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.
75 Syntax: lsnes.exe <rom-options> <misc-options> (<new-session-options>|<filename>)
79 Syntax: lsnes-avidump <dump-options> <misc-options> <rom-options> <filename>
83 Syntax: movieinfo.exe <filename>
86 \begin_layout Subsection
90 \begin_layout Standard
91 These options control loading the ROM.
94 \begin_layout Subsubsection
98 \begin_layout Standard
99 Load <file> (SFC file format) as main SNES cartridge ROM.
100 This is the game ROM for SNES and cartridge BIOS for other types.
104 \begin_layout Subsubsection
108 \begin_layout Standard
109 Set the mapping XML file for main cartridge ROM.
110 If not specified, defaults are used.
113 \begin_layout Subsubsection
117 \begin_layout Standard
118 Load <file> (BS file format) as BS-X non-slotted flash memory.
119 Also sets system type to BS-X non-slotted (not compatible with --bsxslotted=<fi
120 le>, --dmg=<file>, --slot-a=<file> nor --slot-b=<file>).
123 \begin_layout Subsubsection
127 \begin_layout Standard
128 Set mapping XML file for BS-X non-slotted flash memory.
129 If not specified, defaults are used.
130 Only can be used together with --bsx=<file>.
133 \begin_layout Subsubsection
137 \begin_layout Standard
138 Load <file> (BS file format) as BS-X slotted flash memory.
139 Also sets system type to BS-X slotted (not compatible with --bsx=<file>,
140 --dmg=<file>, --slot-a=<file> nor --slot-b=<file>).
143 \begin_layout Subsubsection
144 --bsxslotted-xml=<file>
147 \begin_layout Standard
148 Set mapping XML file for BS-X slotted flash memory.
149 If not specified, defaults are used.
150 Only can be used together with --bsxslotted=<file>.
153 \begin_layout Subsubsection
157 \begin_layout Standard
158 Load <file> (GB file format) as Game Boy ROM.
159 Also sets system type to SGB (not compatible with --bsx=<file>, --bsxslotted=<f
160 ile>, --slot-a=<file> nor --slot-b=<file>).
163 \begin_layout Subsubsection
167 \begin_layout Standard
168 Set mapping XML file for Game Boy ROM.
169 If not specified, defaults are used.
170 Only can be used together with --dmg=<file>.
173 \begin_layout Subsubsection
177 \begin_layout Standard
178 Load <file> (ST file format) as Sufami turbo cartridge A ROM.
179 Also sets system type to Sufami Turbo (not compatible with --bsx=<file>,
180 --bsxslotted=<file> nor --dmg=<file>).
183 \begin_layout Subsubsection
187 \begin_layout Standard
188 Set mapping XML file for Sufami turbo cartridge A ROM.
189 If not specified, defaults are used.
190 Only can be used together with --slot-a=<file>.
193 \begin_layout Subsubsection
197 \begin_layout Standard
198 Load <file> (ST file format) as Sufami turbo cartridge B ROM.
199 Also sets system type to Sufami Turbo (not compatible with --bsx=<file>,
200 --bsxslotted=<file> nor --dmg=<file>).
