (asking for confirmation).
1320 If /y is given, no confirmation is asked.
1323 \begin_layout Subsubsection
1327 \begin_layout Standard
1328 Toggle paused/unpaused
1331 \begin_layout Subsubsection
1335 \begin_layout Standard
1337 If the button is still held after configurable timeout expires, game unpauses
1338 for the duration frame advance is held.
1341 \begin_layout Subsubsection
1345 \begin_layout Standard
1347 If the button is still held after configurable timeout expires, game unpauses
1348 for the duration frame advance is held.
1351 \begin_layout Subsubsection
1355 \begin_layout Standard
1356 Skip to first poll in frame after current.
1359 \begin_layout Subsubsection
1363 \begin_layout Standard
1364 Reset the SNES after this frame.
1367 \begin_layout Subsubsection
1371 \begin_layout Standard
1372 Load savestate <filename> in current mode.
1375 \begin_layout Subsubsection
1376 load-state <filename>
1379 \begin_layout Standard
1380 Load savestate <filename> in readwrite mode.
1383 \begin_layout Subsubsection
1384 load-readonly <filename>
1387 \begin_layout Standard
1388 Load savestate <filename> in readonly mode.
1391 \begin_layout Subsubsection
1392 load-preserve <filename>
1395 \begin_layout Standard
1396 Load savestate <filename> in readonly mode, preserving current events.
1399 \begin_layout Subsubsection
1400 load-movie <filename>
1403 \begin_layout Standard
1404 Load savestate <filename>, ignoring save part in readonly mode.
1407 \begin_layout Subsubsection
1408 save-state <filename>
1411 \begin_layout Standard
1412 Save system state to <filename> as soon as possible.
1415 \begin_layout Subsubsection
1416 save-movie <filename>
1419 \begin_layout Standard
1420 Save movie to <filename>.
1423 \begin_layout Subsubsection
1427 \begin_layout Standard
1428 Set read-write mode.
1431 \begin_layout Subsubsection
1435 \begin_layout Standard
1439 \begin_layout Subsubsection
1443 \begin_layout Standard
1444 Toggle between read-only and read-write modes.
1447 \begin_layout Subsubsection
1451 \begin_layout Standard
1452 Set name of the game to <name>
1455 \begin_layout Subsubsection
1459 \begin_layout Standard
1460 Print the name of the game.
1463 \begin_layout Subsubsection
1467 \begin_layout Standard
1468 Adds new author <author>.
1469 If <author> does not contain '|' it is full name.
1470 If it contains '|', '|' splits the full name and nickname.
1473 \begin_layout Subsubsection
1474 edit-author <num> <author>
1477 \begin_layout Standard
1478 Edit the author in slot <num> (0-based) to be <author> (see add-author for
1482 \begin_layout Subsubsection
1486 \begin_layout Standard
1487 Remove author in slot <num>
1490 \begin_layout Subsubsection
1494 \begin_layout Standard
1498 \begin_layout Subsubsection
1499 test-1, test-2, test-3
1502 \begin_layout Standard
1503 Internal test commands.
1507 \begin_layout Subsubsection
1508 take-screenshot <filename>
1511 \begin_layout Standard
1512 Save screenshot to <filename>.
1515 \begin_layout Subsubsection
1516 +controller<num><button>
1519 \begin_layout Standard
1520 Press button <button> on controller <num> (1-8).
1521 The following button names are known:
1524 \begin_layout Itemize
1528 \begin_layout Itemize
1532 \begin_layout Itemize
1536 \begin_layout Itemize
1540 \begin_layout Itemize
1544 \begin_layout Itemize
1548 \begin_layout Itemize
1552 \begin_layout Itemize
1556 \begin_layout Itemize
1560 \begin_layout Itemize
1564 \begin_layout Itemize
1568 \begin_layout Itemize
1572 \begin_layout Itemize
1576 \begin_layout Itemize
1580 \begin_layout Itemize
1584 \begin_layout Itemize
1588 \begin_layout Subsubsection
1589 controllerh<num><button>
1592 \begin_layout Standard
1593 Hold/unhold button <button> on controller <num> (1-8).
1594 See +controller for button names.
1597 \begin_layout Subsubsection
1598 autofire (<pattern>|-)...
1601 \begin_layout Standard
1602 Set autofire pattern.
1603 Each parameter is comma-separated list of button names (in form of 1start,
1604 1A, 2B, etc..) to hold on that frame.
1605 After reaching the end of pattern, the pattern restarts from the beginning.
1608 \begin_layout Subsubsection
1612 \begin_layout Standard
1616 \begin_layout Subsection
1620 \begin_layout Subsubsection
1621 cycle-jukebox-backward
1624 \begin_layout Standard
1625 Cycle save jukebox backwards.
1628 \begin_layout Subsubsection
1629 cycle-jukebox-forward
1632 \begin_layout Standard
1633 Cycle save jukebox forwards
1636 \begin_layout Subsubsection
1637 add-jukebox-save <filename>
1640 \begin_layout Standard
1641 Add <filename> to jukebox saves.
1644 \begin_layout Subsubsection
1648 \begin_layout Standard
1649 Do load from jukebox (current mode).
1652 \begin_layout Subsubsection
1656 \begin_layout Standard
1657 Do state save to jukebox.
1660 \begin_layout Subsection
1664 \begin_layout Standard
1665 Only available if lua support is compiled in.
1668 \begin_layout Subsubsection
1669 evaluate-lua <luacode>
1672 \begin_layout Standard
1673 Run Lua code <luacode> using built-in Lua interpretter.
1676 \begin_layout Subsubsection
1680 \begin_layout Standard
1681 Run specified lua file using built-in Lua interpretter.
1684 \begin_layout Subsection
1688 \begin_layout Subsubsection
1689 add-watch <name> <expression>
1692 \begin_layout Standard
1693 Adds new watch (or modifies old one).
1696 \begin_layout Subsubsection
1700 \begin_layout Standard
1704 \begin_layout Subsection
1708 \begin_layout Subsubsection
1709 enable-sound <on/off>
1712 \begin_layout Standard
1713 Enable/Disable sound.
1716 \begin_layout Subsubsection
1717 set-sound-device <device>
1720 \begin_layout Standard
1721 Set sound device to <device>
1724 \begin_layout Subsubsection
1728 \begin_layout Standard
1729 Show status of sound system.
1732 \begin_layout Subsubsection
1736 \begin_layout Standard
1737 Show all available devices.
1740 \begin_layout Subsection
1741 SDL Platform commands
1744 \begin_layout Standard
1745 The following are valid on SDL platform.
1748 \begin_layout Subsubsection
1752 \begin_layout Standard
1753 Asks to press a key and then identifies that (pseudo-)key.
1756 \begin_layout Subsubsection
1760 \begin_layout Standard
1761 Toggle between windowed/fullscreen console.
1764 \begin_layout Subsubsection
1768 \begin_layout Standard
1769 Scroll messages window as far back as it goes.
1772 \begin_layout Subsubsection
1776 \begin_layout Standard
1777 Scroll messages window as far forward as it goes.
1780 \begin_layout Subsubsection
1784 \begin_layout Standard
1785 Scroll messages window back one screenful.
1788 \begin_layout Subsubsection
1792 \begin_layout Standard
1793 Scroll messages window forward one screenful.
1796 \begin_layout Section
1800 \begin_layout Subsection
1804 \begin_layout Subsubsection
1808 \begin_layout Standard
1809 Set where bsnes looks for firmware files.
1811 \begin_inset Quotes eld
1815 \begin_inset Quotes erd
1821 \begin_layout Subsubsection
1825 \begin_layout Standard
1827 Numeric, range is 0.001 to
1828 \begin_inset Quotes eld
1832 \begin_inset Quotes erd
1836 Default is native framerate.
1839 \begin_layout Subsubsection
1843 \begin_layout Standard
1844 Set save compression level (integer 0-9).
1845 Default is 7 (0 is no compression).
1848 \begin_layout Subsubsection
1852 \begin_layout Standard
1853 Set the frame advance timeout in milliseconds.
1854 Numeric integer, range is 0-999999999.
1858 \begin_layout Subsection
1862 \begin_layout Subsubsection
1866 \begin_layout Standard
1867 AVI dumper: Always dump at 512x448 or 512x478 regardless of what the console
1871 \begin_layout Subsubsection
1875 \begin_layout Standard
1876 AVI dumper: Set the default left border thickness (unless lua overrides)
1882 \begin_layout Subsubsection
1886 \begin_layout Standard
1887 AVI dumper: Set the default right border thickness (unless lua overrides)
1893 \begin_layout Subsubsection
1897 \begin_layout Standard
1898 AVI dumper: Set the default top border thickness (unless lua overrides)
1904 \begin_layout Subsubsection
1908 \begin_layout Standard
1909 AVI dumper: Set the default bottom border thickness (unless lua overrides)
1915 \begin_layout Subsubsection
1919 \begin_layout Standard
1920 AVI dumper: Maximum number of frames per dump segment (0 => unlimited).
1925 \begin_layout Subsubsection
1929 \begin_layout Standard
1930 AVI dumper: Compression level (0-18).
1933 \begin_layout Itemize
1934 Compression levels 10 and above are not compatible with stock CSCD codec.
1937 \begin_layout Itemize
1938 Recomended level is 7.
1941 \begin_layout Subsubsection
1945 \begin_layout Standard
1946 AVI dumper: Set method of determining the sound rate.
1949 \begin_layout Itemize
1950 0: Pick nearest of 8, 11.025, 12, 16, 22.05, 24, 32, 44.1, 48, 64, 88.2, 96,
1951 128, 176.4 and 192 kHz.
1954 \begin_layout Itemize
1955 1: Round down to nearest integer.
1958 \begin_layout Itemize
1959 2: Round up to nearest ingeter.
