lsnes rr0-β2
[lsnes.git] / manual.lyx
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1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
2 \lyxformat 413
3 \begin_document
4 \begin_header
5 \textclass article
6 \use_default_options true
7 \maintain_unincluded_children false
8 \language finnish
9 \language_package default
10 \inputencoding auto
11 \fontencoding global
12 \font_roman default
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27 \paperfontsize default
28 \use_hyperref false
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30 \use_geometry false
31 \use_amsmath 1
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33 \use_mhchem 1
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35 \cite_engine basic
36 \use_bibtopic false
37 \use_indices false
38 \paperorientation portrait
39 \suppress_date false
40 \use_refstyle 1
41 \index Hakusana
42 \shortcut idx
43 \color #008000
44 \end_index
45 \secnumdepth 3
46 \tocdepth 3
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
50 \papercolumns 1
51 \papersides 1
52 \paperpagestyle default
53 \tracking_changes false
54 \output_changes false
55 \html_math_output 0
56 \html_css_as_file 0
57 \html_be_strict false
58 \end_header
60 \begin_body
62 \begin_layout Section
63 Command line options
64 \end_layout
66 \begin_layout Subsection
67 ROM options
68 \end_layout
70 \begin_layout Standard
71 These options control loading the ROM.
72  <kind> can be one of following:
73 \end_layout
75 \begin_layout Itemize
76 rom: main cart ROM.
77 \end_layout
79 \begin_layout Itemize
80 bsx: BS-X flash ROM in non-slotted mode.
81 \end_layout
83 \begin_layout Itemize
84 bsxslotted: BS-X flash ROM in slotted mode.
85 \end_layout
87 \begin_layout Itemize
88 dmg: Game Boy ROM
89 \end_layout
91 \begin_layout Itemize
92 slot-a: Sufami Turbo Slot A.
93 \end_layout
95 \begin_layout Itemize
96 slot-b: Sufami Turbo Slot B.
97 \end_layout
99 \begin_layout Subsubsection
100 --<kind>=<file>
101 \end_layout
103 \begin_layout Standard
104 Set the <file> to use as ROM of <kind>.
105 \end_layout
107 \begin_layout Subsubsection
108 --ips-<kind>=<file>
109 \end_layout
111 \begin_layout Standard
112 Apply IPS patch <file> to ROM of <kind>
113 \end_layout
115 \begin_layout Subsubsection
116 --<kind>-xml=<file>
117 \end_layout
119 \begin_layout Standard
120 Set the <file> to use as ROM mapping for <kind>.
121  If no mapping file is specified, defaults are used.
122 \end_layout
124 \begin_layout Subsubsection
125 --ips-<kind>-xml=<file>
126 \end_layout
128 \begin_layout Standard
129 Apply IPS patch <file> to ROM mapping for <kind>.
130 \end_layout
132 \begin_layout Subsubsection
133 --ips-offset=<offset>
134 \end_layout
136 \begin_layout Standard
137 Set IPS apply offset to <offset> (can be negative).
138  In practicular, <offset> of -512 might be handy for applying headered IPS
139  patches.
140 \end_layout
142 \begin_layout Subsubsection
143 --pal
144 \end_layout
146 \begin_layout Standard
147 Force ROM to be considered PAL-only (warning: Will cause error if used on
148  anything except SNES and SGB).
149 \end_layout
151 \begin_layout Subsubsection
152 --ntsc
153 \end_layout
155 \begin_layout Standard
156 Force ROM to be considered NTSC-only (default for everything except SNES
157  and SGB).
158 \end_layout
160 \begin_layout Subsection
161 New session options
162 \end_layout
164 \begin_layout Standard
165 If filename is not specified, new session is started.
166  These options control properties of that:
167 \end_layout
169 \begin_layout Subsubsection
170 --port1=<type>
171 \end_layout
173 \begin_layout Standard
174 Set type of port1 (default is 'gamepad').
175  Valid values are 'none', 'gamepad', 'multitap' (warning: makes most games
176  refuse to start) and 'mouse'.
177 \end_layout
179 \begin_layout Subsubsection
180 --port2=<type>
181 \end_layout
183 \begin_layout Standard
184 Set type of port2 (default is 'none').
185  Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
186  'justifier' and 'justifiers'.
187 \end_layout
189 \begin_layout Subsubsection
190 --gamename=<name>
191 \end_layout
193 \begin_layout Standard
194 Set the name of game to <name>
195 \end_layout
197 \begin_layout Subsubsection
198 --author=<name>
199 \end_layout
201 \begin_layout Standard
202 Add author with full name of <name> (no nickname).
203 \end_layout
205 \begin_layout Subsubsection
206 --author=|<name>
207 \end_layout
209 \begin_layout Standard
210 Add author with nickname of <name> (no full name).
211 \end_layout
213 \begin_layout Subsubsection
214 --author=<fullname>|<nickname>
215 \end_layout
217 \begin_layout Standard
218 Add author with full name of <fullname> and nickname of <nickname>.
219 \end_layout
221 \begin_layout Subsection
222 <filename>
223 \end_layout
225 \begin_layout Standard
226 If filename is specified on command line, it is loaded as initial state
227  (instead of constructing one).
228 \end_layout
230 \begin_layout Section
231 Startup file lsnes.rc
232 \end_layout
234 \begin_layout Standard
235 Upon startup, lsnes executes file lsnes.rc as commands.
236  This file is located in:
237 \end_layout
239 \begin_layout Itemize
240 Windows: %APPDATA%
241 \backslash
242 lsnes
243 \backslash
244 lsnes.rc (if %APPDATA% exists)
245 \end_layout
247 \begin_layout Itemize
248 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
249 \end_layout
251 \begin_layout Itemize
252 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
253 \end_layout
255 \begin_layout Itemize
256 All: ./lsnes.rc (fallback default).
257 \end_layout
259 \begin_layout Standard
260 If leading directories do not exist, attempt to create them is made.
261 \end_layout
263 \begin_layout Section
264 Game internal commands
265 \end_layout
267 \begin_layout Itemize
268 Commands beginning with '*' invoke the corresponding command without alias
269  expansion.
270 \end_layout
272 \begin_layout Itemize
273 If command starts with '+', the command is executed as-is when button is
274  pressed, and when button is released, it is executed with '+' replaced
275  by '-'.
276 \end_layout
278 \begin_layout Subsection
279 Settings:
280 \end_layout
282 \begin_layout Standard
283 Settings control various aspects of emulator behaviour.
284 \end_layout
286 \begin_layout Subsubsection
287 set-setting <setting> <value>
288 \end_layout
290 \begin_layout Standard
291 Sets setting <setting> to value <value> (may be empty).
292 \end_layout
294 \begin_layout Subsubsection
295 unset-setting <setting>
296 \end_layout
298 \begin_layout Standard
299 Try to unset setting <setting> (not all settings can be unset).
300 \end_layout
302 \begin_layout Subsubsection
303 get-setting <setting>
304 \end_layout
306 \begin_layout Standard
307 Read value of setting <setting>
308 \end_layout
310 \begin_layout Subsubsection
311 print-settings
312 \end_layout
314 \begin_layout Standard
315 Print names and values of all settings.
316 \end_layout
318 \begin_layout Subsection
319 Keybindings
320 \end_layout
322 \begin_layout Standard
323 Keybindings bind commands or aliases to keys (or pseudo-keys).
325 \end_layout
327 \begin_layout Standard
328 Notes:
329 \end_layout
331 \begin_layout Itemize
332 Do not bind edge active (+/-) commands to keys with modifiers, that won't
333  work right!
334 \end_layout
336 \begin_layout Itemize
337 Names of keys and modifiers are platform-dependent.
338 \end_layout
340 \begin_layout Subsubsection
341 bind-key [<mod>/<modmask>] <key> <command>
342 \end_layout
344 \begin_layout Standard
345 Bind <command> to key <key> (activating if modifiers in <modmask> (comma-seperat
346 ed list) are set as <mod> (comma-seperated list).