203 \begin_layout Subsubsection
207 \begin_layout Standard
208 Set mapping XML file for Sufami turbo cartridge B ROM.
209 If not specified, defaults are used.
210 Only can be used together with --slot-b=<file>.
213 \begin_layout Subsubsection
217 \begin_layout Standard
218 Apply IPS patch <file> to main cartridge ROM.
219 Requires --rom=<file>.
222 \begin_layout Subsubsection
226 \begin_layout Standard
227 Apply IPS patch <file> to main cartridge ROM mapping XML.
228 Requires --rom-xml=<file>.
231 \begin_layout Subsubsection
235 \begin_layout Standard
236 Apply IPS patch <file> to BS-X non-slotted flash.
237 Requires --bsx=<file>.
240 \begin_layout Subsubsection
244 \begin_layout Standard
245 Apply IPS patch <file> to BS-X non-slotted flash mapping XML.
246 Requires --bsx-xml=<file>.
249 \begin_layout Subsubsection
250 --ips-bsxslotted=<file>
253 \begin_layout Standard
254 Apply IPS patch <file> to BS-X slotted flash.
255 Requires --bsxslotted=<file>.
258 \begin_layout Subsubsection
259 --ips-bsxslotted-xml=<file>
262 \begin_layout Standard
263 Apply IPS patch <file> to BS-X slotted flash mapping XML.
264 Requires --bsxslotted-xml=<file>.
267 \begin_layout Subsubsection
271 \begin_layout Standard
272 Apply IPS patch <file> to Game Boy ROM.
273 Requires --dmg=<file>.
276 \begin_layout Subsubsection
280 \begin_layout Standard
281 Apply IPS patch <file> to Game Boy ROM mapping XML.
282 Requires --dmg-xml=<file>.
285 \begin_layout Subsubsection
289 \begin_layout Standard
290 Apply IPS patch <file> to Sufami turbo cartridge A ROM.
291 Requires --slot-a=<file>.
294 \begin_layout Subsubsection
295 --ips-slot-a-xml=<file>
298 \begin_layout Standard
299 Apply IPS patch <file> to Sufami turbo cartridge A ROM mapping XML.
300 Requires --slot-a-xml=<file>.
303 \begin_layout Subsubsection
307 \begin_layout Standard
308 Apply IPS patch <file> to Sufami turbo cartridge B ROM.
309 Requires --slot-b=<file>.
312 \begin_layout Subsubsection
313 --ips-slot-b-xml=<file>
316 \begin_layout Standard
317 Apply IPS patch <file> to Sufami turbo cartridge B ROM mapping XML.
318 Requires --slot-b-xml=<file>.
321 \begin_layout Subsubsection
322 --ips-offset=<offset>
325 \begin_layout Standard
326 Set IPS apply offset to <offset> (can be negative).
327 IPS apply offset is added to all addresses inside IPS file before applying.
328 If the resulting address is negative, write is ignored (with a warning).
329 If resulting address exceeds ROM size, the ROM is extended.
332 \begin_layout Subsubsection
336 \begin_layout Standard
337 Force ROM to be considered PAL-only (warning: Will cause error if used on
338 anything except SNES and SGB).
341 \begin_layout Subsubsection
345 \begin_layout Standard
346 Force ROM to be considered NTSC-only (default for everything except SNES
350 \begin_layout Subsection
351 New session options (lsnes.exe only)
354 \begin_layout Standard
355 If filename is not specified, new session is started.
356 These options control the properties of new session:
359 \begin_layout Subsubsection
363 \begin_layout Standard
368 \begin_layout Itemize
369 none: No device connected
372 \begin_layout Itemize
373 gamepad: One gamepad (the default)
376 \begin_layout Itemize
377 multitap: Four gamepads (warning: makes most games refuse to start)
380 \begin_layout Itemize
384 \begin_layout Subsubsection
388 \begin_layout Standard
393 \begin_layout Itemize
394 none: No device connected (the default)
397 \begin_layout Itemize
401 \begin_layout Itemize
402 multitap: Four gamepads.
405 \begin_layout Itemize
409 \begin_layout Itemize
410 superscope: Super Scope
413 \begin_layout Itemize
414 justifier: One justifier
417 \begin_layout Itemize
418 justifiers: Two justifiers
421 \begin_layout Subsubsection
425 \begin_layout Standard
426 Set the name of game to <name>
429 \begin_layout Subsubsection
433 \begin_layout Standard
434 Add author with full name of <name> (no nickname).
437 \begin_layout Subsubsection
441 \begin_layout Standard
442 Add author with nickname of <name> (no full name).
445 \begin_layout Subsubsection
446 --author=<fullname>|<nickname>
449 \begin_layout Standard
450 Add author with full name of <fullname> and nickname of <nickname>.
453 \begin_layout Subsubsection
457 \begin_layout Standard
458 Set RTC second (0 is 1st January 1970 00:00:00Z).
461 \begin_layout Subsubsection
462 --rtc-subsecond=<value>
465 \begin_layout Standard
467 Range is 0-3,462,619,485,019.
470 \begin_layout Subsection
474 \begin_layout Standard
475 If filename is specified on command line, it is loaded as initial state
476 (instead of constructing one).
477 Mandatory for lsnes-avidump.exe and movieinfo.exe.
480 \begin_layout Subsection
485 \begin_layout Subsubsection
486 --run=<file> (lsnes.exe only)
489 \begin_layout Standard
490 After running main RC file, run this file.
491 If multiple are specified, these execute in order specified.
494 \begin_layout Subsection
495 dump options (lsnes-avidump.exe only)
498 \begin_layout Subsubsection
502 \begin_layout Standard
505 \begin_inset Quotes eld
509 \begin_inset Quotes erd
515 \begin_layout Subsubsection
519 \begin_layout Standard
520 Set compression level (0-18).
524 \begin_layout Subsubsection
528 \begin_layout Standard
529 Set number of frames to dump.
533 \begin_layout Subsubsection
537 \begin_layout Standard
538 Run specified lua script (lsnes-avidump.exe does not have initialization
542 \begin_layout Subsubsection
546 \begin_layout Standard
547 Use JMD dumping instead of AVI dumping.
550 \begin_layout Section
551 Startup file lsnes.rc
554 \begin_layout Standard
555 Upon startup, lsnes (lsnes.exe only) executes file lsnes.rc as commands.
556 This file is located in:
559 \begin_layout Itemize
564 lsnes.rc (if %APPDATA% exists)
567 \begin_layout Itemize
568 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
571 \begin_layout Itemize
572 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
575 \begin_layout Itemize
576 All: ./lsnes.rc (fallback default).
579 \begin_layout Standard
580 If leading directories do not exist, attempt to create them is made.
583 \begin_layout Section
584 Game internal commands
587 \begin_layout Itemize
588 Commands beginning with '*' invoke the corresponding command without alias
592 \begin_layout Itemize
593 If command starts with '+' (after possible '*'), the command is executed
594 as-is when button is pressed, and when button is released, it is executed
595 with '+' replaced by '-'.