1962 \begin_layout Subsection
1966 \begin_layout Subsubsection
1970 \begin_layout Standard
1971 JMD dumper: Compression level (0-9).
1974 \begin_layout Subsection
1975 SDL platform settings
1978 \begin_layout Subsubsection
1979 autorepeat-first-delay
1982 \begin_layout Standard
1983 Sets the delay for first character in typematic autorepeat.
1986 \begin_layout Subsubsection
1987 autorepeat-subsequent-delay
1990 \begin_layout Standard
1991 Sets the delay for subsequent characters in typematic autorepeat.
1994 \begin_layout Section
1998 \begin_layout Subsection
1999 Core (in main table)
2002 \begin_layout Subsubsection
2006 \begin_layout Standard
2007 Print line to message console.
2010 \begin_layout Subsubsection
2011 exec(string command)
2014 \begin_layout Standard
2015 Run command as it was entered on the command line
2018 \begin_layout Subsubsection
2022 \begin_layout Standard
2024 First is time since some epoch in seconds, the second is microseconds mod
2025 10^6 since that epoch.
2028 \begin_layout Subsubsection
2032 \begin_layout Standard
2033 Returns true if emulator has finished booting, false if not (on_startup()
2034 will be issued later).
2037 \begin_layout Subsubsection
2038 set_idle_timeout(number timeout)
2041 \begin_layout Standard
2042 Set number of microseconds to block idle for.
2043 After this timeout has expired, on_idle() will be called once.
2046 \begin_layout Subsubsection
2047 set_timer_timeout(number timeout)
2050 \begin_layout Standard
2051 Set number of microseconds to block timer for.
2052 After this timeout has expired, on_timer() will be called once.
2055 \begin_layout Subsection
2059 \begin_layout Standard
2060 Bitwise logical functions and related.
2063 \begin_layout Subsubsection
2064 bit.none(number...) / bit.bnot(number...)
2067 \begin_layout Standard
2068 48-bit bitwise NOT / NONE function (set bits that are set in none of the
2072 \begin_layout Subsubsection
2073 bit.any(number...) / bit.bor(number...)
2076 \begin_layout Standard
2077 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
2080 \begin_layout Subsubsection
2081 bit.all(number...) / bit.band(number...)
2084 \begin_layout Standard
2085 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
2089 \begin_layout Subsubsection
2090 bit.parity(number...) / bit.bxor(number...)
2093 \begin_layout Standard
2094 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
2098 \begin_layout Subsubsection
2099 bit.lrotate(number base[, number amount[, number bits]])
2102 \begin_layout Standard
2103 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
2106 \begin_layout Subsubsection
2107 bit.rrotate(number base[, number amount[, number bits]])
2110 \begin_layout Standard
2111 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
2115 \begin_layout Subsubsection
2116 bit.lshift(number base[, number amount[, number bits]])
2119 \begin_layout Standard
2120 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
2121 The new bits are filled with zeroes.
2124 \begin_layout Subsubsection
2125 bit.lrshift(number base[, number amount[, number bits]])
2128 \begin_layout Standard
2129 Shift bits-bit (max 48, default 48) number logically right by amount (default
2131 The new bits are filled with zeroes.
2134 \begin_layout Subsubsection
2135 bit.arshift(number base[, number amount[, number bits]])
2138 \begin_layout Standard
2139 Shift bits-bit (max 48, default 48) number arithmetically right by amount
2141 The new bits are shifted in with copy of the high bit.
2144 \begin_layout Subsection
2148 \begin_layout Standard
2149 Most of these functions can only be called in on_paint and on_video callbacks.
2150 Exceptions are noted.
2153 \begin_layout Standard
2155 Bits 0-7 are the blue component, bits 8-15 are the green component, bits
2156 16-23 are the red component, bits 24-31 are alpha component (0 is fully
2157 opaque, 255 is almost transparent).
2158 -1 is the fully transparent color.
2159 Alpha values greater than 127 do work.
2162 \begin_layout Standard
2163 Origin of coordinates is at top left corner of game display area.
2164 Left and top gaps correspond to negative coordinates.
2167 \begin_layout Subsubsection
2171 \begin_layout Standard
2172 Returns 2-tuple (hresolution, vresolution).
2175 \begin_layout Subsubsection
2176 gui.<class>_gap(number gap)
2179 \begin_layout Standard
2180 Set the <class> (left, right, top, bottom) gap to specified value (max gap
2184 \begin_layout Subsubsection
2185 gui.text(number x, number y, string text[, number fgc[, number bgc]])
2188 \begin_layout Standard
2189 Draw specified text on the GUI (each character cell is 8 or 16 wide and
2194 \begin_layout Itemize
2195 x: X-coordinate to start the drawing from (and x-coordinate at begining
2199 \begin_layout Itemize
2200 y: Y-coordinate to start the drawing from.
2203 \begin_layout Itemize
2204 text: The text to draw.
2207 \begin_layout Itemize
2208 fgc: Text color (default is 0xFFFFFF (white))
2211 \begin_layout Itemize
2212 bgc: Background color (default is -1 (transparent))
2215 \begin_layout Subsubsection
2216 gui.textH(number x, number y, string text[, number fgc[, number bgc]])
2219 \begin_layout Standard
2220 Like gui.text, but draw using double-width.
2223 \begin_layout Subsubsection
2224 gui.textV(number x, number y, string text[, number fgc[, number bgc]])
2227 \begin_layout Standard
2228 Like gui.text, but draw using double-height.
2231 \begin_layout Subsubsection
2232 gui.textHV(number x, number y, string text[, number fgc[, number bgc]])
2235 \begin_layout Standard
2236 Like gui.text, but draw using double-width/double-height.
2239 \begin_layout Subsubsection
2240 gui.rectangle(number x, number y, number width, number height[, number thickness[
2241 , number outline[, number fill]]])
2244 \begin_layout Standard
2245 Draw rectangle on the GUI.
2249 \begin_layout Itemize
2250 x: X-coordinate of left edge.
2253 \begin_layout Itemize
2254 y: Y-coordinate of upper edge.
2257 \begin_layout Itemize
2258 width: Width of rectangle.
2261 \begin_layout Itemize
2262 height: Height of rectangle.
2265 \begin_layout Itemize
2266 thickness: Thickness of outline (default is 1).
2269 \begin_layout Itemize
2270 outline: Color of outline (default is 0xFFFFFF (white))
2273 \begin_layout Itemize
2274 fill: Color of fil (default is -1 (transparent))
2277 \begin_layout Subsubsection
2278 gui.pixel(number x, number y[, number color])
2281 \begin_layout Standard
2282 Draw one pixel on the GUI.
2286 \begin_layout Itemize
2287 x: X-coordinate of the pixel
2290 \begin_layout Itemize
2291 y: Y-coordinate of the pixel
2294 \begin_layout Itemize
2295 color: Color of the pixel (default is 0xFFFFFF (white))
2298 \begin_layout Subsubsection
2299 gui.crosshair(number x, number y[, number length[, number color]])
2302 \begin_layout Standard
2307 \begin_layout Itemize
2308 x: X-coordinate of the crosshair
2311 \begin_layout Itemize
2312 y: Y-coordinate of the crosshair
2315 \begin_layout Itemize
2316 length: Length of the crosshair lines (default 10).
2319 \begin_layout Itemize
2320 color: Color of the crosshair (default is 0xFFFFFF (white))
2323 \begin_layout Subsubsection
2324 gui.line(number x1, number y1, number x2, number y2[, number color])
2327 \begin_layout Standard
2332 \begin_layout Itemize
2333 x1: X-coordinate of one end.
2336 \begin_layout Itemize
2337 y1: Y-coordinate of one end.
2340 \begin_layout Itemize
2341 x2: X-coordinate of the other end.
2344 \begin_layout Itemize
2345 y2: Y-coordinate of the other end.
2348 \begin_layout Itemize
2349 color: Color of the line (default is 0xFFFFFF (white)).
2352 \begin_layout Subsubsection
2353 gui.circle(number x, number y, number r[, number thick[, number border[,
2357 \begin_layout Standard
2362 \begin_layout Itemize
2363 x: X-coordinate of the center
2366 \begin_layout Itemize
2367 y: Y-coordinate of the center
2370 \begin_layout Itemize
2371 r: The radius of the circle
2374 \begin_layout Itemize
2375 thick: Border thickness
2378 \begin_layout Itemize
2379 border: Border color (default is 0xFFFFFF (white))
2382 \begin_layout Itemize
2383 fill: Fill color (default is -1 (transparent)).
2386 \begin_layout Subsubsection
2387 gui.bitmap_draw(number x, number y, bitmap bitmap, palette palette)
2390 \begin_layout Standard
2391 Draw a bitmap on screen with specified palette.
2395 \begin_layout Itemize
2396 x: X-coordinate of left edge.
2399 \begin_layout Itemize
2400 y: Y-coordinate of top edge.
2403 \begin_layout Itemize
2404 bitmap: The bitmap to draw
2407 \begin_layout Itemize
2408 palette: The palette to draw the bitmap using.
2411 \begin_layout Subsubsection
2412 gui.bitmap_draw(number x, number y, dbitmap bitmap)
2415 \begin_layout Standard
2416 Draw a bitmap on screen.
2420 \begin_layout Itemize
2421 x: X-coordinate of left edge.
2424 \begin_layout Itemize
2425 y: Y-coordinate of top edge.
2428 \begin_layout Itemize
2429 bitmap: The bitmap to draw
2432 \begin_layout Subsubsection
2436 \begin_layout Standard
2437 Returns a new palette (initially all transparent).
2438 Can be used anywhere.
2441 \begin_layout Subsubsection
2442 gui.bitmap_new(number w, number h, boolean direct)
2445 \begin_layout Standard
2446 Returns a new bitmap/dbitmap.
2447 Can be used anywhere.
2451 \begin_layout Itemize
2452 w: The width of new bitmap
2455 \begin_layout Itemize
2456 h: The height of new bitmap
2459 \begin_layout Itemize
2460 direct: If true, the returned bitmap is dbitmap, otherwise bitmap.
2463 \begin_layout Subsubsection
2464 gui.bitmap_load(string file)
2467 \begin_layout Standard
2468 Returns loaded bitmap/dbitmap (if bitmap, the second return value is palette
2470 Can be used anywhere.
2474 \begin_layout Itemize
2475 file: The name of file to load.