348 \end_layout
350 \begin_layout Subsubsection
351 unbind-key [<mod>/<modmask>] <key>
352 \end_layout
354 \begin_layout Standard
355 Unbind command from <key> (with specified <mod> and <modmask>).
356 \end_layout
358 \begin_layout Subsubsection
359 print-keybindings
360 \end_layout
362 \begin_layout Standard
363 Print all key bindings in effect.
364 \end_layout
366 \begin_layout Subsection
367 Aliases
368 \end_layout
370 \begin_layout Standard
371 Aliases bind command to sequence of commands.
372  After alias has been defined, it replaces the command it shadows.
373 \end_layout
375 \begin_layout Standard
376 Notes:
377 \end_layout
379 \begin_layout Itemize
380 You can't alias command to itself.
381 \end_layout
383 \begin_layout Itemize
384 Aliases starting with +/- are edge active just like ordinary commands starting
385  with +/-.
386 \end_layout
388 \begin_layout Itemize
389 One command can be aliased to multiple commands.
390 \end_layout
392 \begin_layout Subsubsection
393 alias-command <command> <expansion>
394 \end_layout
396 \begin_layout Standard
397 Append <expansion> to alias <command>.
398 \end_layout
400 \begin_layout Subsubsection
401 unalias-command <command>
402 \end_layout
404 \begin_layout Standard
405 Clear alias expansion for <command>.
406 \end_layout
408 \begin_layout Subsubsection
409 print-aliases
410 \end_layout
412 \begin_layout Standard
413 Print all aliases and their expansions in effect.
414 \end_layout
416 \begin_layout Subsection
417 run-script <script>
418 \end_layout
420 \begin_layout Standard
421 Run <script> as if commands were entered on command line.
422 \end_layout
424 \begin_layout Subsection
425 Video dumping
426 \end_layout
428 \begin_layout Standard
429 Following commands control video dumping:
430 \end_layout
432 \begin_layout Subsubsection
433 dump-avi <level> <prefix>
434 \end_layout
436 \begin_layout Standard
437 Dump AVI video to prefix <prefix> at level <level> (0-18).
438 \end_layout
440 \begin_layout Itemize
441 The codec is Camstudio Codec in gzip mode.
442 \end_layout
444 \begin_layout Itemize
445 Encoder and muxer are internal, available on all platforms.
446 \end_layout
448 \begin_layout Itemize
449 Audio enable/disable and framerate has no effect.
450 \end_layout
452 \begin_layout Itemize
453 Warning: Levels 10-18 are not compatible with AVISource.
454 \end_layout
456 \begin_layout Itemize
457 Recomended level is 7 if decoded by AVISource.
458 \end_layout
460 \begin_layout Itemize
461 Recomended level is 16 if decoded by ffmpeg, mencoder or FFMpegSource.
462 \end_layout
464 \begin_layout Standard
465 Note: The audio dumped to .avi is low-quality version.
466  The high-quality version is dumped to .sox file.
467 \end_layout
469 \begin_layout Subsubsection
470 end-avi
471 \end_layout
473 \begin_layout Standard
474 End current AVI video dump.
475 \end_layout
477 \begin_layout Subsection
478 Memory manipulation
479 \end_layout
481 \begin_layout Standard
482 <address> may be decimal or hexadecimal (prefixed with '0x').
483  <value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
484  with '-') decimal.
485 \end_layout
487 \begin_layout Standard
488 The available element <sizes> are:
489 \end_layout
491 \begin_layout Itemize
492 byte: 1 byte
493 \end_layout
495 \begin_layout Itemize
496 word: 2 bytes
497 \end_layout
499 \begin_layout Itemize
500 dword: 4 bytes
501 \end_layout
503 \begin_layout Itemize
504 qword: 8 bytes
505 \end_layout
507 \begin_layout Standard
508 When reading RAM and ROM, multi-byte reads/writes are big-endian.
509  When dealing with DSP memory, multi-byte reads/writes are native-endian
510  (do not use operand sizes exceeding DSP bitness, except dword is OK for
511  24-bit memory).
512 \end_layout
514 \begin_layout Subsubsection
515 read-<size> <address>
516 \end_layout
518 \begin_layout Standard
519 Read the value of byte in <address>.
520 \end_layout
522 \begin_layout Subsubsection
523 read-s<size> <address>
524 \end_layout
526 \begin_layout Standard
527 Read the value of signed byte in <address>.
528 \end_layout
530 \begin_layout Subsubsection
531 write-<size> <address> <value>
532 \end_layout
534 \begin_layout Standard
535 Write <value> to byte in address <address>.
536 \end_layout
538 \begin_layout Subsubsection
539 search-memory reset
540 \end_layout
542 \begin_layout Standard
543 Reset the memory search
544 \end_layout
546 \begin_layout Subsubsection
547 search-memory count
548 \end_layout
550 \begin_layout Standard
551 Print number of candidates remaining
552 \end_layout
554 \begin_layout Subsubsection
555 search-memory print
556 \end_layout
558 \begin_layout Standard
559 Print all candidates remaining
560 \end_layout
562 \begin_layout Subsubsection
563 search-memory <usflag><sizeflag><op>
564 \end_layout
566 \begin_layout Standard
567 Searches memory for addresses satisfying criteria.
568 \end_layout
570 \begin_layout Standard
571 <usflag> can be:
572 \end_layout
574 \begin_layout Itemize
575 u: unsigned
576 \end_layout
578 \begin_layout Itemize
579 s: signed
580 \end_layout
582 \begin_layout Standard
583 <sizeflag> can be:
584 \end_layout
586 \begin_layout Itemize
587 b: byte
588 \end_layout
590 \begin_layout Itemize
591 w: word
592 \end_layout
594 \begin_layout Itemize
595 d: dword
596 \end_layout
598 \begin_layout Itemize
599 q: qword
600 \end_layout
602 \begin_layout Standard
603 <op> can be:
604 \end_layout
606 \begin_layout Itemize
607 lt: < previous value.
608 \end_layout
610 \begin_layout Itemize
611 le: <= previous value.
612 \end_layout
614 \begin_layout Itemize
615 eq: = previous value.
616 \end_layout
618 \begin_layout Itemize
619 ne: != previous value.
620 \end_layout
622 \begin_layout Itemize
623 ge: >= previous value.
624 \end_layout
626 \begin_layout Itemize
627 gt: > previous value.
628 \end_layout
630 \begin_layout Subsubsection
631 search-memory <sizeflag> <value>
632 \end_layout
634 \begin_layout Standard
635 Searches for addresses that currently have value <value>.
636  <sizeflag> is as in previous command.
637 \end_layout
639 \begin_layout Subsection
640 Main commands
641 \end_layout
643 \begin_layout Standard
644 These commands are not available in lsnesrc, but are available after ROM
645  has been loaded.
646 \end_layout
648 \begin_layout Subsubsection
649 quit-emulator [/y]
650 \end_layout
652 \begin_layout Standard
653 Quits the emulator (asking for confirmation).
654  If /y is given, no confirmation is asked.
655 \end_layout
657 \begin_layout Subsubsection
658 pause-emulator
659 \end_layout
661 \begin_layout Standard
662 Toggle paused/unpaused
663 \end_layout
665 \begin_layout Subsubsection
666 +advance-frame
667 \end_layout
669 \begin_layout Standard
670 Advance frame.
671  If the button is still held after configurable timeout expires, game unpauses
672  for the duration frame advance is held.
673 \end_layout
675 \begin_layout Subsubsection
676 +advance-poll
677 \end_layout
679 \begin_layout Standard
680 Advance subframe.
681  If the button is still held after configurable timeout expires, game unpauses
682  for the duration frame advance is held.