598 \begin_layout Subsection
602 \begin_layout Standard
603 Settings control various aspects of emulator behaviour.
606 \begin_layout Subsubsection
607 set-setting <setting> <value>
610 \begin_layout Standard
611 Sets setting <setting> to value <value> (may be empty).
614 \begin_layout Subsubsection
615 unset-setting <setting>
618 \begin_layout Standard
619 Try to unset setting <setting> (not all settings can be unset).
622 \begin_layout Subsubsection
623 get-setting <setting>
626 \begin_layout Standard
627 Read value of setting <setting>
630 \begin_layout Subsubsection
634 \begin_layout Standard
635 Print names and values of all settings.
638 \begin_layout Subsection
642 \begin_layout Standard
643 Keybindings bind commands or aliases to keys (or pseudo-keys).
647 \begin_layout Standard
651 \begin_layout Itemize
652 Do not bind edge active (+/-) commands to keys with modifiers, that won't
656 \begin_layout Itemize
657 Names of keys and modifiers are platform-dependent.
660 \begin_layout Itemize
661 Be careful before binding pseudo-keys (such as joystick axes, buttons or
662 hats) with modifiers.
663 That may or may not work right.
666 \begin_layout Subsubsection
667 bind-key [<mod>/<modmask>] <key> <command>
670 \begin_layout Standard
671 Bind <command> to key <key> (activating if modifiers in <modmask> (comma-seperat
672 ed list) are set as <mod> (comma-seperated list).
675 \begin_layout Standard
676 The names of keys and modifiers are platform-dependent.
679 \begin_layout Subsubsection
680 unbind-key [<mod>/<modmask>] <key>
683 \begin_layout Standard
684 Unbind command from <key> (with specified <mod> and <modmask>).
687 \begin_layout Subsection
688 set-axis <axis> [disabled | axis | axis-inverse | pressure0- | pressure0+
689 | pressure-0 | pressure-+ | pressure+0 | pressure+-] [minus=<val>] [zero=<val>]
690 [plus=<val>] [tolerance=<val>]
693 \begin_layout Standard
694 Set axis parameters for axis <axis>.
697 \begin_layout Itemize
698 disabled: Disable axis
701 \begin_layout Itemize
705 \begin_layout Itemize
706 axis-inverse: Inverse axis
709 \begin_layout Itemize
710 pressure0-: Pressure sensitive.
711 Released at 0, pressed at -.
714 \begin_layout Itemize
715 pressure0+: Pressure sensitive.
716 Released at 0, pressed at +.
719 \begin_layout Itemize
720 pressure-0: Pressure sensitive.
721 Released at -, pressed at 0.
724 \begin_layout Itemize
725 pressure-+: Pressure sensitive.
726 Released at -, pressed at +.
729 \begin_layout Itemize
730 pressure+0: Pressure sensitive.
731 Released at +, pressed at 0.
734 \begin_layout Itemize
735 pressure+-: Pressure sensitive.
736 Released at +, pressed at -.
739 \begin_layout Itemize
740 minus=<val>: Calibration at extreme minus position (-32768-32767)
743 \begin_layout Itemize
744 zero=<val>: Calibration at neutral position (-32768-32767)
747 \begin_layout Itemize
748 plus=<val>: Calibration at extreme plus position (-32768-32767)
751 \begin_layout Itemize
752 tolerance=<value>: Center band tolerance (0<x<1).
753 The smaller the value, the more sensitive the control is.
756 \begin_layout Subsubsection
760 \begin_layout Standard
761 Print all key bindings in effect.
764 \begin_layout Subsection
768 \begin_layout Standard
769 Aliases bind command to sequence of commands.
770 After alias has been defined, it replaces the command it shadows.
773 \begin_layout Standard
777 \begin_layout Itemize
778 You can't alias command to itself.
781 \begin_layout Itemize
782 Aliases starting with +/- are edge active just like ordinary commands starting
786 \begin_layout Itemize
787 One command can be aliased to multiple commands.
790 \begin_layout Subsubsection
791 alias-command <command> <expansion>
794 \begin_layout Standard
795 Append <expansion> to alias <command>.
796 If alias does not already exist, it is created.
799 \begin_layout Subsubsection
800 unalias-command <command>
803 \begin_layout Standard
804 Clear alias expansion for <command>.
807 \begin_layout Subsubsection
811 \begin_layout Standard
812 Print all aliases and their expansions in effect.
815 \begin_layout Subsection
819 \begin_layout Standard
820 Run <script> as if commands were entered on the command line.
823 \begin_layout Subsection
827 \begin_layout Standard
828 Following commands control AVI video dumping:
831 \begin_layout Subsubsection
832 dump-avi <level> <prefix>
835 \begin_layout Standard
836 Dump AVI video to prefix <prefix> at level <level> (0-18).
840 \begin_layout Itemize
841 The codec is Camstudio Codec in gzip mode.
844 \begin_layout Itemize
845 Encoder and muxer are internal, available on all platforms.
848 \begin_layout Itemize
849 Audio enable/disable and framerate has no effect.
852 \begin_layout Itemize
853 Levels 10-18 are not compatible with AVISource.
856 \begin_layout Itemize
857 Recomended level is 7 if decoded by AVISource.
860 \begin_layout Itemize
861 Recomended level is 16 if decoded by ffmpeg, mencoder or FFMpegSource.
864 \begin_layout Itemize
865 Dumps of low-res PAL games are 256x239 (with all the consequences odd height
869 \begin_layout Itemize
870 The audio dumped to .avi is low-quality version.
871 The high-quality version is dumped to .sox file.
874 \begin_layout Subsubsection
878 \begin_layout Standard
879 End current AVI video dump (closing the emulator also closes the dump).
882 \begin_layout Subsection
886 \begin_layout Standard
887 Following commands control JMD video dumping:
890 \begin_layout Subsubsection
891 dump-jmd <level> <file>
894 \begin_layout Standard
895 Dump JMD video to file <file> at level <level> (0-9).
898 \begin_layout Subsubsection
902 \begin_layout Standard
903 End the current JMD dump in progress.
906 \begin_layout Subsection
910 \begin_layout Standard
911 <address> may be decimal or hexadecimal (prefixed with '0x').