2478 \begin_layout Subsubsection
2479 gui.palette_set(palette palette, number index, number color)
2482 \begin_layout Standard
2483 Sets color in palette.
2484 Can be used anywhere.
2488 \begin_layout Itemize
2489 palette: The palette to manipulate
2492 \begin_layout Itemize
2493 index: Index of color (0-65535).
2496 \begin_layout Itemize
2497 color: The color value.
2500 \begin_layout Subsubsection
2501 gui.bitmap_pset(bitmap/dbitmap bitmap, number x, number y, number color)
2504 \begin_layout Standard
2505 Sets specified pixel in bitmap.
2506 Can be used anywhere.
2510 \begin_layout Itemize
2511 bitmap: The bitmap to manipulate
2514 \begin_layout Itemize
2515 x: The x-coordinate of the pixel.
2518 \begin_layout Itemize
2519 y: The y-coordinate of the pixel.
2522 \begin_layout Itemize
2523 color: If bitmap is a bitmap, color index (0-65535).
2524 Otherwise color value.
2527 \begin_layout Subsubsection
2528 gui.bitmap_size(bitmap/dbitmap bitmap)
2531 \begin_layout Standard
2533 Can be used anywhere.
2537 \begin_layout Itemize
2538 bitmap: The bitmap to query.
2541 \begin_layout Standard
2542 The first return is the width, the second is the height.
2545 \begin_layout Subsubsection
2546 gui.bitmap_blit(bitmap/dbitmap dest, number dx, number dy, bitmap/dbitmap
2547 src, number sx, number sy, number w, number h[, number ck])
2550 \begin_layout Standard
2551 Blit a part of bitmap to another.
2552 Can be used anywhere.
2556 \begin_layout Itemize
2557 dest: Destination to blit to.
2560 \begin_layout Itemize
2561 dx: left edge of target
2564 \begin_layout Itemize
2565 dy: Top edge of target
2568 \begin_layout Itemize
2569 src: The source to blit from.
2570 Must be of the same type as destination.
2573 \begin_layout Itemize
2574 sx: left edge of source
2577 \begin_layout Itemize
2578 sy: Top edge of source
2581 \begin_layout Itemize
2585 \begin_layout Itemize
2586 h: Height of region.
2589 \begin_layout Itemize
2591 Pixels of this color are not blitted.
2595 \begin_layout Itemize
2596 If bitmaps are bitmaps, this is color index of colorkey.
2597 Values outside range 0-65535 cause no key to be used as colorkey.
2600 \begin_layout Itemize
2601 If bitmaps are dbitmaps, this color value of colorkey.
2604 \begin_layout Itemize
2605 May be absent or nil for no colorkey blit.
2609 \begin_layout Subsubsection
2613 \begin_layout Standard
2614 Request on_repaint() to happen as soon as possible.
2615 Can be used anywhere.
2618 \begin_layout Subsubsection
2619 gui.subframe_update(boolean on)
2622 \begin_layout Standard
2623 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
2624 or not happen (on=false).
2625 Can be used anywhere.
2628 \begin_layout Subsubsection
2629 gui.screenshot(string filename)
2632 \begin_layout Standard
2633 Write PNG screenshot of the current frame (no drawings) to specified file.
2634 Can be used anywhere.
2637 \begin_layout Subsubsection
2638 gui.color(number r, number g, number b[, number a])
2641 \begin_layout Standard
2642 Returns color (in notation Lua scripts use) corresponding to color (r,g,b),
2643 each component in scale 0-255.
2644 If a is specified, that is alpha (0 is fully transparent, 256(sic) is fully
2646 The default alpha is 256.
2649 \begin_layout Subsubsection
2650 gui.status(string name, string value)
2653 \begin_layout Standard
2655 \begin_inset Quotes eld
2659 \begin_inset Quotes erd
2662 to <value> in status area.
2663 Can be used anywhere.
2666 \begin_layout Subsection
2670 \begin_layout Standard
2672 Only available in on_input callback.
2675 \begin_layout Subsubsection
2676 input.get(number controller, number index)
2679 \begin_layout Standard
2680 Read the specified index (0-11) from specified controller (0-7).
2684 \begin_layout Itemize
2685 Uses physical controller numbering.
2686 Gamepad in port 2 is controller 4, not 1!
2689 \begin_layout Subsubsection
2690 input.set(number controller, number index, number value)
2693 \begin_layout Standard
2694 Write the specified index (0-11) from specified controller (0-7), storing
2699 \begin_layout Itemize
2700 Uses physical controller numbering.
2701 Gamepad in port 2 is controller 4, not 1!
2704 \begin_layout Subsubsection
2705 input.geta(number controller)
2708 \begin_layout Standard
2709 Get input state for entiere controller.
2710 Returns 13 return values.
2713 \begin_layout Itemize
2714 1st return value: Bitmask: bit i is set if i:th index is nonzero
2717 \begin_layout Itemize
2718 2nd-13th return value: value of i:th index.
2721 \begin_layout Subsubsection
2722 input.seta(number controller, number bitmask, number args...)
2725 \begin_layout Standard
2726 Set state for entiere controller.
2727 args is up to 12 values for indices (overriding values in bitmask if specified).
2730 \begin_layout Subsubsection
2731 input.reset([number cycles])
2734 \begin_layout Standard
2736 If cycles is greater than zero, do delayed reset.
2737 0 (or no value) causes immediate reset.
2740 \begin_layout Itemize
2741 Only available with subframe flag false.
2744 \begin_layout Subsubsection
2748 \begin_layout Standard
2749 Returns table of tables of all available keys and axes.
2750 The first table is indexed by key name (platform-dependent!), and the inner
2751 table has the following fields:
2754 \begin_layout Itemize
2755 last_rawval: Last reported raw value for control.
2758 \begin_layout Itemize
2759 ktype: Type of key (disabled, key, mouse, axis, axis-inverse, hat, pressure-m0,
2760 pressure-mp, pressure-0m, pressure-0p, pressure-pm, pressure-p0).
2763 \begin_layout Itemize
2764 cal_left: Minimum calibration value.
2765 Only meaningful with axis and pressure types.
2768 \begin_layout Itemize
2769 cal_center: Center calibration value.
2770 Only meaningful with axis and pressure types.
2773 \begin_layout Itemize
2774 cal_right: Maximum calibration value.
2775 Only meaningful with axis and pressure types.
2778 \begin_layout Itemize
2779 cal_tolerance: Dead zone tolerance.
2780 Only meaningful with axis and pressure types.
2783 \begin_layout Subsubsection
2784 input.keyhook(key, state)
2787 \begin_layout Standard
2788 Requests that keyhook events to be sent for key (state=true) or not sent
2792 \begin_layout Subsection
2796 \begin_layout Standard
2797 Host memory handling (extra memory saved to savestates).
2798 Host memory starts empty.
2801 \begin_layout Subsubsection
2802 hostmemory.read(number address)
2805 \begin_layout Standard
2806 Reads hostmemory slot address.
2807 Slot numbers out of range return false instead of numeric.
2810 \begin_layout Subsubsection
2811 hostmemory.write(number address, number value)
2814 \begin_layout Standard
2815 Writes hostmemory slot with 0-255.
2816 Slot numbers out of range cause extension of host memory slot space.
2819 \begin_layout Subsubsection
2820 hostmemory.readbyte(number address)
2823 \begin_layout Standard
2824 Read unsigned byte (1 element) from given address.
2825 Slots out of range return false.
2828 \begin_layout Subsubsection
2829 hostmemory.writebyte(number address, number value)
2832 \begin_layout Standard
2833 Write unsigned byte (1 element) to given slot.
2834 Slot numbers out of range cause extension.
2837 \begin_layout Subsubsection
2838 hostmemory.readsbyte(number address)
2841 \begin_layout Standard
2842 Read signed byte (1 element) from given address.
2843 Slots out of range return false.
2846 \begin_layout Subsubsection
2847 hostmemory.writesbyte(number address, number value)
2850 \begin_layout Standard
2851 Write signed byte (1 element) to given slot.
2852 Slot numbers out of range cause extension.
2855 \begin_layout Subsubsection
2856 hostmemory.readword(number address)
2859 \begin_layout Standard
2860 Read unsigned word (2 elements) from given address.
2861 Slots out of range return false.
2864 \begin_layout Subsubsection
2865 hostmemory.writeword(number address, number value)
2868 \begin_layout Standard
2869 Write unsigned word (2 elements) to given slot.
2870 Slot numbers out of range cause extension.
2873 \begin_layout Subsubsection
2874 hostmemory.readsword(number address)
2877 \begin_layout Standard
2878 Read signed word (2 elements) from given address.
2879 Slots out of range return false.
2882 \begin_layout Subsubsection
2883 hostmemory.writesword(number address, number value)
2886 \begin_layout Standard
2887 Write signed word (2 elements) to given slot.
2888 Slot numbers out of range cause extension.
2891 \begin_layout Subsubsection
2892 hostmemory.readdword(number address)
2895 \begin_layout Standard
2896 Read unsigned doubleword (4 elements) from given address.
2897 Slots out of range return false.
2900 \begin_layout Subsubsection
2901 hostmemory.writedword(number address, number value)
2904 \begin_layout Standard
2905 Write unsigned doubleword (4 elements) to given slot.
2906 Slot numbers out of range cause extension.
2909 \begin_layout Subsubsection
2910 hostmemory.readsdword(number address)
2913 \begin_layout Standard
2914 Read signed doubleword (4 elements) from given address.
2915 Slots out of range return false.
2918 \begin_layout Subsubsection
2919 hostmemory.writesdword(number address, number value)
2922 \begin_layout Standard
2923 Write signed doubleword (4 elements) to given slot.
2924 Slot numbers out of range cause extension.
2927 \begin_layout Subsubsection
2928 hostmemory.readqword(number address)
2931 \begin_layout Standard
2932 Read unsigned quadword (8 elements) from given address.
2933 Slots out of range return false.
2936 \begin_layout Subsubsection
2937 hostmemory.writeqword(number address, number value)