683 \end_layout
685 \begin_layout Subsubsection
686 advance-skiplag
687 \end_layout
689 \begin_layout Standard
690 Skip to first poll in frame after current.
691 \end_layout
693 \begin_layout Subsubsection
694 reset
695 \end_layout
697 \begin_layout Standard
698 Reset the SNES after this frame.
699 \end_layout
701 \begin_layout Subsubsection
702 load-state <filename>
703 \end_layout
705 \begin_layout Standard
706 Load savestate <filename> in readwrite mode.
707 \end_layout
709 \begin_layout Subsubsection
710 load-readonly <filename>
711 \end_layout
713 \begin_layout Standard
714 Load savestate <filename> in readonly mode.
715 \end_layout
717 \begin_layout Subsubsection
718 load-preserve <filename>
719 \end_layout
721 \begin_layout Standard
722 Load savestate <filename> in readonly mode, preserving current events.
723 \end_layout
725 \begin_layout Subsubsection
726 load-movie <filename>
727 \end_layout
729 \begin_layout Standard
730 Load savestate <filename>, ignoring save part in readonly mode.
731 \end_layout
733 \begin_layout Subsubsection
734 save-state <filename>
735 \end_layout
737 \begin_layout Standard
738 Save system state to <filename> as soon as possible.
739 \end_layout
741 \begin_layout Subsubsection
742 save-movie <filename>
743 \end_layout
745 \begin_layout Standard
746 Save movie to <filename>.
747 \end_layout
749 \begin_layout Subsubsection
750 set-rwmode
751 \end_layout
753 \begin_layout Standard
754 Set read-write mode.
755 \end_layout
757 \begin_layout Subsubsection
758 set-gamename <name>
759 \end_layout
761 \begin_layout Standard
762 Set name of the game to <name>
763 \end_layout
765 \begin_layout Subsubsection
766 get-gamename
767 \end_layout
769 \begin_layout Standard
770 Print the name of the game.
771 \end_layout
773 \begin_layout Subsubsection
774 add-author <author>
775 \end_layout
777 \begin_layout Standard
778 Adds new author <author>.
779  If <author> does not contain '|' it is full name.
780  If it contains '|', '|' splits the full name and nickname.
781 \end_layout
783 \begin_layout Subsubsection
784 edit-author <num> <author>
785 \end_layout
787 \begin_layout Standard
788 Edit the author in slot <num> (0-based) to be <author> (see add-author for
789  format)
790 \end_layout
792 \begin_layout Subsubsection
793 remove-author <num>
794 \end_layout
796 \begin_layout Standard
797 Remove author in slot <num>
798 \end_layout
800 \begin_layout Subsubsection
801 print-authors
802 \end_layout
804 \begin_layout Standard
805 Print authors.
806 \end_layout
808 \begin_layout Subsubsection
809 test-1, test-2, test-3
810 \end_layout
812 \begin_layout Standard
813 Internal test commands
814 \end_layout
816 \begin_layout Subsubsection
817 take-screenshot <filename>
818 \end_layout
820 \begin_layout Standard
821 Save screenshot to <filename>.
822 \end_layout
824 \begin_layout Subsubsection
825 +controller<num><button>
826 \end_layout
828 \begin_layout Standard
829 Press button <button> on controller <num> (1-8).
830  The following button names are known:
831 \end_layout
833 \begin_layout Itemize
834 left
835 \end_layout
837 \begin_layout Itemize
838 right
839 \end_layout
841 \begin_layout Itemize
843 \end_layout
845 \begin_layout Itemize
846 down
847 \end_layout
849 \begin_layout Itemize
851 \end_layout
853 \begin_layout Itemize
855 \end_layout
857 \begin_layout Itemize
859 \end_layout
861 \begin_layout Itemize
863 \end_layout
865 \begin_layout Itemize
867 \end_layout
869 \begin_layout Itemize
871 \end_layout
873 \begin_layout Itemize
874 select
875 \end_layout
877 \begin_layout Itemize
878 start
879 \end_layout
881 \begin_layout Itemize
882 trigger
883 \end_layout
885 \begin_layout Itemize
886 cursor
887 \end_layout
889 \begin_layout Itemize
890 pause
891 \end_layout
893 \begin_layout Itemize
894 turbo
895 \end_layout
897 \begin_layout Subsubsection
898 controllerh<num><button>
899 \end_layout
901 \begin_layout Standard
902 Hold/unhold button <button> on controller <num> (1-8).
903  See +controller for button names.
904 \end_layout
906 \begin_layout Subsubsection
907 autofire (<pattern>|-)...
908 \end_layout
910 \begin_layout Standard
911 Set autofire pattern.
912  Each parameter is comma-separated list of button names (in form of 1start,
913  1A, 2B, etc..) to hold on that frame.
914  After reaching the end of pattern, the pattern restarts from the beginning.
915 \end_layout
917 \begin_layout Subsubsection
918 repaint
919 \end_layout
921 \begin_layout Standard
922 Force a repaint.
923 \end_layout
925 \begin_layout Subsection
927 \end_layout
929 \begin_layout Standard
930 Only available if lua support is compiled in.
931 \end_layout
933 \begin_layout Subsubsection
934 eval-lua <luacode>
935 \end_layout
937 \begin_layout Standard
938 Run Lua code <luacode> using built-in Lua interpretter.
939 \end_layout
941 \begin_layout Subsubsection
942 run-lua <script>
943 \end_layout
945 \begin_layout Standard
946 Run specified lua file using built-in Lua interpretter.
947 \end_layout
949 \begin_layout Subsection
950 Memory watch
951 \end_layout
953 \begin_layout Subsubsection
954 add-watch <name> <expression>
955 \end_layout
957 \begin_layout Standard
958 Adds new watch (or modifies old one).
959 \end_layout
961 \begin_layout Subsubsection
962 remove-watch <name>
963 \end_layout
965 \begin_layout Standard
966 Remove a watch.
967 \end_layout
969 \begin_layout Section
970 Settings
971 \end_layout
973 \begin_layout Subsection
974 firmwarepath
975 \end_layout
977 \begin_layout Standard
978 Set where bsnes looks for firmware files.
979  Default is 
980 \begin_inset Quotes eld
981 \end_inset
984 \begin_inset Quotes erd
985 \end_inset
988 \end_layout
990 \begin_layout Subsection
991 targetfps
992 \end_layout
994 \begin_layout Standard
995 Set the target fps.
996  Numeric, range is 0.001 to 
997 \begin_inset Quotes eld
998 \end_inset
1000 infinite
1001 \begin_inset Quotes erd
1002 \end_inset
1005  Default is native framerate.
1006 \end_layout
1008 \begin_layout Subsection
1009 savecompression
1010 \end_layout
1012 \begin_layout Standard
1013 Set save compression level (integer 0-9).
1014  Default is 7 (0 is no compression).
1015 \end_layout
1017 \begin_layout Subsection
1018 advance-timeout
1019 \end_layout
1021 \begin_layout Standard
1022 Set the frame advance timeout in milliseconds.
1023  Numeric integer, range is 0-999999999.
1024  Default is 500.
1025 \end_layout
1027 \begin_layout Subsection
1028 avi-large
1029 \end_layout
1031 \begin_layout Standard
1032 AVI dumper: Always dump at 512x448 or 512x478 regardless of what the console
1033  outputs.
1034 \end_layout
1036 \begin_layout Subsection
1037 avi-left-border
1038 \end_layout
1040 \begin_layout Standard
1041 AVI dumper: Set the default left border thickness (unless lua overrides)
1042  for dumps.
1043  Range 0-8191.
1044  Default is 0.
1045 \end_layout
1047 \begin_layout Subsection
1048 avi-right-border
1049 \end_layout
1051 \begin_layout Standard
1052 AVI dumper: Set the default right border thickness (unless lua overrides)
1053  for dumps.
1054  Range 0-8191.
1055  Default is 0.
1056 \end_layout
1058 \begin_layout Subsection
1059 avi-top-border
1060 \end_layout
1062 \begin_layout Standard
1063 AVI dumper: Set the default top border thickness (unless lua overrides)
1064  for dumps.