912 <value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
916 \begin_layout Standard
917 The available element <sizes> are:
920 \begin_layout Itemize
924 \begin_layout Itemize
928 \begin_layout Itemize
932 \begin_layout Itemize
936 \begin_layout Standard
937 When reading RAM and ROM, multi-byte reads/writes are big-endian.
938 When dealing with DSP memory, multi-byte reads/writes are native-endian
939 (do not use operand sizes exceeding DSP bitness, except dword is OK for
943 \begin_layout Subsubsection
944 read-<size> <address>
947 \begin_layout Standard
948 Read the value of byte in <address>.
951 \begin_layout Subsubsection
952 read-s<size> <address>
955 \begin_layout Standard
956 Read the value of signed byte in <address>.
959 \begin_layout Subsubsection
960 write-<size> <address> <value>
963 \begin_layout Standard
964 Write <value> to byte in address <address>.
967 \begin_layout Subsubsection
971 \begin_layout Standard
972 Reset the memory search
975 \begin_layout Subsubsection
979 \begin_layout Standard
980 Print number of candidates remaining
983 \begin_layout Subsubsection
987 \begin_layout Standard
988 Print all candidates remaining
991 \begin_layout Subsubsection
992 search-memory <usflag><sizeflag><op>
995 \begin_layout Standard
996 Searches memory for addresses satisfying criteria.
999 \begin_layout Standard
1003 \begin_layout Itemize
1007 \begin_layout Itemize
1011 \begin_layout Standard
1015 \begin_layout Itemize
1019 \begin_layout Itemize
1023 \begin_layout Itemize
1027 \begin_layout Itemize
1031 \begin_layout Standard
1035 \begin_layout Itemize
1036 lt: < previous value.
1039 \begin_layout Itemize
1040 le: <= previous value.
1043 \begin_layout Itemize
1044 eq: = previous value.
1047 \begin_layout Itemize
1048 ne: != previous value.
1051 \begin_layout Itemize
1052 ge: >= previous value.
1055 \begin_layout Itemize
1056 gt: > previous value.
1059 \begin_layout Subsubsection
1060 search-memory <sizeflag> <value>
1063 \begin_layout Standard
1064 Searches for addresses that currently have value <value>.
1065 <sizeflag> is as in previous command.
1068 \begin_layout Subsection
1072 \begin_layout Standard
1073 These commands are not available in lsnesrc, but are available after ROM
1077 \begin_layout Subsubsection
1081 \begin_layout Standard
1082 Quits the emulator (asking for confirmation).
1083 If /y is given, no confirmation is asked.
1086 \begin_layout Subsubsection
1090 \begin_layout Standard
1091 Toggle paused/unpaused
1094 \begin_layout Subsubsection
1098 \begin_layout Standard
1100 If the button is still held after configurable timeout expires, game unpauses
1101 for the duration frame advance is held.
1104 \begin_layout Subsubsection
1108 \begin_layout Standard
1110 If the button is still held after configurable timeout expires, game unpauses
1111 for the duration frame advance is held.