2940 \begin_layout Standard
2941 Write unsigned quadword (4 elements) to given slot.
2942 Slot numbers out of range cause extension.
2945 \begin_layout Subsubsection
2946 hostmemory.readsqword(number address)
2949 \begin_layout Standard
2950 Read signed quadword (8 elements) from given address.
2951 Slots out of range return false.
2954 \begin_layout Subsubsection
2955 hostmemory.writesqword(number address, number value)
2958 \begin_layout Standard
2959 Write signed quadword (8 elements) to given slot.
2960 Slot numbers out of range cause extension.
2963 \begin_layout Subsection
2967 \begin_layout Standard
2971 \begin_layout Subsubsection
2972 movie.currentframe()
2975 \begin_layout Standard
2976 Return number of current frame.
2979 \begin_layout Subsubsection
2983 \begin_layout Standard
2984 Return number of frames in movie.
2987 \begin_layout Subsubsection
2991 \begin_layout Standard
2992 Return true if in readonly mode, false if in readwrite.
2995 \begin_layout Subsubsection
2996 movie.set_readwrite()
2999 \begin_layout Standard
3000 Set readwrite mode (does not cause on_readwrite callback).
3003 \begin_layout Subsubsection
3004 movie.frame_subframes(number frame)
3007 \begin_layout Standard
3008 Count number of subframes in specified frame (frame numbers are 1-based)
3012 \begin_layout Subsubsection
3013 movie.read_subframe(number frame, number subframe)
3016 \begin_layout Standard
3017 Read specifed subframe in specified frame and return data as array (100
3018 elements, numbered 0-99 currently).
3021 \begin_layout Subsection
3025 \begin_layout Standard
3026 Routines for settings manipulation
3029 \begin_layout Subsubsection
3030 settings.get(string name)
3033 \begin_layout Standard
3034 Get value of setting.
3035 If setting is blank, returns false.
3036 If setting value can't be obtained, returns (nil, error message).
3039 \begin_layout Subsubsection
3040 settings.set(string name, string value)
3043 \begin_layout Standard
3044 Set value of setting.
3045 If setting can't be set, returns (nil, error message).
3048 \begin_layout Subsubsection
3049 settings.is_set(string name)
3052 \begin_layout Standard
3053 Returns if setting is set.
3054 If setting does not exist, returns (nil, error message).
3057 \begin_layout Subsubsection
3058 settings.blank(string name)
3061 \begin_layout Standard
3062 Blanks a setting and returns true.
3063 If setting can't be blanked, returns (nil, error message).
3066 \begin_layout Subsection
3070 \begin_layout Standard
3071 Contains various functions for managing memory
3074 \begin_layout Subsubsection
3078 \begin_layout Standard
3079 Returns the number of VMAs
3082 \begin_layout Subsubsection
3083 memory.read_vma(number index)
3086 \begin_layout Standard
3087 Reads the specified VMA (indices start from zero).
3088 Trying to read invalid VMA gives nil.
3089 The read VMA is table with the following fields:
3092 \begin_layout Itemize
3093 region_name (string): The readable name of the VMA
3096 \begin_layout Itemize
3097 baseaddr (number): Base address of the VMA
3100 \begin_layout Itemize
3101 lastaddr (number): Last address in the VMA.
3104 \begin_layout Itemize
3105 size (number): The size of VMA in bytes.
3108 \begin_layout Itemize
3109 readonly (boolean): True of the VMA corresponds to ROM.
3112 \begin_layout Itemize
3113 native_endian (boolean): True if the VMA has native endian as opposed to
3117 \begin_layout Subsubsection
3118 memory.find_vma(number address)
3121 \begin_layout Standard
3122 Finds the VMA containing specified address.
3123 Returns table in the same format as read_vma or nil if not found.
3126 \begin_layout Subsubsection
3127 memory.readbyte(number address)
3130 \begin_layout Standard
3131 Reads the specified address as unsigned byte and returns the result.
3134 \begin_layout Subsubsection
3135 memory.readsbyte(number address)
3138 \begin_layout Standard
3139 Reads the specified address as signed byte and returns the result.
3142 \begin_layout Subsubsection
3143 memory.writebyte(number address, number value)
3146 \begin_layout Standard
3147 Writes the specified value (negative values undergo 2's complement) to specified
3148 address (as a byte).
3151 \begin_layout Subsubsection
3152 memory.readword(number address)
3155 \begin_layout Standard
3156 Reads the specified address as unsigned word and returns the result.
3159 \begin_layout Subsubsection
3160 memory.readsword(number address)
3163 \begin_layout Standard
3164 Reads the specified address as signed word and returns the result.
3167 \begin_layout Subsubsection
3168 memory.writeword(number address, number value)
3171 \begin_layout Standard
3172 Writes the specified value (negative values undergo 2's complement) to specified
3173 address (as a word).
3176 \begin_layout Subsubsection
3177 memory.readdword(number address)
3180 \begin_layout Standard
3181 Reads the specified address as unsigned doubleword and returns the result.
3184 \begin_layout Subsubsection
3185 memory.readsdword(number address)
3188 \begin_layout Standard
3189 Reads the specified address as signed doubleword and returns the result.
3192 \begin_layout Subsubsection
3193 memory.writedword(number address, number value)
3196 \begin_layout Standard
3197 Writes the specified value (negative values undergo 2's complement) to specified
3198 address (as a doubleword).
3201 \begin_layout Subsubsection
3202 memory.readqword(number address)
3205 \begin_layout Standard
3206 Reads the specified address as unsigned quadword and returns the result.
3209 \begin_layout Subsubsection
3210 memory.readsqword(number address)
3213 \begin_layout Standard
3214 Reads the specified address as signed quadword and returns the result.
3217 \begin_layout Subsubsection
3218 memory.writeqword(number address, number value)
3221 \begin_layout Standard
3222 Writes the specified value (negative values undergo 2's complement) to specified
3223 address (as a quadword).
3226 \begin_layout Subsection
3230 \begin_layout Standard
3231 Contains copy of global variables from time of Lua initialization.
3235 \begin_layout Subsection
3239 \begin_layout Standard
3240 Various callbacks to Lua that can occur.
3243 \begin_layout Subsubsection
3244 Callback: on_paint(bool not_synth)
3247 \begin_layout Standard
3248 Called when screen is being painted.
3249 Any gui.* calls requiring graphic context draw on the screen.
3252 \begin_layout Standard
3253 not_synth is true if this hook is being called in response to received frame,
3257 \begin_layout Subsubsection
3258 Callback: on_video()
3261 \begin_layout Standard
3262 Called when video dump frame is being painted.
3263 Any gui.* calls requiring graphic context draw on the video.
3266 \begin_layout Subsubsection
3267 Callback: on_frame_emulated()
3270 \begin_layout Standard
3271 Called when emulating frame has completed and on_paint()/on_video() calls
3272 are about to be issued.
3275 \begin_layout Subsubsection
3276 Callback: on_frame()
3279 \begin_layout Standard
3280 Called on each starting whole frame.
3283 \begin_layout Subsubsection
3284 Callback: on_startup()
3287 \begin_layout Standard
3288 Called when the emulator is starting (lsnes.rc and --run files has been run).
3291 \begin_layout Subsubsection
3292 Callback: on_rewind()
3295 \begin_layout Standard
3296 Called when rewind movie to beginning has completed.
3299 \begin_layout Subsubsection
3300 Callback: on_pre_load(string name)
3303 \begin_layout Standard
3304 Called just before savestate/movie load occurs (note: loads are always delayed,
3305 so this occurs even when load was initiated by lua).
3308 \begin_layout Subsubsection
3309 Callback: on_err_load(string name)
3312 \begin_layout Standard
3313 Called if loadstate goes wrong.
3316 \begin_layout Subsubsection
3317 Callback: on_post_load(string name, boolean was_savestate)
3320 \begin_layout Standard
3321 Called on successful loadstate.
3322 was_savestate gives if this was a savestate or a movie.
3325 \begin_layout Subsubsection
3326 Callback: on_pre_save(string name, boolean is_savestate)
3329 \begin_layout Standard
3330 Called just before savestate save occurs (note: movie saves are synchronous
3331 and won't trigger these callbacks if called from Lua).
3334 \begin_layout Subsubsection
3335 Callback: on_err_save(string name)
3338 \begin_layout Standard
3339 Called if savestate goes wrong.
3342 \begin_layout Subsubsection
3343 Callback: on_post_save(string name, boolean is_savestate)
3346 \begin_layout Standard
3347 Called on successful savaestate.
3348 is_savestate gives if this was a savestate or a movie.
3351 \begin_layout Subsubsection
3355 \begin_layout Standard
3356 Called when emulator is shutting down.
3359 \begin_layout Subsubsection
3360 Callback: on_input(boolean subframe)
3363 \begin_layout Standard
3364 Called when emulator is just sending input to bsnes core.
3365 Warning: This is called even in readonly mode, but the results are ignored.
3368 \begin_layout Subsubsection
3369 Callback: on_reset()
3372 \begin_layout Standard
3373 Called when SNES is reset.
3376 \begin_layout Subsubsection
3377 Callback: on_readwrite()
3380 \begin_layout Standard
3381 Called when moving into readwrite mode as result of
3382 \begin_inset Quotes eld
3386 \begin_inset Quotes erd
3389 command (note: moving to rwmode by Lua won't trigger this, as per recursive
3393 \begin_layout Subsubsection
3394 Callback: on_snoop(number port, number controller, number index, number
3398 \begin_layout Standard
3399 Called each time bsnes asks for input.
3400 The value is the final value to be sent to bsnes core (readonly mode, autohold
3401 and autofire have been taken into account).
3402 Might be useful when translating movies to format suitable for console
3404 Note: There is no way to modify the value to be sent.
3407 \begin_layout Subsubsection
3408 Callback: on_keyhook(string keyname, table state)
3411 \begin_layout Standard
3412 Sent when key that has keyhook events requested changes state.
3413 Keyname is name of the key (group) and state is the state (same kind as
3414 table values in input.raw).