1065  Range 0-8191.
1066  Default is 0.
1067 \end_layout
1069 \begin_layout Subsection
1070 avi-bottom-border
1071 \end_layout
1073 \begin_layout Standard
1074 AVI dumper: Set the default bottom border thickness (unless lua overrides)
1075  for dumps.
1076  Range 0-8191.
1077  Default is 0.
1078 \end_layout
1080 \begin_layout Subsection
1081 avi-maxframes
1082 \end_layout
1084 \begin_layout Standard
1085 AVI dumper: Maximum number of frames per dump segment (0 => unlimited).
1086  Range 0-999999999.
1087  Default is 0.
1088 \end_layout
1090 \begin_layout Section
1091 Lua functions
1092 \end_layout
1094 \begin_layout Subsection
1095 Core (in main table)
1096 \end_layout
1098 \begin_layout Subsubsection
1099 print
1100 \end_layout
1102 \begin_layout Standard
1103 Print line to message console.
1104 \end_layout
1106 \begin_layout Subsubsection
1107 exec(string command)
1108 \end_layout
1110 \begin_layout Standard
1111 Run command as it was entered on the command line
1112 \end_layout
1114 \begin_layout Subsection
1115 Table bit:
1116 \end_layout
1118 \begin_layout Standard
1119 Bitwise logical functions and related.
1120 \end_layout
1122 \begin_layout Subsubsection
1123 none(number...) / bnot(number...)
1124 \end_layout
1126 \begin_layout Standard
1127 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1128  arguments).
1129 \end_layout
1131 \begin_layout Subsubsection
1132 any(number...) / bor(number...)
1133 \end_layout
1135 \begin_layout Standard
1136 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1137 \end_layout
1139 \begin_layout Subsubsection
1140 all(number...) / band(number...)
1141 \end_layout
1143 \begin_layout Standard
1144 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1146 \end_layout
1148 \begin_layout Subsubsection
1149 parity(number...) / bxor(number...)
1150 \end_layout
1152 \begin_layout Standard
1153 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1154  of the arguments).
1155 \end_layout
1157 \begin_layout Subsubsection
1158 lrotate(number base[, number amount[, number bits]])
1159 \end_layout
1161 \begin_layout Standard
1162 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1163 \end_layout
1165 \begin_layout Subsubsection
1166 rrotate(number base[, number amount[, number bits]])
1167 \end_layout
1169 \begin_layout Standard
1170 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1171  places.
1172 \end_layout
1174 \begin_layout Subsubsection
1175 lshift(number base[, number amount[, number bits]])
1176 \end_layout
1178 \begin_layout Standard
1179 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
1180  The new bits are filled with zeroes.
1181 \end_layout
1183 \begin_layout Subsubsection
1184 lrshift(number base[, number amount[, number bits]])
1185 \end_layout
1187 \begin_layout Standard
1188 Shift bits-bit (max 48, default 48) number logically right by amount (default
1189  1) places.
1190  The new bits are filled with zeroes.
1191 \end_layout
1193 \begin_layout Subsubsection
1194 arshift(number base[, number amount[, number bits]])
1195 \end_layout
1197 \begin_layout Standard
1198 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1199  (default 1) places.
1200  The new bits are shifted in with copy of the high bit.
1201 \end_layout
1203 \begin_layout Subsection
1204 Table gui:
1205 \end_layout
1207 \begin_layout Standard
1208 Most of these functions can only be called in on_paint and on_video callbacks.
1209  Exceptions are noted.
1210 \end_layout
1212 \begin_layout Subsubsection
1213 gui.resolution()
1214 \end_layout
1216 \begin_layout Standard
1217 Returns 5-tuple (hresolution, vresolution, rshift, gshift, bshift).
1218 \end_layout
1220 \begin_layout Subsubsection
1221 gui.<class>_gap(number gap)
1222 \end_layout
1224 \begin_layout Standard
1225 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1226  is 8191).
1227 \end_layout
1229 \begin_layout Subsubsection
1230 gui.text(number x, number y, string text[, number fgc[, number fga[, number
1231  bgc[, number bga]]]])
1232 \end_layout
1234 \begin_layout Standard
1235 Draw text on the GUI.
1236  Font size is 8(or 16) by 16.
1237  Notes:
1238 \end_layout
1240 \begin_layout Itemize
1241 Coordinate origin is at top-left of the game area.
1242  Left and top gaps have negative coordinates.
1243 \end_layout
1245 \begin_layout Itemize
1246 Use gui.resolution() to discover how to layout colors.
1247 \end_layout
1249 \begin_layout Itemize
1250 Alpha range is 0(transparent)-256(opaque).
1251 \end_layout
1253 \begin_layout Itemize
1254 Only available in on_paint() and on_video() callbacks.
1255 \end_layout
1257 \begin_layout Subsubsection
1258 gui.repaint()
1259 \end_layout
1261 \begin_layout Standard
1262 Request on_repaint() to happen as soon as possible.
1263  Can be used anywhere.
1264 \end_layout
1266 \begin_layout Subsubsection
1267 gui.subframe_update(boolean on)
1268 \end_layout
1270 \begin_layout Standard
1271 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
1272  or not happen (on=false).
1273  Can be used anywhere.
1274 \end_layout
1276 \begin_layout Subsection
1277 table input
1278 \end_layout
1280 \begin_layout Standard
1281 Input handling.
1282  Only available in on_input callback.
1283 \end_layout
1285 \begin_layout Subsection
1286 get(number controller, number index)
1287 \end_layout
1289 \begin_layout Standard
1290 Read the specified index (0-11) from specified controller (0-7).
1291  Notes:
1292 \end_layout
1294 \begin_layout Itemize
1295 Uses physical controller numbering.
1296  Gamepad in port 2 is controller 4, not 1!
1297 \end_layout
1299 \begin_layout Subsection
1300 set(number controller, number index, number value)
1301 \end_layout
1303 \begin_layout Standard
1304 Write the specified index (0-11) from specified controller (0-7), storing
1305  value.
1306  Notes:
1307 \end_layout
1309 \begin_layout Itemize
1310 Uses physical controller numbering.
1311  Gamepad in port 2 is controller 4, not 1!
1312 \end_layout
1314 \begin_layout Subsection
1315 reset([number cycles])
1316 \end_layout
1318 \begin_layout Standard
1319 Execute reset.
1320  If cycles is greater than zero, do delayed reset.
1321 \end_layout
1323 \begin_layout Itemize
1324 Only available with subframe flag false.
1325 \end_layout
1327 \begin_layout Subsection
1328 Table hostmemory
1329 \end_layout
1331 \begin_layout Standard
1332 Host memory handling (extra memory saved to savestates).
1333  Host memory starts empty.
1334 \end_layout
1336 \begin_layout Subsubsection
1337 read(number address)
1338 \end_layout
1340 \begin_layout Standard
1341 Reads hostmemory slot address.
1342  Slot numbers out of range return false instead of numeric.
1343 \end_layout
1345 \begin_layout Subsubsection
1346 write(number address, number value)
1347 \end_layout
1349 \begin_layout Standard
1350 Writes hostmemory slot with 0-255.
1351  Slot numbers out of range cause extension of host memory slot space.
1352 \end_layout
1354 \begin_layout Subsection
1355 Table movie
1356 \end_layout
1358 \begin_layout Standard
1359 Movie handling
1360 \end_layout
1362 \begin_layout Subsubsection
1363 movie.currentframe()
1364 \end_layout
1366 \begin_layout Standard
1367 Return number of current frame.
1368 \end_layout
1370 \begin_layout Subsubsection
1371 movie.framecount()
1372 \end_layout
1374 \begin_layout Standard
1375 Return number of frames in movie.
1376 \end_layout
1378 \begin_layout Subsubsection
1379 movie.readonly()
1380 \end_layout
1382 \begin_layout Standard
1383 Return true if in readonly mode, false if in readwrite.
1384 \end_layout
1386 \begin_layout Subsubsection
1387 movie.set_readwrite()
1388 \end_layout
1390 \begin_layout Standard
1391 Set readwrite mode (does not cause on_readwrite callback).
1392 \end_layout
1394 \begin_layout Subsubsection
1395 movie.frame_subframes(number frame)
1396 \end_layout
1398 \begin_layout Standard
1399 Count number of subframes in specified frame (frame numbers are 1-based)
1400  and return that.