1114 \begin_layout Subsubsection
1118 \begin_layout Standard
1119 Skip to first poll in frame after current.
1122 \begin_layout Subsubsection
1126 \begin_layout Standard
1127 Reset the SNES after this frame.
1130 \begin_layout Subsubsection
1134 \begin_layout Standard
1135 Load savestate <filename> in current mode.
1138 \begin_layout Subsubsection
1139 load-state <filename>
1142 \begin_layout Standard
1143 Load savestate <filename> in readwrite mode.
1146 \begin_layout Subsubsection
1147 load-readonly <filename>
1150 \begin_layout Standard
1151 Load savestate <filename> in readonly mode.
1154 \begin_layout Subsubsection
1155 load-preserve <filename>
1158 \begin_layout Standard
1159 Load savestate <filename> in readonly mode, preserving current events.
1162 \begin_layout Subsubsection
1163 load-movie <filename>
1166 \begin_layout Standard
1167 Load savestate <filename>, ignoring save part in readonly mode.
1170 \begin_layout Subsubsection
1171 save-state <filename>
1174 \begin_layout Standard
1175 Save system state to <filename> as soon as possible.
1178 \begin_layout Subsubsection
1179 save-movie <filename>
1182 \begin_layout Standard
1183 Save movie to <filename>.
1186 \begin_layout Subsubsection
1190 \begin_layout Standard
1191 Set read-write mode.
1194 \begin_layout Subsubsection
1198 \begin_layout Standard
1202 \begin_layout Subsubsection
1206 \begin_layout Standard
1207 Toggle between read-only and read-write modes.
1210 \begin_layout Subsubsection
1214 \begin_layout Standard
1215 Set name of the game to <name>
1218 \begin_layout Subsubsection
1222 \begin_layout Standard
1223 Print the name of the game.
1226 \begin_layout Subsubsection
1230 \begin_layout Standard
1231 Adds new author <author>.
1232 If <author> does not contain '|' it is full name.
1233 If it contains '|', '|' splits the full name and nickname.
1236 \begin_layout Subsubsection
1237 edit-author <num> <author>
1240 \begin_layout Standard
1241 Edit the author in slot <num> (0-based) to be <author> (see add-author for
1245 \begin_layout Subsubsection
1249 \begin_layout Standard
1250 Remove author in slot <num>
1253 \begin_layout Subsubsection
1257 \begin_layout Standard
1261 \begin_layout Subsubsection
1262 test-1, test-2, test-3
1265 \begin_layout Standard
1266 Internal test commands.
1270 \begin_layout Subsubsection
1271 take-screenshot <filename>
1274 \begin_layout Standard
1275 Save screenshot to <filename>.
1278 \begin_layout Subsubsection
1279 +controller<num><button>
1282 \begin_layout Standard
1283 Press button <button> on controller <num> (1-8).
1284 The following button names are known:
1287 \begin_layout Itemize
1291 \begin_layout Itemize
1295 \begin_layout Itemize
1299 \begin_layout Itemize
1303 \begin_layout Itemize
1307 \begin_layout Itemize
1311 \begin_layout Itemize
1315 \begin_layout Itemize
1319 \begin_layout Itemize
1323 \begin_layout Itemize
1327 \begin_layout Itemize
1331 \begin_layout Itemize
1335 \begin_layout Itemize
1339 \begin_layout Itemize
1343 \begin_layout Itemize
1347 \begin_layout Itemize
1351 \begin_layout Subsubsection
1352 controllerh<num><button>
1355 \begin_layout Standard
1356 Hold/unhold button <button> on controller <num> (1-8).
1357 See +controller for button names.
1360 \begin_layout Subsubsection
1361 autofire (<pattern>|-)...
1364 \begin_layout Standard
1365 Set autofire pattern.
1366 Each parameter is comma-separated list of button names (in form of 1start,
1367 1A, 2B, etc..) to hold on that frame.