3417 \begin_layout Subsubsection
3421 \begin_layout Standard
3422 Called when requested by set_idle_timeout(), the timeout has expired and
3423 emulator is waiting.
3426 \begin_layout Subsubsection
3427 Callback: on_timer()
3430 \begin_layout Standard
3431 Called when requested by set_idle_timeout() and the timeout has expired
3432 (regardless if emulator is waiting).
3435 \begin_layout Section
3436 Memory watch expression syntax
3439 \begin_layout Standard
3440 Memory watch expressions are in RPN (Reverse Polish Notation).
3441 At the end of expression, the top entry on stack is taken as the final
3445 \begin_layout Standard
3449 \begin_layout Itemize
3450 Evaluation order is strictly left to right.
3453 \begin_layout Itemize
3454 a is the entry on top of stack
3457 \begin_layout Itemize
3458 b is the entry immediately below top of stack
3461 \begin_layout Itemize
3462 ; separates values to be pushed (no intermediate pop).
3465 \begin_layout Itemize
3466 After end of element, all used stack slots are popped and all results are
3470 \begin_layout Itemize
3471 When pushing multiple values, the pushes occur in order shown.
3474 \begin_layout Standard
3475 The following operators are available:
3478 \begin_layout Itemize
3482 \begin_layout Itemize
3486 \begin_layout Itemize
3490 \begin_layout Itemize
3494 \begin_layout Itemize
3498 \begin_layout Itemize
3502 \begin_layout Itemize
3503 b : read_signed_byte(a)
3506 \begin_layout Itemize
3510 \begin_layout Itemize
3511 d : read_signed_dword(a)
3514 \begin_layout Itemize
3518 \begin_layout Itemize
3520 \begin_inset Formula $\pi$
3526 \begin_layout Itemize
3527 q : read_signed_qword(a)
3530 \begin_layout Itemize
3534 \begin_layout Itemize
3538 \begin_layout Itemize
3542 \begin_layout Itemize
3546 \begin_layout Itemize
3547 w : read_signed_word(a)
3550 \begin_layout Itemize
3554 \begin_layout Itemize
3555 B : read_unsigned_byte(a)
3558 \begin_layout Itemize
3559 C<number>z : Push number <number> to stack.
3562 \begin_layout Itemize
3563 D : read_unsigned_dword(a)
3566 \begin_layout Itemize
3567 C0x<number>z : Push number <number> (hexadecimal) to stack.
3570 \begin_layout Itemize
3571 Q : read_unsigned_qword(a)
3574 \begin_layout Itemize
3575 R<digit> : round a to <digit> digits.
3578 \begin_layout Itemize
3579 W : read_unsigned_word(a)
3582 \begin_layout Subsection
3586 \begin_layout Standard
3587 C0x007e0878zWC0x007e002czW-
3590 \begin_layout Enumerate
3591 Push value 0x7e0878 on top of stack (C0x007e0878z).
3594 \begin_layout Enumerate
3595 Pop the value on top of stack (0x7e0878), read word value at that address
3596 and push the result,call it x1 (W).
3599 \begin_layout Enumerate
3600 Push value 0x7e002c on top of stack (C0x007e002cz).
3603 \begin_layout Enumerate
3604 Pop the value on top of stack (0x7e002c), read word value at that address
3605 and push the result,call it x2 (W).
3608 \begin_layout Enumerate
3609 Pop the two top numbers on stack, x1 and x2, substract x1 from x2 and push
3613 \begin_layout Enumerate
3614 Since the expression ends, the final memory watch result is the top one
3615 on stack, which is x2 - x1.
3618 \begin_layout Section
3619 Modifier and key names:
3622 \begin_layout Subsection
3626 \begin_layout Subsubsection
3630 \begin_layout Standard
3631 Following modifier names are known:
3634 \begin_layout Itemize
3635 ctrl, lctrl, rctrl: Control keys
3638 \begin_layout Itemize
3639 alt, lalt, ralt: ALT keys.
3642 \begin_layout Itemize
3643 shift, lshift, rshift: Shift keys.
3646 \begin_layout Itemize
3647 meta, lmeta, rmeta: Meta keys.
3650 \begin_layout Itemize
3651 num, caps: Numlock/Capslock (these are sticky!)
3654 \begin_layout Itemize
3658 \begin_layout Subsubsection
3662 \begin_layout Standard
3663 Following key names are known:
3666 \begin_layout Itemize
3667 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
3668 hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
3669 comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
3670 less, equals, greater, question, at, leftbracket, backslash, rightbracket,
3671 caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
3672 o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
3673 world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
3674 world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
3675 world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
3676 world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
3677 world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
3678 world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
3679 world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
3680 world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
3681 world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
3682 world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
3683 world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
3684 world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
3685 kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
3686 kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
3687 pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
3688 f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
3689 lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
3690 break, menu, power, euro, undo
3693 \begin_layout Itemize
3694 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
3695 hardware-dependent scan code of <n> (useful to bind those keys that don't
3696 have symbolic names).
3699 \begin_layout Subsubsection
3700 Joystick pseudo-keys:
3703 \begin_layout Itemize
3704 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
3707 \begin_layout Itemize
3708 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
3711 \begin_layout Itemize
3712 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
3715 \begin_layout Itemize
3716 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
3719 \begin_layout Itemize
3720 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
3723 \begin_layout Itemize
3724 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
3725 position (axis modes axis and axis_inverse).
3728 \begin_layout Itemize
3729 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
3730 position (axis modes axis and axis_inverse).
3733 \begin_layout Itemize
3734 joystick<num>axis<axis>: Joystick <num> (0-based) axis <axis> pressure (axis
3738 \begin_layout Subsubsection
3742 \begin_layout Itemize
3743 Escape: Enter/Exit Command mode, cancel modal dialogs.
3746 \begin_layout Itemize
3747 Return (also KPEnter): Execute command, ok modal dialog.
3750 \begin_layout Itemize
3751 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
3755 \begin_layout Itemize
3756 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
3760 \begin_layout Itemize
3761 Home (also KP7 if no num lock; command mode): Beginning of command.
3764 \begin_layout Itemize
3765 End (also KP1 if no num lock; command mode): End of command.
3768 \begin_layout Itemize
3769 Left (also KP4 if no num lock; command mode): Move cursor left.
3772 \begin_layout Itemize
3773 Right (also KP6 if no num lock; command mode): Move cursor right.
3776 \begin_layout Itemize
3778 if no num lock; command mode): Delete character to right of cursor.
3781 \begin_layout Itemize
3782 Insert (also KP0 if no num lock; command mode): Toggle between insert /
3786 \begin_layout Itemize
3787 Backspace (command mode): Delete character to left of cursor.
3790 \begin_layout Itemize
3791 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
3794 \begin_layout Subsection
3798 \begin_layout Subsubsection
3802 \begin_layout Standard
3803 Following modifier names are known:
3806 \begin_layout Itemize
3810 \begin_layout Itemize
3814 \begin_layout Itemize
3818 \begin_layout Itemize
3822 \begin_layout Itemize
3826 \begin_layout Subsubsection
3830 \begin_layout Standard
3831 Following key names are known:
3834 \begin_layout Itemize
3835 back, tab, return, escape, space, exclaim, quotedbl, hash, dollar, percent,
3836 ampersand, quote, leftparen, rightparen, asterisk, plus, comma, minus,
3837 period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon, less, equals,
3838 greater, question, at, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p,
3839 q, r, s, t, u, v, w, x, y, z, leftbracket, backslash, rightbracket, caret,
3840 underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p,
3841 q, r, s, t, u, v, w, x, y, z, leftcurly, pipe, rightcurly, tilde, delete,
3842 start, lbutton, rbutton, cancel, mbutton, clear, shift, alt, control, menu,
3843 pause, capital, end, home, lefT, up, right, down, select, print, execute,
3844 snapshot, insert, help, numpad0, numpad1, numpad2, numpad3, numpad4, numpad5,
3845 numpad6, numpad7, numpad8, numpad9, multiply, add, separator, subtract,
3846 decimal, divide, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13,
3847 f14, f15, f16, f17, f18, f19, f20, f21, f22, f23, f24, numlock, scroll,
3848 pageup, pagedown, numpad_space, numpad_tab, numpad_enter, numpad_f1, numpad_f2,
3849 numpad_f3, numpad_f4, numpad_home, numpad_left, numpad_up, numpad_right,
3850 numpad_down, numpad_pageup, numpad_pagedown, numpad_end, numpad_begin,
3851 numpad_insert, numpad_delete, numpad_equal, numpad_multiply, numpad_add,
3852 numpad_separator, numpad_subtract, numpad_decimal, numpad_divide, windows_left,
3853 windows_right, windows_menu, command, special1, special2, special3, special4,
3854 special5, special6, special7, special8, special9, special10, special11,
3855 special12, special13, special14, special15, special16, special17, special18,
3856 special19, special20
3859 \begin_layout Section
3863 \begin_layout Standard
3864 Movie file is .zip archive in itself, normal ZIP archive tools work on it
3865 (note: If you recompress it, do not use compression methods other than
3866 store and deflate and especially do not use encryption of any kind).