1401 \end_layout
1403 \begin_layout Subsubsection
1404 movie.read_subframe(number frame, number subframe)
1405 \end_layout
1407 \begin_layout Standard
1408 Read specifed subframe in specified frame and return data as array (100
1409  elements, numbered 0-99 currently).
1410 \end_layout
1412 \begin_layout Subsection
1413 Table settings
1414 \end_layout
1416 \begin_layout Standard
1417 Routines for settings manipulation
1418 \end_layout
1420 \begin_layout Subsubsection
1421 get(string name)
1422 \end_layout
1424 \begin_layout Standard
1425 Get value of setting.
1426  If setting is blank, returns false.
1427  If setting value can't be obtained, returns (nil, error message).
1428 \end_layout
1430 \begin_layout Subsubsection
1431 set(string name, string value)
1432 \end_layout
1434 \begin_layout Standard
1435 Set value of setting.
1436  If setting can't be set, returns (nil, error message).
1437 \end_layout
1439 \begin_layout Subsubsection
1440 is_set(string name)
1441 \end_layout
1443 \begin_layout Standard
1444 Returns if setting is set.
1445  If setting does not exist, returns (nil, error message).
1446 \end_layout
1448 \begin_layout Subsubsection
1449 blank(string name)
1450 \end_layout
1452 \begin_layout Standard
1453 Blanks a setting and returns true.
1454  If setting can't be blanked, returns (nil, error message).
1455 \end_layout
1457 \begin_layout Subsection
1458 Callbacks
1459 \end_layout
1461 \begin_layout Standard
1462 Various callbacks to Lua that can occur.
1463 \end_layout
1465 \begin_layout Subsubsection
1466 Callback: on_paint()
1467 \end_layout
1469 \begin_layout Standard
1470 Called when screen is being painted.
1471  Any gui.* calls requiring graphic context draw on the screen.
1472 \end_layout
1474 \begin_layout Subsubsection
1475 Callback: on_video()
1476 \end_layout
1478 \begin_layout Standard
1479 Called when video dump frame is being painted.
1480  Any gui.* calls requiring graphic context draw on the video.
1481 \end_layout
1483 \begin_layout Subsubsection
1484 Callback: on_startup()
1485 \end_layout
1487 \begin_layout Standard
1488 Called when the emulator is starting (lsnes.rc has been run).
1489 \end_layout
1491 \begin_layout Subsubsection
1492 Callback: on_pre_load(string name)
1493 \end_layout
1495 \begin_layout Standard
1496 Called just before savestate/movie load occurs (note: loads are always delayed,
1497  so this occurs even when load was initiated by lua).
1498 \end_layout
1500 \begin_layout Subsubsection
1501 Callback: on_err_load(string name)
1502 \end_layout
1504 \begin_layout Standard
1505 Called if loadstate goes wrong.
1506 \end_layout
1508 \begin_layout Subsubsection
1509 Callback: on_post_load(string name, boolean was_savestate)
1510 \end_layout
1512 \begin_layout Standard
1513 Called on successful loadstate.
1514  was_savestate gives if this was a savestate or a movie.
1515 \end_layout
1517 \begin_layout Subsubsection
1518 Callback: on_pre_save(string name, boolean is_savestate)
1519 \end_layout
1521 \begin_layout Standard
1522 Called just before savestate save occurs (note: movie saves are synchronous
1523  and won't trigger these callbacks if called from Lua).
1524 \end_layout
1526 \begin_layout Subsubsection
1527 Callback: on_err_save(string name)
1528 \end_layout
1530 \begin_layout Standard
1531 Called if savestate goes wrong.
1532 \end_layout
1534 \begin_layout Subsubsection
1535 Callback: on_post_save(string name, boolean is_savestate)
1536 \end_layout
1538 \begin_layout Standard
1539 Called on successful savaestate.
1540  is_savestate gives if this was a savestate or a movie.
1541 \end_layout
1543 \begin_layout Subsubsection
1544 Callback: on_quit()
1545 \end_layout
1547 \begin_layout Standard
1548 Called when emulator is shutting down.
1549 \end_layout
1551 \begin_layout Subsubsection
1552 Callback: on_input(boolean subframe)
1553 \end_layout
1555 \begin_layout Standard
1556 Called when emulator is just sending input to bsnes core.
1557  Warning: This is called even in readonly mode, but the results are ignored.
1558 \end_layout
1560 \begin_layout Subsubsection
1561 Callback: on_reset()
1562 \end_layout
1564 \begin_layout Standard
1565 Called when SNES is reset.
1566 \end_layout
1568 \begin_layout Subsubsection
1569 Callback: on_readwrite()
1570 \end_layout
1572 \begin_layout Standard
1573 Called when moving into readwrite mode as result of 
1574 \begin_inset Quotes eld
1575 \end_inset
1577 set-rwmode
1578 \begin_inset Quotes erd
1579 \end_inset
1581  command (note: moving to rwmode by Lua won't trigger this, as per recursive
1582  entry protection).
1583 \end_layout
1585 \begin_layout Subsubsection
1586 Callback: on_snoop(number port, number controller, number index, number
1587  value)
1588 \end_layout
1590 \begin_layout Standard
1591 Called each time bsnes asks for input.
1592  The value is the final value to be sent to bsnes core.
1593  Might be useful when translating movies to format suitable for console
1594  verification.
1595 \end_layout
1597 \begin_layout Section
1598 SDL platform:
1599 \end_layout
1601 \begin_layout Subsection
1602 Platform-specific commands:
1603 \end_layout
1605 \begin_layout Subsubsection
1606 enable-sound on
1607 \end_layout
1609 \begin_layout Standard
1610 Enable sounds in GUI (has no effect on video dumping).
1611 \end_layout
1613 \begin_layout Subsubsection
1614 enable-sound off
1615 \end_layout
1617 \begin_layout Standard
1618 Disable sounds in GUI (has no effect on video dumping).
1619 \end_layout
1621 \begin_layout Subsubsection
1622 identify-key
1623 \end_layout
1625 \begin_layout Standard
1626 Asks to press a key and then identifies that key.
1627 \end_layout
1629 \begin_layout Subsubsection
1630 toggle-console
1631 \end_layout
1633 \begin_layout Standard
1634 Toggle between windowed/fullscreen console.
1635 \end_layout
1637 \begin_layout Subsubsection
1638 scroll-fullup
1639 \end_layout
1641 \begin_layout Standard
1642 Scroll messages window as far back as it goes.
1643 \end_layout
1645 \begin_layout Subsubsection
1646 scroll-fulldown
1647 \end_layout
1649 \begin_layout Standard
1650 Scroll messages window as far forward as it goes.
1651 \end_layout
1653 \begin_layout Subsubsection
1654 scroll-up
1655 \end_layout
1657 \begin_layout Standard
1658 Scroll messages window back one screenful.
1659 \end_layout
1661 \begin_layout Subsubsection
1662 scroll-down
1663 \end_layout
1665 \begin_layout Standard
1666 Scroll messages window forward one screenful.
1667 \end_layout
1669 \begin_layout Subsection
1670 Settings
1671 \end_layout
1673 \begin_layout Subsubsection
1674 autorepeat-first-delay
1675 \end_layout
1677 \begin_layout Standard
1678 Sets the delay for first character in typematic autorepeat.
1679 \end_layout
1681 \begin_layout Subsubsection
1682 autorepeat-subsequent-delay
1683 \end_layout
1685 \begin_layout Standard
1686 Sets the delay for subsequent characters in typematic autorepeat.
1687 \end_layout
1689 \begin_layout Subsection
1690 Modifier names
1691 \end_layout
1693 \begin_layout Standard
1694 Following modifier names are known:
1695 \end_layout
1697 \begin_layout Itemize
1698 ctrl, lctrl, rctrl: Control keys
1699 \end_layout
1701 \begin_layout Itemize
1702 alt, lalt, ralt: ALT keys.