1368 After reaching the end of pattern, the pattern restarts from the beginning.
1371 \begin_layout Subsubsection
1375 \begin_layout Standard
1379 \begin_layout Subsection
1383 \begin_layout Subsubsection
1384 cycle-jukebox-backward
1387 \begin_layout Standard
1388 Cycle save jukebox backwards.
1391 \begin_layout Subsubsection
1392 cycle-jukebox-forward
1395 \begin_layout Standard
1396 Cycle save jukebox forwards
1399 \begin_layout Subsubsection
1400 add-jukebox-save <filename>
1403 \begin_layout Standard
1404 Add <filename> to jukebox saves.
1407 \begin_layout Subsubsection
1411 \begin_layout Standard
1412 Do load from jukebox (current mode).
1415 \begin_layout Subsubsection
1419 \begin_layout Standard
1420 Do state save to jukebox.
1423 \begin_layout Subsection
1427 \begin_layout Standard
1428 Only available if lua support is compiled in.
1431 \begin_layout Subsubsection
1435 \begin_layout Standard
1436 Run Lua code <luacode> using built-in Lua interpretter.
1439 \begin_layout Subsubsection
1443 \begin_layout Standard
1444 Run specified lua file using built-in Lua interpretter.
1447 \begin_layout Subsection
1451 \begin_layout Subsubsection
1452 add-watch <name> <expression>
1455 \begin_layout Standard
1456 Adds new watch (or modifies old one).
1459 \begin_layout Subsubsection
1463 \begin_layout Standard
1467 \begin_layout Subsection
1468 SDL Platform commands
1471 \begin_layout Standard
1472 The following are valid on SDL platform.
1475 \begin_layout Subsubsection
1479 \begin_layout Standard
1480 Enable sounds in GUI (has no effect on video dumping).
1483 \begin_layout Subsubsection
1487 \begin_layout Standard
1488 Disable sounds in GUI (has no effect on video dumping).
1491 \begin_layout Subsubsection
1495 \begin_layout Standard
1496 Asks to press a key and then identifies that (pseudo-)key.
1499 \begin_layout Subsubsection
1503 \begin_layout Standard
1504 Toggle between windowed/fullscreen console.
1507 \begin_layout Subsubsection
1511 \begin_layout Standard
1512 Scroll messages window as far back as it goes.
1515 \begin_layout Subsubsection
1519 \begin_layout Standard
1520 Scroll messages window as far forward as it goes.
1523 \begin_layout Subsubsection
1527 \begin_layout Standard
1528 Scroll messages window back one screenful.
1531 \begin_layout Subsubsection
1535 \begin_layout Standard
1536 Scroll messages window forward one screenful.
1539 \begin_layout Section
1543 \begin_layout Subsection
1547 \begin_layout Subsubsection
1551 \begin_layout Standard
1552 Set where bsnes looks for firmware files.
1554 \begin_inset Quotes eld
1558 \begin_inset Quotes erd
1564 \begin_layout Subsubsection
1568 \begin_layout Standard
1570 Numeric, range is 0.001 to
1571 \begin_inset Quotes eld
1575 \begin_inset Quotes erd
1579 Default is native framerate.
1582 \begin_layout Subsubsection
1586 \begin_layout Standard
1587 Set save compression level (integer 0-9).
1588 Default is 7 (0 is no compression).
1591 \begin_layout Subsubsection
1595 \begin_layout Standard
1596 Set the frame advance timeout in milliseconds.
1597 Numeric integer, range is 0-999999999.
1601 \begin_layout Subsection
1605 \begin_layout Subsubsection
1609 \begin_layout Standard
1610 AVI dumper: Always dump at 512x448 or 512x478 regardless of what the console
1614 \begin_layout Subsubsection
1618 \begin_layout Standard
1619 AVI dumper: Set the default left border thickness (unless lua overrides)
1625 \begin_layout Subsubsection
1629 \begin_layout Standard
1630 AVI dumper: Set the default right border thickness (unless lua overrides)
1636 \begin_layout Subsubsection
1640 \begin_layout Standard
1641 AVI dumper: Set the default top border thickness (unless lua overrides)
1647 \begin_layout Subsubsection
1651 \begin_layout Standard
1652 AVI dumper: Set the default bottom border thickness (unless lua overrides)
1658 \begin_layout Subsubsection
1662 \begin_layout Standard
1663 AVI dumper: Maximum number of frames per dump segment (0 => unlimited).
1668 \begin_layout Subsection
1669 SDL platform settings
1672 \begin_layout Subsubsection
1673 autorepeat-first-delay
1676 \begin_layout Standard
1677 Sets the delay for first character in typematic autorepeat.
1680 \begin_layout Subsubsection
1681 autorepeat-subsequent-delay
1684 \begin_layout Standard
1685 Sets the delay for subsequent characters in typematic autorepeat.
1688 \begin_layout Section
1692 \begin_layout Subsection
1693 Core (in main table)
1696 \begin_layout Subsubsection
1700 \begin_layout Standard
1701 Print line to message console.
1704 \begin_layout Subsubsection
1705 exec(string command)
1708 \begin_layout Standard
1709 Run command as it was entered on the command line
1712 \begin_layout Subsection
1716 \begin_layout Standard
1717 Bitwise logical functions and related.
1720 \begin_layout Subsubsection
1721 none(number...) / bnot(number...)
1724 \begin_layout Standard
1725 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1729 \begin_layout Subsubsection
1730 any(number...) / bor(number...)
1733 \begin_layout Standard
1734 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1737 \begin_layout Subsubsection
1738 all(number...) / band(number...)
1741 \begin_layout Standard
1742 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1746 \begin_layout Subsubsection
1747 parity(number...) / bxor(number...)
1750 \begin_layout Standard
1751 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1755 \begin_layout Subsubsection
1756 lrotate(number base[, number amount[, number bits]])
1759 \begin_layout Standard
1760 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1763 \begin_layout Subsubsection
1764 rrotate(number base[, number amount[, number bits]])
1767 \begin_layout Standard
1768 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1772 \begin_layout Subsubsection
1773 lshift(number base[, number amount[, number bits]])
1776 \begin_layout Standard
1777 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
1778 The new bits are filled with zeroes.
1781 \begin_layout Subsubsection
1782 lrshift(number base[, number amount[, number bits]])
1785 \begin_layout Standard
1786 Shift bits-bit (max 48, default 48) number logically right by amount (default
1788 The new bits are filled with zeroes.
1791 \begin_layout Subsubsection
1792 arshift(number base[, number amount[, number bits]])
1795 \begin_layout Standard
1796 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1798 The new bits are shifted in with copy of the high bit.
1801 \begin_layout Subsection
1805 \begin_layout Standard
1806 Most of these functions can only be called in on_paint and on_video callbacks.
1807 Exceptions are noted.
1810 \begin_layout Standard
1812 Bits 0-7 are the blue component, bits 8-15 are the green component, bits
1813 16-23 are the red component, bits 24-31 are alpha component (0 is fully
1814 opaque, 255 is almost transparent).
1815 -1 is the fully transparent color.
1816 Alpha values greater than 127 do work.
1819 \begin_layout Standard
1820 Origin of coordinates is at top left corner of game display area.
1821 Left and top gaps correspond to negative coordinates.
1824 \begin_layout Subsubsection
1828 \begin_layout Standard
1829 Returns 2-tuple (hresolution, vresolution).
1832 \begin_layout Subsubsection
1833 gui.<class>_gap(number gap)
1836 \begin_layout Standard
1837 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1841 \begin_layout Subsubsection
1842 gui.text(number x, number y, string text[, number fgc[, number bgc]])
1845 \begin_layout Standard
1846 Draw specified text on the GUI (each character cell is 8 or 16 wide and
1851 \begin_layout Itemize
1852 x: X-coordinate to start the drawing from (and x-coordinate at begining
1856 \begin_layout Itemize
1857 y: Y-coordinate to start the drawing from.
1860 \begin_layout Itemize
1861 text: The text to draw.
1864 \begin_layout Itemize
1865 fgc: Text color (default is 0xFFFFFF (white))
1868 \begin_layout Itemize
1869 bgc: Background color (default is -1 (transparent))
1872 \begin_layout Subsubsection
1873 gui.rectangle(number x, number y, number width, number height[, number thickness[
1874 , number outline[, number fill]]])
1877 \begin_layout Standard
1878 Draw rectangle on the GUI.
1882 \begin_layout Itemize
1883 x: X-coordinate of left edge.