3869 \begin_layout Subsection
3870 Detecting clean start/SRAM/Savestate
3873 \begin_layout Itemize
3875 \begin_inset Quotes eld
3879 \begin_inset Quotes erd
3882 it is savestate, otherwise:
3885 \begin_layout Itemize
3886 If file has members with names starting
3887 \begin_inset Quotes eld
3891 \begin_inset Quotes erd
3894 it is movie starting from SRAM, otherwise:
3897 \begin_layout Itemize
3898 It is movie starting from clear state.
3901 \begin_layout Subsection
3905 \begin_layout Standard
3906 Type of game ROM and region (as one line).
3910 \begin_layout Standard
3911 \begin_inset Tabular
3912 <lyxtabular version="3" rows="8" columns="3">
3913 <features tabularvalignment="middle">
3914 <column alignment="center" valignment="top" width="0">
3915 <column alignment="center" valignment="top" width="0">
3916 <column alignment="center" valignment="top" width="0">
3918 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3921 \begin_layout Plain Layout
3927 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3930 \begin_layout Plain Layout
3936 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3939 \begin_layout Plain Layout
3947 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3950 \begin_layout Plain Layout
3956 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3959 \begin_layout Plain Layout
3965 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3968 \begin_layout Plain Layout
3976 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3979 \begin_layout Plain Layout
3985 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3988 \begin_layout Plain Layout
3994 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3997 \begin_layout Plain Layout
4005 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4008 \begin_layout Plain Layout
4014 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4017 \begin_layout Plain Layout
4023 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4026 \begin_layout Plain Layout
4034 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4037 \begin_layout Plain Layout
4043 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4046 \begin_layout Plain Layout
4052 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4055 \begin_layout Plain Layout
4063 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4066 \begin_layout Plain Layout
4072 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4075 \begin_layout Plain Layout
4081 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4084 \begin_layout Plain Layout
4092 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4095 \begin_layout Plain Layout
4101 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4104 \begin_layout Plain Layout
4110 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4113 \begin_layout Plain Layout
4121 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4124 \begin_layout Plain Layout
4130 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4133 \begin_layout Plain Layout
4139 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
4142 \begin_layout Plain Layout
4156 \begin_layout Standard
4160 \begin_layout Standard
4161 \begin_inset Tabular
4162 <lyxtabular version="3" rows="3" columns="2">
4163 <features tabularvalignment="middle">
4164 <column alignment="center" valignment="top" width="0">
4165 <column alignment="center" valignment="top" width="0">
4167 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4170 \begin_layout Plain Layout
4176 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
4179 \begin_layout Plain Layout
4187 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4190 \begin_layout Plain Layout
4196 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4199 \begin_layout Plain Layout
4207 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4210 \begin_layout Plain Layout
4216 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
4219 \begin_layout Plain Layout
4233 \begin_layout Subsection
4237 \begin_layout Standard
4238 Contains type of port #1 (as one line).
4239 Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
4240 If not present, defaults to 'gamepad'.
4243 \begin_layout Subsection
4247 \begin_layout Standard
4248 Contains type of port #2 (as one line).
4249 Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
4250 'justifier' and 'justifiers'.
4251 If not present, defaults to 'none'.
4254 \begin_layout Subsection
4258 \begin_layout Standard
4259 Contains name of the game (as one line).
4262 \begin_layout Subsection
4266 \begin_layout Standard
4267 Contains authors, one per line.
4268 Part before '|' is the full name, part after is the nickname.
4271 \begin_layout Subsection
4275 \begin_layout Standard
4277 \begin_inset Quotes eld
4281 \begin_inset Quotes erd
4285 Used to reject other saves.
4288 \begin_layout Subsection
4289 Member: controlsversion
4292 \begin_layout Standard
4294 \begin_inset Quotes eld
4298 \begin_inset Quotes erd
4302 Used to identify what controls are there.
4305 \begin_layout Subsection
4307 \begin_inset Quotes eld
4311 \begin_inset Quotes erd
4317 \begin_layout Standard
4318 Contains bsnes core version number (as one line).
4321 \begin_layout Subsection
4325 \begin_layout Standard
4326 Contains project ID (as one line).
4327 Used to identify if two movies are part of the same project.
4330 \begin_layout Subsection
4331 Member: {rom,slota,slotb}{,xml}.sha256
4334 \begin_layout Standard
4335 Contains SHA-256 of said ROM or ROM mapping file (as one line).
4336 Absent if corresponding file is absent.
4339 \begin_layout Subsection
4340 Member: moviesram.<name>
4343 \begin_layout Standard
4344 Raw binary startup SRAM of kind <name>.
4345 Only present in savestates and movies starting from SRAM.
4348 \begin_layout Subsection
4352 \begin_layout Standard
4353 Contains frame number (as one line) of frame movie was saved on.
4354 Only present in savestates.
4357 \begin_layout Subsection
4361 \begin_layout Standard
4362 Current value of lag counter (as one line).
4363 Only present in savestates.
4366 \begin_layout Subsection
4367 Member: pollcounters
4370 \begin_layout Standard
4371 Contains poll counters (currently 100 of them), one per line.
4372 Each line is raw poll count if DRDY is set for it.
4373 Otherwise it is negative poll count minus one.
4374 Only present in savestates.
4377 \begin_layout Subsection
4381 \begin_layout Standard
4382 Raw binary dump of host memory.
4383 Only present in savestates.
4386 \begin_layout Subsection
4390 \begin_layout Standard
4391 The raw binary savestate itself.
4392 Savestate detection uses this file, only present in savestates.
4395 \begin_layout Subsection
4399 \begin_layout Standard
4400 Screenshot of current frame.
4401 Only present in savestates.
4402 First 2 bytes are big-endian width of image, rest are 24-bit RGB image
4404 Height of image is inferred from the width and size of data.
4407 \begin_layout Subsection
4411 \begin_layout Standard
4412 Raw binary SRAM of kind <name> at time of savestate.
4413 Only present in savestates.
4416 \begin_layout Subsection
4420 \begin_layout Standard
4421 The actual input track, one line per subframe (blank lines are skipped).
4424 \begin_layout Itemize
4425 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
4426 part of same frame as previous, otherwise it starts a new frame.
4429 \begin_layout Itemize
4430 First subframe must start a new frame.
4433 \begin_layout Standard
4434 Length of movie in frames is number of lines in input file that start a
4438 \begin_layout Subsection
4442 \begin_layout Standard
4443 Contains textual base-10 rerecord count (as one line; emulator just writes
4444 this, it doesn't read it) + 1.
4447 \begin_layout Subsection
4451 \begin_layout Standard
4452 This member stores set of load IDs.
4453 There is one load ID per rerecord (plus one corresponding to start of project).
4456 \begin_layout Itemize
4457 This member constists of concatenation of records
4460 \begin_layout Itemize
4461 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
4465 \begin_layout Itemize
4466 IDs are interpretted as 256-bit big-endian integers with warparound.
4469 \begin_layout Itemize
4470 Initial predicted ID is all zeroes.
4473 \begin_layout Standard
4474 Format of each record is:
4477 \begin_layout Itemize
4478 1 byte: Opcode byte.
4479 Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
4483 \begin_layout Itemize
4484 32-prefixlen bytes of ID.
4487 \begin_layout Itemize
4488 countlen bytes of big-endian count (count).
4491 \begin_layout Standard
4492 Records are processed as follows:
4495 \begin_layout Itemize
4496 To form the first ID encoded by record, take the first prefixlen bytes predicted
4497 ID and append the read ID value to it.
4498 The result is the first ID encoded.
4501 \begin_layout Itemize
4502 If countlen is 0, record encodes 1 ID.
4505 \begin_layout Itemize
4506 If countlen is 1, record encodes 2+count IDs.
4509 \begin_layout Itemize
4510 If countlen is 2, record encodes 258+count IDs.
4513 \begin_layout Itemize
4514 If countlen is 3, record encodes 65794+count IDs.
4517 \begin_layout Itemize
4518 The new predicted ID is the next ID after last one encoded by the record.
4521 \begin_layout Standard
4522 The number of rerecords + 1 is equal to the sum of number of IDs encoded
4526 \begin_layout Subsection
4527 Member: starttime.second
4530 \begin_layout Standard
4531 Movie starting time, second part.
4532 Epoch is Unix epoch.
4533 Default is 1,000,000,000.
4536 \begin_layout Subsection
4537 Member: starttime.subsecond
4540 \begin_layout Standard
4541 Movie starting time, subsecond part.
4546 \begin_layout Subsection
4547 Member: savetime.second
4550 \begin_layout Standard
4551 Movie saving time, second part.
4552 Default is starttime.second.
4553 Only present in savestates.
4556 \begin_layout Subsection
4557 Member: savetime.subsecond
4560 \begin_layout Standard
4561 Movie saving time, subsecond part.
4562 Default is starttime.subsecond.
4563 Only present in savestates.
4566 \begin_layout Section
4567 Quick'n'dirty encode guide
4570 \begin_layout Enumerate
4571 Start the emulator and load the movie file.
4574 \begin_layout Enumerate
4575 Set large AVI option 'set-setting avi-large on'
4578 \begin_layout Enumerate
4579 Enable dumping 'dump-avi tmpdump'
4582 \begin_layout Enumerate
4583 Unpause and let it run until you want to end dumping.
4586 \begin_layout Enumerate
4587 Close the emulator (closing the window is the easiest way).
4591 \begin_layout Enumerate
4592 For each tmpdump*.avi file created, on command prompt, do 'x264 --crf 10
4593 -o tmpdump_<numbers>.mkv tmpdump_<numbers>.avi'.
4596 \begin_layout Enumerate
4597 Do 'sox tmpdump.sox tmpdump.ogg rate -v 32000'
4600 \begin_layout Enumerate
4601 Do 'mkvmerge -o tmpdump_video.mkv tmpdump_0000000.mkv + tmpdump_0000001.mkv
4602 + tmpdump_0000002.mkv' (list every tmpdump_<numbers>.mkv, with + in between).