1703 \end_layout
1705 \begin_layout Itemize
1706 shift, lshift, rshift: Shift keys.
1707 \end_layout
1709 \begin_layout Itemize
1710 meta, lmeta, rmeta: Meta keys.
1711 \end_layout
1713 \begin_layout Itemize
1714 num, caps: Numlock/Capslock (these are sticky!)
1715 \end_layout
1717 \begin_layout Itemize
1718 mode: Mode select.
1719 \end_layout
1721 \begin_layout Subsection
1722 Key names
1723 \end_layout
1725 \begin_layout Standard
1726 Following key names are known:
1727 \end_layout
1729 \begin_layout Itemize
1730 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
1731  hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
1732  comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
1733  less, equals, greater, question, at, leftbracket, backslash, rightbracket,
1734  caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
1735  o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
1736  world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
1737  world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
1738  world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
1739  world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
1740  world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
1741  world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
1742  world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
1743  world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
1744  world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
1745  world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
1746  world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
1747  world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
1748  kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
1749  kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
1750  pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
1751  f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
1752  lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
1753  break, menu, power, euro, undo
1754 \end_layout
1756 \begin_layout Itemize
1757 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
1758  hardware-dependent scan code of <n> (useful to bind those keys that don't
1759  have symbolic names).
1760 \end_layout
1762 \begin_layout Standard
1763 In addition, following pseudo-keys are known (note: these do not work yet,
1764  and especially do not work in conjunction with modifers):
1765 \end_layout
1767 \begin_layout Itemize
1768 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
1769 \end_layout
1771 \begin_layout Itemize
1772 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
1773 \end_layout
1775 \begin_layout Itemize
1776 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
1777 \end_layout
1779 \begin_layout Itemize
1780 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
1781 \end_layout
1783 \begin_layout Itemize
1784 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
1785 \end_layout
1787 \begin_layout Itemize
1788 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
1789  position.
1790 \end_layout
1792 \begin_layout Itemize
1793 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
1794  position.
1795 \end_layout
1797 \begin_layout Subsection
1798 Special buttons:
1799 \end_layout
1801 \begin_layout Itemize
1802 Escape: Enter/Exit Command mode, cancel modal dialogs.
1803 \end_layout
1805 \begin_layout Itemize
1806 Return (also KPEnter): Execute command, ok modal dialog.
1807 \end_layout
1809 \begin_layout Itemize
1810 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
1811  history
1812 \end_layout
1814 \begin_layout Itemize
1815 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
1816  history
1817 \end_layout
1819 \begin_layout Itemize
1820 Home (also KP7 if no num lock; command mode): Beginning of command.
1821 \end_layout
1823 \begin_layout Itemize
1824 End (also KP1 if no num lock; command mode): End of command.
1825 \end_layout
1827 \begin_layout Itemize
1828 Left (also KP4 if no num lock; command mode): Move cursor left.
1829 \end_layout
1831 \begin_layout Itemize
1832 Right (also KP6 if no num lock; command mode): Move cursor right.
1833 \end_layout
1835 \begin_layout Itemize
1836 Delete (also KP.
1837  if no num lock; command mode): Delete character to right of cursor.
1838 \end_layout
1840 \begin_layout Itemize
1841 Insert (also KP0 if no num lock; command mode): Toggle between insert /
1842  overwrite modes.
1843 \end_layout
1845 \begin_layout Itemize
1846 Backspace (command mode): Delete character to left of cursor.
1847 \end_layout
1849 \begin_layout Itemize
1850 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
1851 \end_layout
1853 \begin_layout Subsection
1854 Watchdog timer:
1855 \end_layout
1857 \begin_layout Standard
1858 If emulator does not reach internal polling loop in 15 seconds after leaving
1859  it or 15 seconds after starting, the emulator instantly bombs out.
1860 \end_layout
1862 \begin_layout Section
1863 Movie file format
1864 \end_layout
1866 \begin_layout Standard
1867 Movie file is .zip archive in itself, normal ZIP archive tools work on it
1868  (note: If you recompress it, do not use compression methods other than
1869  store and deflate and especially do not use encryption of any kind).
1870 \end_layout
1872 \begin_layout Subsection
1873 Detecting clean start/SRAM/Savestate
1874 \end_layout
1876 \begin_layout Itemize
1877 If file has member 
1878 \begin_inset Quotes eld
1879 \end_inset
1881 savestate
1882 \begin_inset Quotes erd
1883 \end_inset
1885  it is savestate, otherwise:
1886 \end_layout
1888 \begin_layout Itemize
1889 If file has members with names starting 
1890 \begin_inset Quotes eld
1891 \end_inset
1893 moviesram.
1894 \begin_inset Quotes erd
1895 \end_inset
1897  it is movie starting from SRAM, otherwise:
1898 \end_layout
1900 \begin_layout Itemize
1901 It is movie starting from clear state.
1902 \end_layout
1904 \begin_layout Subsection
1905 Member: gametype
1906 \end_layout
1908 \begin_layout Standard
1909 Type of game ROM and region.
1910  Valid values are:
1911 \end_layout
1913 \begin_layout Standard
1914 \begin_inset Tabular
1915 <lyxtabular version="3" rows="8" columns="3">
1916 <features tabularvalignment="middle">
1917 <column alignment="center" valignment="top" width="0">
1918 <column alignment="center" valignment="top" width="0">
1919 <column alignment="center" valignment="top" width="0">
1920 <row>
1921 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1922 \begin_inset Text
1924 \begin_layout Plain Layout
1925 Value
1926 \end_layout
1928 \end_inset
1929 </cell>
1930 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1931 \begin_inset Text
1933 \begin_layout Plain Layout
1934 System
1935 \end_layout
1937 \end_inset
1938 </cell>
1939 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1940 \begin_inset Text
1942 \begin_layout Plain Layout
1943 Region
1944 \end_layout
1946 \end_inset
1947 </cell>
1948 </row>
1949 <row>
1950 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1951 \begin_inset Text
1953 \begin_layout Plain Layout
1954 snes_pal
1955 \end_layout
1957 \end_inset
1958 </cell>
1959 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1960 \begin_inset Text
1962 \begin_layout Plain Layout
1963 Super NES
1964 \end_layout
1966 \end_inset
1967 </cell>
1968 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1969 \begin_inset Text
1971 \begin_layout Plain Layout
1973 \end_layout
1975 \end_inset
1976 </cell>
1977 </row>
1978 <row>
1979 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1980 \begin_inset Text
1982 \begin_layout Plain Layout
1983 sgb_pal
1984 \end_layout
1986 \end_inset
1987 </cell>
1988 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1989 \begin_inset Text