1886 \begin_layout Itemize
1887 y: Y-coordinate of upper edge.
1890 \begin_layout Itemize
1891 width: Width of rectangle.
1894 \begin_layout Itemize
1895 height: Height of rectangle.
1898 \begin_layout Itemize
1899 thickness: Thickness of outline (default is 1).
1902 \begin_layout Itemize
1903 outline: Color of outline (default is 0xFFFFFF (white))
1906 \begin_layout Itemize
1907 fill: Color of fil (default is -1 (transparent))
1910 \begin_layout Subsubsection
1911 gui.pixel(number x, number y[, number color])
1914 \begin_layout Standard
1915 Draw one pixel on the GUI.
1919 \begin_layout Itemize
1920 x: X-coordinate of the pixel
1923 \begin_layout Itemize
1924 y: Y-coordinate of the pixel
1927 \begin_layout Itemize
1928 color: Color of the pixel (default is 0xFFFFFF (white))
1931 \begin_layout Subsubsection
1932 gui.crosshair(number x, number y[, number length[, number color]])
1935 \begin_layout Standard
1940 \begin_layout Itemize
1941 x: X-coordinate of the crosshair
1944 \begin_layout Itemize
1945 y: Y-coordinate of the crosshair
1948 \begin_layout Itemize
1949 length: Length of the crosshair lines (default 10).
1952 \begin_layout Itemize
1953 color: Color of the crosshair (default is 0xFFFFFF (white))
1956 \begin_layout Subsubsection
1957 gui.line(number x1, number y1, number x2, number y2[, number color])
1960 \begin_layout Standard
1965 \begin_layout Itemize
1966 x1: X-coordinate of one end.
1969 \begin_layout Itemize
1970 y1: Y-coordinate of one end.
1973 \begin_layout Itemize
1974 x2: X-coordinate of the other end.
1977 \begin_layout Itemize
1978 y2: Y-coordinate of the other end.
1981 \begin_layout Itemize
1982 color: Color of the line (default is 0xFFFFFF (white)).
1985 \begin_layout Subsubsection
1986 gui.circle(number x, number y, number r[, number thick[, number border[,
1990 \begin_layout Standard
1995 \begin_layout Itemize
1996 x: X-coordinate of the center
1999 \begin_layout Itemize
2000 y: Y-coordinate of the center
2003 \begin_layout Itemize
2004 r: The radius of the circle
2007 \begin_layout Itemize
2008 thick: Border thickness
2011 \begin_layout Itemize
2012 border: Border color (default is 0xFFFFFF (white))
2015 \begin_layout Itemize
2016 fill: Fill color (default is -1 (transparent)).
2019 \begin_layout Subsubsection
2023 \begin_layout Standard
2024 Request on_repaint() to happen as soon as possible.
2025 Can be used anywhere.
2028 \begin_layout Subsubsection
2029 gui.subframe_update(boolean on)
2032 \begin_layout Standard
2033 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
2034 or not happen (on=false).
2035 Can be used anywhere.
2038 \begin_layout Subsubsection
2039 gui.screenshot(string filename)
2042 \begin_layout Standard
2043 Write PNG screenshot of the current frame (no drawings) to specified file.
2044 Can be used anywhere.
2047 \begin_layout Subsubsection
2048 gui.color(number r, number g, number b[, number a])
2051 \begin_layout Standard
2052 Returns color (in notation Lua scripts use) corresponding to color (r,g,b),
2053 each component in scale 0-255.
2054 If a is specified, that is alpha (0 is fully transparent, 256(sic) is fully
2056 The default alpha is 256.
2059 \begin_layout Subsubsection
2060 gui.status(string name, string value)
2063 \begin_layout Standard
2065 \begin_inset Quotes eld
2069 \begin_inset Quotes erd
2072 to <value> in status area.
2073 Can be used anywhere.
2076 \begin_layout Subsection
2080 \begin_layout Standard
2082 Only available in on_input callback.
2085 \begin_layout Subsection
2086 get(number controller, number index)
2089 \begin_layout Standard
2090 Read the specified index (0-11) from specified controller (0-7).
2094 \begin_layout Itemize
2095 Uses physical controller numbering.
2096 Gamepad in port 2 is controller 4, not 1!
2099 \begin_layout Subsection
2100 set(number controller, number index, number value)
2103 \begin_layout Standard
2104 Write the specified index (0-11) from specified controller (0-7), storing
2109 \begin_layout Itemize
2110 Uses physical controller numbering.
2111 Gamepad in port 2 is controller 4, not 1!
2114 \begin_layout Subsection
2115 reset([number cycles])
2118 \begin_layout Standard
2120 If cycles is greater than zero, do delayed reset.
2121 0 (or no value) causes immediate reset.