4605 \begin_layout Enumerate
4606 Do 'mkvmerge -o final.mkv tmpdump_video.mkv tmpdump.ogg'.
4607 Now final.mkv contains quick'n'dirty encode.
4610 \begin_layout Section
4611 Axis configurations for some gamepad types:
4614 \begin_layout Subsection
4618 \begin_layout Standard
4619 Axes 2 and 5 (joystick<n>axis2 and joystick<n>axis5) should be set to pressure-+.
4622 \begin_layout LyX-Code
4623 set-axis joystick0axis2 pressure-+
4626 \begin_layout LyX-Code
4627 set-axis joystick0axis5 pressure-+
4630 \begin_layout Itemize
4631 This is needed for SDL only.
4632 EVDEV sets those types correctly.
4635 \begin_layout Subsection
4637 \begin_inset Quotes eld
4641 \begin_inset Quotes erd
4647 \begin_layout Standard
4648 Axes 8-19 should be disabled.
4651 \begin_layout LyX-Code
4652 set-axis joystick0axis8 disabled
4655 \begin_layout LyX-Code
4656 set-axis joystick0axis9 disabled
4659 \begin_layout LyX-Code
4660 set-axis joystick0axis10 disabled
4663 \begin_layout LyX-Code
4664 set-axis joystick0axis11 disabled
4667 \begin_layout LyX-Code
4668 set-axis joystick0axis12 disabled
4671 \begin_layout LyX-Code
4672 set-axis joystick0axis13 disabled
4675 \begin_layout LyX-Code
4676 set-axis joystick0axis14 disabled
4679 \begin_layout LyX-Code
4680 set-axis joystick0axis15 disabled
4683 \begin_layout LyX-Code
4684 set-axis joystick0axis16 disabled
4687 \begin_layout LyX-Code
4688 set-axis joystick0axis17 disabled
4691 \begin_layout LyX-Code
4692 set-axis joystick0axis18 disabled
4695 \begin_layout LyX-Code
4696 set-axis joystick0axis19 disabled
4699 \begin_layout Section
4703 \begin_layout Subsection
4704 Problems from BSNES core:
4707 \begin_layout Itemize
4708 The whole pending save stuff.
4711 \begin_layout Itemize
4712 Lack of layer hiding.
4715 \begin_layout Itemize
4716 It is slow (especially accuracy).
4719 \begin_layout Itemize
4720 Firmwares can't be loaded from ZIP archives.
4723 \begin_layout Subsection
4727 \begin_layout Itemize
4728 Modifiers don't work with pseudo-keys (SDL, EVDEV).
4731 \begin_layout Itemize
4732 Audio for last dumped frame is not itself dumped.
4735 \begin_layout Itemize
4736 Audio in UI is pretty bad in quality if game doesn't run at full speed.
4739 \begin_layout Itemize
4740 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
4743 \begin_layout Itemize
4744 No menus, command based interface (SDL).
4747 \begin_layout Itemize
4748 Long commands don't scroll.
4751 \begin_layout Itemize
4752 Wxwidgets UI is still buggy.
4755 \begin_layout Section
4759 \begin_layout Subsection
4763 \begin_layout Itemize
4767 \begin_layout Itemize
4768 Fix dumper video corruption with levels 10-18.
4771 \begin_layout Subsection
4775 \begin_layout Itemize
4779 \begin_layout Itemize
4780 Lots of code cleanups
4783 \begin_layout Itemize
4784 Lua interface to settings
4787 \begin_layout Itemize
4788 Allow specifying AVI borders without Lua
4791 \begin_layout Itemize
4792 Fix scaling if vscale > 1 and originx > 0 (left border exists)
4795 \begin_layout Itemize
4796 on_snoop lua callback
4799 \begin_layout Itemize
4800 Faster movie loading and saving.
4803 \begin_layout Subsection
4807 \begin_layout Itemize
4811 \begin_layout Subsection
4815 \begin_layout Itemize
4819 \begin_layout Itemize
4820 Save jukebox functionality.
4823 \begin_layout Subsection
4827 \begin_layout Itemize
4828 Try to fix some nasty failing movie load edge cases
4831 \begin_layout Itemize
4832 Allow specifying scripts to run on command line.
4835 \begin_layout Subsection
4839 \begin_layout Itemize
4840 Major source code reorganization.
4843 \begin_layout Itemize
4844 Backup savestates before overwriting.
4847 \begin_layout Itemize
4848 Don't crash if loading initial state fails.
4851 \begin_layout Subsection
4855 \begin_layout Itemize
4859 \begin_layout Itemize
4860 Fix author name parsing
4863 \begin_layout Itemize
4864 Fix rerecord counting
4867 \begin_layout Itemize
4868 (SDL) Print messages to console if SDL is uninitialized
4871 \begin_layout Itemize
4872 Add movieinfo program
4875 \begin_layout Itemize
4876 Fix loading movies starting from SRAM.
4879 \begin_layout Subsection
4883 \begin_layout Itemize
4884 Add support for unattended dumping
4887 \begin_layout Itemize
4888 Fix compiling for Win32
4891 \begin_layout Itemize
4892 Don't lock up if sound can't be initialized
4895 \begin_layout Itemize
4896 Strip trailing CR from commands
4899 \begin_layout Itemize
4900 Don't try to do dubious things in global ctors (fix crash on startup)
4903 \begin_layout Subsection
4907 \begin_layout Itemize
4908 Small documentation tweaking
4911 \begin_layout Itemize
4915 \begin_layout Itemize
4916 Fix major bug in modifier matching
4919 \begin_layout Subsection
4923 \begin_layout Itemize
4924 Lots of documentation fixes
4927 \begin_layout Itemize
4928 Use dedicated callbacks for event backcomm., not commands.
4931 \begin_layout Itemize
4932 Ensure that the watchdog is not hit when executing delayed reset.
4935 \begin_layout Itemize
4936 Remove errant tab from joystick message.
4939 \begin_layout Subsection
4943 \begin_layout Itemize
4944 Make autofire operate in absolute time, not linear time
4947 \begin_layout Itemize
4948 Reinitialize controls when resuming from loadstate
4951 \begin_layout Itemize
4952 Some more code cleanups
4955 \begin_layout Itemize
4956 If Lua allocator fails, call OOM_panic()
4959 \begin_layout Itemize
4960 Byte/word/dword/qword sized host memory write/read functions.
4963 \begin_layout Itemize
4964 Dump at correct framerate if dumping interlaced NTSC (height=448).
4967 \begin_layout Subsection
4971 \begin_layout Itemize
4972 Actually include the complete source code
4975 \begin_layout Itemize
4979 \begin_layout Subsection
4983 \begin_layout Itemize
4984 Document {save,start}time.{,sub}second.
4987 \begin_layout Itemize
4988 Intercept time() from bsnes core.
4991 \begin_layout Subsection
4995 \begin_layout Itemize
4996 Allow disabling time() interception (allow build on Mac OS X)
4999 \begin_layout Itemize
5000 Use SDLMain on Mac OS X (make SDL not crash)
5003 \begin_layout Itemize
5004 Disable delayed resets (just plain too buggy for now).
5007 \begin_layout Itemize
5011 \begin_layout Itemize
5012 Use 16-bit for graphics/video instead of 32-bit.
5015 \begin_layout Itemize
5016 gui.rectangle/gui.pixel
5019 \begin_layout Itemize
5023 \begin_layout Itemize
5024 New CSCD writer implementation.
5027 \begin_layout Subsection
5031 \begin_layout Itemize
5032 Fix interaction of * and +.
5035 \begin_layout Itemize
5039 \begin_layout Itemize
5040 Use gettimeofday()/usleep(), these seem portable enough.
5043 \begin_layout Itemize
5044 Move joystick axis manipulation to keymapper code.
5047 \begin_layout Itemize
5048 Changes to how read-only works.
5051 \begin_layout Itemize
5052 Refactor controller input code.
5055 \begin_layout Subsection
5059 \begin_layout Itemize
5060 Fix mouseclick scale compensation.
5063 \begin_layout Itemize
5064 Draw area boundaries correctly in SDL code.
5067 \begin_layout Itemize
5071 \begin_layout Itemize
5072 Fix CSCD output (buffer overrun and race condition).
5075 \begin_layout Subsection
5079 \begin_layout Itemize
5080 JMD dumping support.
5083 \begin_layout Itemize
5084 Allow unattended dumping to JMD.
5087 \begin_layout Itemize
5091 \begin_layout Itemize
5092 Switch back to 32-bit colors.
5095 \begin_layout Itemize
5096 Add Lua function gui.color.
5099 \begin_layout Itemize
5100 Use some new C++11 features in GCC 4.6.
5103 \begin_layout Itemize
5104 Be prepared for core frequency changes.
5107 \begin_layout Itemize
5108 Pass colors in one chunk from Lua.
5111 \begin_layout Subsection
5115 \begin_layout Itemize
5116 New lua functions gui.line(), gui.status() and gui.circle(), memory.vma_count(),
5117 memory.read_vma() and memory.find_vma().
5120 \begin_layout Itemize
5121 Numerious documentation fixups
5124 \begin_layout Itemize
5125 RTC time format changed
5128 \begin_layout Itemize
5129 Reformat flags display
5132 \begin_layout Itemize
5133 Allow lua package name to be overridden
5136 \begin_layout Itemize
5137 SDUMP (high-quality dumping).
5140 \begin_layout Itemize
5141 Split platform support to plugins.
5144 \begin_layout Itemize
5145 Make all sound plugins support basic sound commands
5148 \begin_layout Itemize
5149 Support portaudio for sound.
5152 \begin_layout Itemize
5153 Allow disable Lua/SDL searching.
5156 \begin_layout Itemize
5157 Upconvert colors when copying lcscreen to screen.
5160 \begin_layout Itemize
5161 Reorganize source tree.
5164 \begin_layout Itemize
5165 Evdev joystick support.
5168 \begin_layout Itemize
5169 Refactor more code into generic window code.
5172 \begin_layout Subsection
5176 \begin_layout Itemize
5177 Refactor message handling.
5180 \begin_layout Itemize
5184 \begin_layout Itemize
5188 \begin_layout Itemize
5189 Finish pending saves before load/quit.
5192 \begin_layout Itemize
5193 Wxwidgets graphics plugin.
5196 \begin_layout Subsection
5200 \begin_layout Itemize
5201 Get rid of win32-crap.[ch]pp.
5204 \begin_layout Itemize
5205 Move files around a lot.
5208 \begin_layout Itemize
5209 Get rid of need for host C++ compiler.
5212 \begin_layout Itemize
5216 \begin_layout Itemize
5217 Refactor inter-component communication.
5220 \begin_layout Itemize
5224 \begin_layout Itemize
5225 Fix crash on multiline aliases.
5228 \begin_layout Itemize
5229 Load/Save settings in wxwidgets gui.
5232 \begin_layout Subsection
5236 \begin_layout Itemize
5237 Patch problems in bsnes core
5240 \begin_layout Itemize
5241 SNES is little-endian, not big-endian!
5244 \begin_layout Itemize
5245 Fix memory corruption in lcscreen::load()
5248 \begin_layout Subsection
5252 \begin_layout Itemize
5253 Fix interpretting repeat counts in rrdata loading.
5256 \begin_layout Itemize
5257 New lua callback: on_frame()
5260 \begin_layout Itemize
5261 Remove calls to runtosave() that aren't supposed to be there
5264 \begin_layout Itemize
5265 Lua function: movie.read_rtc()
5268 \begin_layout Itemize
5269 Ignore src/fonts/font.cpp
5272 \begin_layout Itemize
5273 Fix more bsnes core problems
5276 \begin_layout Itemize
5277 Control bsnes random seeding
5280 \begin_layout Itemize
5284 \begin_layout Itemize
5285 Some bsnes core debugging features (state dump and state hash)
5288 \begin_layout Itemize
5289 Fix titlebar version number (no, the last version wasn't 'lsnes-0-beta21',
5290 it was 'lsnes rr0-beta21').