1991 \begin_layout Plain Layout
1992 Super Game Boy
1993 \end_layout
1995 \end_inset
1996 </cell>
1997 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1998 \begin_inset Text
2000 \begin_layout Plain Layout
2002 \end_layout
2004 \end_inset
2005 </cell>
2006 </row>
2007 <row>
2008 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2009 \begin_inset Text
2011 \begin_layout Plain Layout
2012 snes_ntsc
2013 \end_layout
2015 \end_inset
2016 </cell>
2017 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2018 \begin_inset Text
2020 \begin_layout Plain Layout
2021 Super NES
2022 \end_layout
2024 \end_inset
2025 </cell>
2026 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2027 \begin_inset Text
2029 \begin_layout Plain Layout
2030 NTSC
2031 \end_layout
2033 \end_inset
2034 </cell>
2035 </row>
2036 <row>
2037 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2038 \begin_inset Text
2040 \begin_layout Plain Layout
2041 sgb_ntsc
2042 \end_layout
2044 \end_inset
2045 </cell>
2046 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2047 \begin_inset Text
2049 \begin_layout Plain Layout
2050 Super Game Boy
2051 \end_layout
2053 \end_inset
2054 </cell>
2055 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2056 \begin_inset Text
2058 \begin_layout Plain Layout
2059 NTSC
2060 \end_layout
2062 \end_inset
2063 </cell>
2064 </row>
2065 <row>
2066 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2067 \begin_inset Text
2069 \begin_layout Plain Layout
2071 \end_layout
2073 \end_inset
2074 </cell>
2075 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2076 \begin_inset Text
2078 \begin_layout Plain Layout
2079 BS-X (non-slotted)
2080 \end_layout
2082 \end_inset
2083 </cell>
2084 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2085 \begin_inset Text
2087 \begin_layout Plain Layout
2088 NTSC
2089 \end_layout
2091 \end_inset
2092 </cell>
2093 </row>
2094 <row>
2095 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2096 \begin_inset Text
2098 \begin_layout Plain Layout
2099 bsxslotted
2100 \end_layout
2102 \end_inset
2103 </cell>
2104 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2105 \begin_inset Text
2107 \begin_layout Plain Layout
2108 BS-X (slotted)
2109 \end_layout
2111 \end_inset
2112 </cell>
2113 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2114 \begin_inset Text
2116 \begin_layout Plain Layout
2117 NTSC
2118 \end_layout
2120 \end_inset
2121 </cell>
2122 </row>
2123 <row>
2124 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2125 \begin_inset Text
2127 \begin_layout Plain Layout
2128 sufamiturbo
2129 \end_layout
2131 \end_inset
2132 </cell>
2133 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2134 \begin_inset Text
2136 \begin_layout Plain Layout
2137 Sufami Turbo
2138 \end_layout
2140 \end_inset
2141 </cell>
2142 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2143 \begin_inset Text
2145 \begin_layout Plain Layout
2146 NTSC
2147 \end_layout
2149 \end_inset
2150 </cell>
2151 </row>
2152 </lyxtabular>
2154 \end_inset
2157 \end_layout
2159 \begin_layout Standard
2160 Frame rates are:
2161 \end_layout
2163 \begin_layout Standard
2164 \begin_inset Tabular
2165 <lyxtabular version="3" rows="3" columns="2">
2166 <features tabularvalignment="middle">
2167 <column alignment="center" valignment="top" width="0">
2168 <column alignment="center" valignment="top" width="0">
2169 <row>
2170 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2171 \begin_inset Text
2173 \begin_layout Plain Layout
2174 Region
2175 \end_layout
2177 \end_inset
2178 </cell>
2179 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2180 \begin_inset Text
2182 \begin_layout Plain Layout
2183 Framerate
2184 \end_layout
2186 \end_inset
2187 </cell>
2188 </row>
2189 <row>
2190 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2191 \begin_inset Text
2193 \begin_layout Plain Layout
2195 \end_layout
2197 \end_inset
2198 </cell>
2199 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2200 \begin_inset Text
2202 \begin_layout Plain Layout
2203 322445/6448
2204 \end_layout
2206 \end_inset
2207 </cell>
2208 </row>
2209 <row>
2210 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2211 \begin_inset Text
2213 \begin_layout Plain Layout
2214 NTSC
2215 \end_layout
2217 \end_inset
2218 </cell>
2219 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2220 \begin_inset Text
2222 \begin_layout Plain Layout
2223 10738636/178683
2224 \end_layout
2226 \end_inset
2227 </cell>
2228 </row>
2229 </lyxtabular>
2231 \end_inset
2234 \end_layout
2236 \begin_layout Subsection
2237 Member: port1
2238 \end_layout
2240 \begin_layout Standard
2241 Contains type of port #1.
2242  Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
2243  If not present, defaults to 'gamepad'.
2244 \end_layout
2246 \begin_layout Subsection
2247 Member: port2
2248 \end_layout
2250 \begin_layout Standard
2251 Contains type of port #2.
2252  Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
2253  'justifier' and 'justifiers'.
2254  If not present, defaults to 'none'.
2255 \end_layout
2257 \begin_layout Subsection
2258 Member: gamename
2259 \end_layout
2261 \begin_layout Standard
2262 Contains name of the game.
2263 \end_layout
2265 \begin_layout Subsection
2266 Member: authors
2267 \end_layout
2269 \begin_layout Standard
2270 Contains authors, one per line.
2271  Part before '|' is the full name, part after is the nickname.
2272 \end_layout
2274 \begin_layout Subsection
2275 Member: systemid
2276 \end_layout
2278 \begin_layout Standard
2279 Always 
2280 \begin_inset Quotes eld
2281 \end_inset
2283 lsnes-rr1
2284 \begin_inset Quotes erd
2285 \end_inset
2288  Used to reject other saves.
2289 \end_layout
2291 \begin_layout Subsection
2292 Member: controlsversion
2293 \end_layout
2295 \begin_layout Standard
2296 Always 
2297 \begin_inset Quotes eld
2298 \end_inset
2301 \begin_inset Quotes erd
2302 \end_inset
2305  Used to identify what controls are there.
2306 \end_layout
2308 \begin_layout Subsection
2309 Member: 
2310 \begin_inset Quotes eld
2311 \end_inset
2313 coreversion
2314 \begin_inset Quotes erd
2315 \end_inset
2318 \end_layout
2320 \begin_layout Standard
2321 Contains bsnes core version number.
2322 \end_layout
2324 \begin_layout Subsection
2325 Member: projectid
2326 \end_layout
2328 \begin_layout Standard
2329 Contains project ID.
2330  Used to identify if two movies are part of the same project.
2331 \end_layout
2333 \begin_layout Subsection
2334 Member: {rom,slota,slotb}{,xml}.sha256
2335 \end_layout
2337 \begin_layout Standard
2338 Contains SHA-256 of said ROM or ROM mapping file.
2339  Absent if corresponding file is absent.
2340 \end_layout
2342 \begin_layout Subsection
2343 Member: moviesram.<name>
2344 \end_layout
2346 \begin_layout Standard
2347 Raw binary startup SRAM of kind <name>.
2348  Only present in savestates and movies starting from SRAM.
2349 \end_layout
2351 \begin_layout Subsection
2352 Member: moviestate
2353 \end_layout
2355 \begin_layout Standard
2356 Raw binary movie state data.
2357  Only present in savestates.
2358 \end_layout
2360 \begin_layout Standard
2361 for version 0:
2362 \end_layout
2364 \begin_layout Itemize
2365 32 bytes: SHA-256 of project ID.
2366 \end_layout
2368 \begin_layout Itemize
2369 8 bytes: Big-endian current frame.
2370 \end_layout
2372 \begin_layout Itemize
2373 100x4 bytes: Poll counters for each control (bit31 of each is 
2374 \begin_inset Quotes eld
2375 \end_inset
2377 data ready
2378 \begin_inset Quotes erd
2379 \end_inset
2381  bit), big-endian.
2382 \end_layout
2384 \begin_layout Itemize
2385 8 bytes: Big-endian lag frame count.
2386 \end_layout
2388 \begin_layout Itemize
2389 32 bytes: SHA-256 of past input
2390 \end_layout
2392 \begin_layout Itemize
2393 32 bytes: SHA-256 of previous.
2394 \end_layout
2396 \begin_layout Subsection
2397 Member: hostmemory
2398 \end_layout
2400 \begin_layout Standard
2401 Raw binary dump of host memory.
2402  Only present in savestates.
2403 \end_layout
2405 \begin_layout Subsection
2406 Member: savestate
2407 \end_layout
2409 \begin_layout Standard
2410 The savestate itself.
2411  Savestate detection uses this file, only present in savestates.
2412 \end_layout
2414 \begin_layout Subsection
2415 Member: screenshot
2416 \end_layout
2418 \begin_layout Standard
2419 Screenshot of current frame.
2420  Only present in savestates.
2421 \end_layout
2423 \begin_layout Subsection
2424 Member: sram.<name>
2425 \end_layout
2427 \begin_layout Standard
2428 Raw binary SRAM of kind <name> at time of savestate.
2429  Only present in savestates.
2430 \end_layout
2432 \begin_layout Subsection
2433 Member: input
2434 \end_layout
2436 \begin_layout Standard
2437 The actual input track, one line per subframe (blank lines are skipped).
2438 \end_layout
2440 \begin_layout Itemize
2441 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
2442  part of same frame as previous, otherwise it starts a new frame.
2443 \end_layout
2445 \begin_layout Itemize
2446 First subframe must start a new frame.
2447 \end_layout
2449 \begin_layout Standard
2450 Length of movie in frames is number of lines in input file that start a
2451  new frame.
2452 \end_layout
2454 \begin_layout Subsection
2455 Member: rerecords
2456 \end_layout
2458 \begin_layout Standard
2459 Contains textual base-10 rerecord count (emulator just writes this, it doesn't
2460  read it) + 1.
2461 \end_layout
2463 \begin_layout Subsection
2464 Member: rrdata
2465 \end_layout
2467 \begin_layout Standard
2468 This member stores set of load IDs.
2469  There is one load ID per rerecord (plus one corresponding to start of project).
2470 \end_layout
2472 \begin_layout Itemize
2473 This member constists of concatenation of records
2474 \end_layout
2476 \begin_layout Itemize
2477 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
2478  IDs.
2479 \end_layout
2481 \begin_layout Itemize
2482 IDs are interpretted as 256-bit big-endian integers with warparound.
2483 \end_layout
2485 \begin_layout Itemize
2486 Initial predicted ID is all zeroes.
2487 \end_layout
2489 \begin_layout Standard
2490 Format of each record is:
2491 \end_layout
2493 \begin_layout Itemize
2494 1 byte: Opcode byte.
2495  Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
2496  Bit 7 is unused.
2497 \end_layout
2499 \begin_layout Itemize
2500 32-prefixlen bytes of ID.
2501 \end_layout
2503 \begin_layout Itemize
2504 countlen bytes of big-endian count (count).
2505 \end_layout
2507 \begin_layout Standard
2508 Records are processed as follows:
2509 \end_layout
2511 \begin_layout Itemize
2512 To form the first ID encoded by record, take the first prefixlen bytes predicted
2513  ID and append the read ID value to it.
2514  The result is the first ID encoded.
2515 \end_layout
2517 \begin_layout Itemize
2518 If countlen is 0, record encodes 1 ID.
2519 \end_layout
2521 \begin_layout Itemize
2522 If countlen is 1, record encodes 2+count IDs.
2523 \end_layout
2525 \begin_layout Itemize
2526 If countlen is 2, record encodes 258+count IDs.
2527 \end_layout
2529 \begin_layout Itemize
2530 If countlen is 3, record encodes 65794+count IDs.
2531 \end_layout
2533 \begin_layout Itemize
2534 The new predicted ID is the next ID after last one encoded by the record.
2535 \end_layout
2537 \begin_layout Standard
2538 The number of rerecords + 1 is equal to the sum of number of IDs encoded
2539  by all records.
2540 \end_layout
2542 \begin_layout Section
2543 Compiling:
2544 \end_layout
2546 \begin_layout Subsection
2547 Building BSNES
2548 \end_layout
2550 \begin_layout Standard
2551 make ui=ui-libsnes options=debugger profile=accuracy
2552 \end_layout
2554 \begin_layout Itemize
2555 Yes, debugger is needed.
2556 \end_layout
2558 \begin_layout Subsection
2559 Prerequisite libraries:
2560 \end_layout
2562 \begin_layout Itemize
2563 zlib
2564 \end_layout
2566 \begin_layout Itemize
2567 SDL (SDL platform)
2568 \end_layout
2570 \begin_layout Itemize
2571 boost_iostreams
2572 \end_layout
2574 \begin_layout Itemize
2575 boost_filesystem
2576 \end_layout
2578 \begin_layout Itemize
2579 boost (conversion)
2580 \end_layout
2582 \begin_layout Subsection
2583 Compile options to make:
2584 \end_layout
2586 \begin_layout Subsubsection
2587 BSNES_PATH=<path>
2588 \end_layout
2590 \begin_layout Standard
2591 Set path to BSNES bsnes directory to <path>.
2592 \end_layout
2594 \begin_layout Subsubsection
2595 NO_THREADS=1
2596 \end_layout
2598 \begin_layout Standard
2599 Don't use threads (makes dumping slower, but threads probably only work
2600  on Linux).
2601 \end_layout
2603 \begin_layout Subsubsection
2604 CC=<compiler>
2605 \end_layout
2607 \begin_layout Standard
2608 (cross) C++ compiler to use.
2609  Defaults to g++-4.5
2610 \end_layout
2612 \begin_layout Subsubsection
2613 HOSTCC=<compiler>
2614 \end_layout
2616 \begin_layout Standard
2617 (host) C++ compiler to use.
2618  Defaults to the same as CC.
2619 \end_layout
2621 \begin_layout Subsubsection
2622 BSNES_IS_COMPAT=1
2623 \end_layout
2625 \begin_layout Standard
2626 Assume BSNES uses compatiblity core instead of accuracy core.
2627 \end_layout
2629 \begin_layout Subsubsection
2630 NO_LUA=1
2631 \end_layout
2633 \begin_layout Standard
2634 Don't compile in Lua support.
2635 \end_layout
2637 \begin_layout Section
2638 Errata:
2639 \end_layout
2641 \begin_layout Subsection
2642 Problems from BSNES core:
2643 \end_layout
2645 \begin_layout Itemize
2646 The whole pending save stuff.
2647 \end_layout
2649 \begin_layout Itemize
2650 Delay resets are slow.
2651 \end_layout
2653 \begin_layout Itemize
2654 RTC is not emulated in sync-stable manner.
2655 \end_layout
2657 \begin_layout Itemize
2658 Lack of layer hiding.
2659 \end_layout
2661 \begin_layout Itemize
2662 It is slow.
2663 \end_layout
2665 \begin_layout Itemize
2666 Firmwares can't be loaded from ZIP archives.
2667 \end_layout
2669 \begin_layout Itemize
2670 Manual polls can be corrupted if savestate occurs during those.
2671 \end_layout
2673 \begin_layout Subsection
2674 TODO For rr0:
2675 \end_layout
2677 \begin_layout Itemize
2678 Make it build on Windows (and build binaries).
2679  Not todo for rr0-β0.
2680 \end_layout
2682 \begin_layout Subsection
2683 Other problems:
2684 \end_layout
2686 \begin_layout Itemize
2687 Audio for last dumped frame is not itself dumped.
2688 \end_layout
2690 \begin_layout Itemize
2691 Audio in UI is pretty bad in quality.
2692 \end_layout
2694 \begin_layout Itemize
2695 UI itself is 30fps max.
2696 \end_layout
2698 \begin_layout Itemize
2699 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
2700 \end_layout
2702 \begin_layout Itemize
2703 No menus, command based interface (SDL).
2704 \end_layout
2706 \begin_layout Itemize
2707 Long commands don't scroll.
2708 \end_layout
2710 \begin_layout Itemize
2711 No autofire
2712 \end_layout
2714 \begin_layout Itemize
2715 Joysticks don't work.
2716 \end_layout
2718 \begin_layout Section
2719 Changelog:
2720 \end_layout
2722 \begin_layout Subsection
2723 rr0-β1
2724 \end_layout
2726 \begin_layout Itemize
2727 Fix -Wall warnings
2728 \end_layout
2730 \begin_layout Itemize
2731 Fix dumper video corruption with levels 10-18.
2732 \end_layout
2734 \end_body
2735 \end_document