5293 \begin_layout Subsection
5297 \begin_layout Itemize
5298 Fix memory corruption due to macro/field mixup
5301 \begin_layout Itemize
5302 search-memory update
5305 \begin_layout Itemize
5306 Allow direct-mapped framebuffer
5309 \begin_layout Itemize
5310 SDL: Use SDL_ANYFORMAT if possible
5313 \begin_layout Itemize
5314 SDMP2SOX: 2s delay modes.
5317 \begin_layout Itemize
5321 \begin_layout Itemize
5322 Use sed -E, not sed -r.
5323 Fixes building on Mac OS X.
5326 \begin_layout Itemize
5327 Wxwidgets: Save jukebox on exit
5330 \begin_layout Itemize
5331 Fix RTC if using load-movie on savestate.
5334 \begin_layout Itemize
5335 Fix crash related to full console mode.
5338 \begin_layout Subsection
5342 \begin_layout Itemize
5343 Wxwidgets: Allow bringing application to foreground on Mac OS X.
5346 \begin_layout Itemize
5347 Wxwidgets: Allow compiling on Mac OS X.
5350 \begin_layout Itemize
5351 Use movie compare instead of movie hashing (faster save/load).
5354 \begin_layout Itemize
5358 \begin_layout Subsection
5362 \begin_layout Itemize
5363 sdmp2sox: Pad soundtrack if using -l or -L.
5366 \begin_layout Itemize
5367 sdmp2sox: Fix NTSC overscan.
5370 \begin_layout Itemize
5371 sdmp2sox: Add AR correction mode.
5374 \begin_layout Itemize
5375 call lua_close() when exiting.
5378 \begin_layout Itemize
5379 Fix zip_writer bug causing warnings from info-zip and error from advzip.
5382 \begin_layout Subsection
5386 \begin_layout Itemize
5387 Fix IPS patching code (use bsnes core IPS patcher).
5390 \begin_layout Itemize
5391 Implement BPS patching (using bsnes core IPS patcher).
5394 \begin_layout Itemize
5395 Add feature to load headered ROMs.
5398 \begin_layout Subsection
5402 \begin_layout Itemize
5403 Show command names when showing keybindings
5406 \begin_layout Subsection
5410 \begin_layout Itemize
5411 Fix pause-on-end to be actually controllable
5414 \begin_layout Itemize
5415 SDL: Poll all events in queue, not just first one (fixes slowness in command
5419 \begin_layout Itemize
5420 Wxwidgets: Fix ROM loading.
5423 \begin_layout Subsection
5427 \begin_layout Itemize
5428 Lua: Add gui.textH, gui.textV, gui.textHV
5431 \begin_layout Itemize
5432 Fix text colors on SDL on Mac OS X
5435 \begin_layout Itemize
5436 Mode 'F' for finished in readonly mode.
5439 \begin_layout Itemize
5443 \begin_layout Itemize
5444 Reliably pause after skip poll
5447 \begin_layout Itemize
5448 Split UI and core into their own threads
5451 \begin_layout Subsection
5455 \begin_layout Itemize
5456 Remove leftover dummy SRAM slot
5459 \begin_layout Itemize
5460 Fix controller numbers.
5463 \begin_layout Subsection
5467 \begin_layout Itemize
5468 Fix lsnes-dumpavi after interface change.
5471 \begin_layout Itemize
5472 Also give BSNES patches for v085.
5475 \begin_layout Itemize
5476 Pack movie data in memory.
5479 \begin_layout Subsection
5483 \begin_layout Itemize
5484 Fix framecount/length given when loading movies.
5487 \begin_layout Itemize
5488 Controller command memory leak fixes.
5491 \begin_layout Itemize
5492 Don't leak palette if freeing screen object.
5495 \begin_layout Subsection
5499 \begin_layout Itemize
5503 \begin_layout Itemize
5504 Wxwidgets: Allow controlling dumper from the menu.
5507 \begin_layout Subsection
5511 \begin_layout Itemize
5512 Rewrite parts of manual
5515 \begin_layout Itemize
5516 Lua: Make it work with Lua 5.2.
5519 \begin_layout Subsection
5523 \begin_layout Itemize
5524 Win32: Fix compile errors.
5527 \begin_layout Subsection
5531 \begin_layout Itemize
5532 Refactor controller input code.
5535 \begin_layout Itemize
5536 Fix crash when using command line on SDL / Mac OS X.
5539 \begin_layout Subsection
5543 \begin_layout Itemize
5544 Delete core/coroutine (obsolete)
5547 \begin_layout Itemize
5548 Lag input display by one frame.
5551 \begin_layout Itemize
5552 Rewind movie to beginning function.
5555 \begin_layout Itemize
5556 Fix wrong frame number reported to Lua when repainting after loadstate
5559 \begin_layout Itemize
5560 Support UI editing of jukebox
5563 \begin_layout Itemize
5564 Wxwidgets: Save settings on exit.
5567 \begin_layout Itemize
5568 Support ${project} for filenames
5571 \begin_layout Itemize
5572 SDL: Fix command history
5575 \begin_layout Subsection
5579 \begin_layout Itemize
5580 Fix some order-of-global-ctor bugs.
5583 \begin_layout Subsection
5587 \begin_layout Itemize
5588 Fix crashes when quitting on Win32.
5591 \begin_layout Subsection
5595 \begin_layout Itemize
5596 EVDEV: Queue keypresses from joystick, don't send directly
5599 \begin_layout Itemize
5600 Wxwidgets: Load-Preserve that actually works.
5603 \begin_layout Subsection
5607 \begin_layout Itemize
5608 Wxwidgets: GUI for memory search.
5611 \begin_layout Itemize
5612 Warn about using synchronous queue in UI callback.
5615 \begin_layout Subsection
5619 \begin_layout Itemize
5620 Remember last saved file for each ROM
5623 \begin_layout Itemize
5624 Support MT dumping via boost.
5627 \begin_layout Itemize
5631 \begin_layout Itemize
5635 \begin_layout Itemize
5636 Make mouse be ordinary input instead of special-casing
5639 \begin_layout Itemize
5640 SDL: Don't screw up commands with NUL codepoints.
5643 \begin_layout Subsection
5647 \begin_layout Itemize
5648 Merge status panel and main window
5651 \begin_layout Itemize
5652 True movie slot support (the rest of it)
5655 \begin_layout Itemize
5656 SDL: Fix compilation error
5659 \begin_layout Itemize
5660 Elminate cross calls in dump menu code.
5663 \begin_layout Subsection
5667 \begin_layout Itemize
5668 Cancel pending saves command
5671 \begin_layout Itemize
5672 Wxwidgets: Code refactoring
5675 \begin_layout Itemize
5676 Wxwidgets: Fix system -> reset
5679 \begin_layout Itemize
5680 Wxwidgets: Read watch expressions in the right thread
5683 \begin_layout Subsection
5687 \begin_layout Itemize
5688 Wxwidgets: Don't prompt for member when running Lua script (Lua doesn't
5692 \begin_layout Itemize
5693 Wxwidgets: 128 -> 1024 Autohold slots (in case more are needed).
5696 \begin_layout Itemize
5697 Don't append trailing '-' to prefix when saving movie.
5700 \begin_layout Itemize
5701 Fix ROM/savestate handling (don't let user mismatch ROM and savestates).
5704 \begin_layout Subsection
5708 \begin_layout Itemize
5709 Document memory watch syntax.
5712 \begin_layout Subsection
5716 \begin_layout Itemize
5717 Fix unattended dumping (lsnes-dumpavi)
5720 \begin_layout Itemize
5724 \begin_layout Itemize
5725 Use adv_dumper instead of the old interface in lsnes-dumpavi (changes syntax)
5728 \begin_layout Itemize
5729 Add option to control sample rate preturbation in AVI dumper
5732 \begin_layout Subsection
5736 \begin_layout Itemize
5737 Wxwidgets: Fix dumper submodes
5740 \begin_layout Itemize
5741 Set core controller types before loadstate
5744 \begin_layout Subsection
5748 \begin_layout Itemize
5749 Fix compiling with bsnes v086.
5752 \begin_layout Subsection
5756 \begin_layout Itemize
5757 Don't prompt before quitting
5760 \begin_layout Itemize
5761 Start unpaused, preserve pause/unpause over load.
5764 \begin_layout Itemize
5765 Try to autodetect if ROM is headered.
5768 \begin_layout Itemize
5769 Wxwidgets: Only bring up ROM patching screen if specifically requested.
5772 \begin_layout Itemize
5773 Allow configuring some hotkeys.
5776 \begin_layout Subsection
5780 \begin_layout Itemize
5781 Lots of code cleanups
5784 \begin_layout Itemize
5785 Fix JMD compression (JMD dumping was broken)
5788 \begin_layout Itemize
5789 Don't crash if Lua C function throws an exception.
5792 \begin_layout Itemize
5793 Support bitmap drawing in Lua.
5796 \begin_layout Itemize
5797 Fix bsnes v085/v086 patches.
5800 \begin_layout Itemize
5801 Improve stability on win32.
5804 \begin_layout Subsection
5808 \begin_layout Itemize
5809 Don't corrupt movie if movie length is integer multiple of frames per page.