2124 \begin_layout Itemize
2125 Only available with subframe flag false.
2128 \begin_layout Subsection
2132 \begin_layout Standard
2133 Host memory handling (extra memory saved to savestates).
2134 Host memory starts empty.
2137 \begin_layout Subsubsection
2138 read(number address)
2141 \begin_layout Standard
2142 Reads hostmemory slot address.
2143 Slot numbers out of range return false instead of numeric.
2146 \begin_layout Subsubsection
2147 write(number address, number value)
2150 \begin_layout Standard
2151 Writes hostmemory slot with 0-255.
2152 Slot numbers out of range cause extension of host memory slot space.
2155 \begin_layout Subsubsection
2156 readbyte(number address)
2159 \begin_layout Standard
2160 Read unsigned byte (1 element) from given address.
2161 Slots out of range return false.
2164 \begin_layout Subsubsection
2165 writebyte(number address, number value)
2168 \begin_layout Standard
2169 Write unsigned byte (1 element) to given slot.
2170 Slot numbers out of range cause extension.
2173 \begin_layout Subsubsection
2174 readsbyte(number address)
2177 \begin_layout Standard
2178 Read signed byte (1 element) from given address.
2179 Slots out of range return false.
2182 \begin_layout Subsubsection
2183 writesbyte(number address, number value)
2186 \begin_layout Standard
2187 Write signed byte (1 element) to given slot.
2188 Slot numbers out of range cause extension.
2191 \begin_layout Subsubsection
2192 readword(number address)
2195 \begin_layout Standard
2196 Read unsigned word (2 elements) from given address.
2197 Slots out of range return false.
2200 \begin_layout Subsubsection
2201 writeword(number address, number value)
2204 \begin_layout Standard
2205 Write unsigned word (2 elements) to given slot.
2206 Slot numbers out of range cause extension.
2209 \begin_layout Subsubsection
2210 readsword(number address)
2213 \begin_layout Standard
2214 Read signed word (2 elements) from given address.
2215 Slots out of range return false.
2218 \begin_layout Subsubsection
2219 writesword(number address, number value)
2222 \begin_layout Standard
2223 Write signed word (2 elements) to given slot.
2224 Slot numbers out of range cause extension.
2227 \begin_layout Subsubsection
2228 readdword(number address)
2231 \begin_layout Standard
2232 Read unsigned doubleword (4 elements) from given address.
2233 Slots out of range return false.
2236 \begin_layout Subsubsection
2237 writedword(number address, number value)
2240 \begin_layout Standard
2241 Write unsigned doubleword (4 elements) to given slot.
2242 Slot numbers out of range cause extension.
2245 \begin_layout Subsubsection
2246 readsdword(number address)
2249 \begin_layout Standard
2250 Read signed doubleword (4 elements) from given address.
2251 Slots out of range return false.
2254 \begin_layout Subsubsection
2255 writesdword(number address, number value)
2258 \begin_layout Standard
2259 Write signed doubleword (4 elements) to given slot.
2260 Slot numbers out of range cause extension.
2263 \begin_layout Subsubsection
2264 readqword(number address)
2267 \begin_layout Standard
2268 Read unsigned quadword (8 elements) from given address.
2269 Slots out of range return false.
2272 \begin_layout Subsubsection
2273 writeqword(number address, number value)
2276 \begin_layout Standard
2277 Write unsigned quadword (4 elements) to given slot.
2278 Slot numbers out of range cause extension.
2281 \begin_layout Subsubsection
2282 readsqword(number address)
2285 \begin_layout Standard
2286 Read signed quadword (8 elements) from given address.
2287 Slots out of range return false.
2290 \begin_layout Subsubsection
2291 writesqword(number address, number value)
2294 \begin_layout Standard
2295 Write signed quadword (8 elements) to given slot.
2296 Slot numbers out of range cause extension.
2299 \begin_layout Subsection
2303 \begin_layout Standard
2307 \begin_layout Subsubsection
2308 movie.currentframe()
2311 \begin_layout Standard
2312 Return number of current frame.
2315 \begin_layout Subsubsection
2319 \begin_layout Standard
2320 Return number of frames in movie.
2323 \begin_layout Subsubsection
2327 \begin_layout Standard
2328 Return true if in readonly mode, false if in readwrite.
2331 \begin_layout Subsubsection
2332 movie.set_readwrite()
2335 \begin_layout Standard
2336 Set readwrite mode (does not cause on_readwrite callback).
2339 \begin_layout Subsubsection
2340 movie.frame_subframes(number frame)
2343 \begin_layout Standard
2344 Count number of subframes in specified frame (frame numbers are 1-based)
2348 \begin_layout Subsubsection
2349 movie.read_subframe(number frame, number subframe)
2352 \begin_layout Standard
2353 Read specifed subframe in specified frame and return data as array (100
2354 elements, numbered 0-99 currently).
2357 \begin_layout Subsection
2361 \begin_layout Standard
2362 Routines for settings manipulation
2365 \begin_layout Subsubsection
2369 \begin_layout Standard
2370 Get value of setting.
2371 If setting is blank, returns false.
2372 If setting value can't be obtained, returns (nil, error message).
2375 \begin_layout Subsubsection
2376 set(string name, string value)
2379 \begin_layout Standard
2380 Set value of setting.
2381 If setting can't be set, returns (nil, error message).
2384 \begin_layout Subsubsection
2388 \begin_layout Standard
2389 Returns if setting is set.
2390 If setting does not exist, returns (nil, error message).
2393 \begin_layout Subsubsection
2397 \begin_layout Standard
2398 Blanks a setting and returns true.
2399 If setting can't be blanked, returns (nil, error message).
2402 \begin_layout Subsection
2406 \begin_layout Standard
2407 Various callbacks to Lua that can occur.
2410 \begin_layout Subsubsection
2411 Callback: on_paint()
2414 \begin_layout Standard
2415 Called when screen is being painted.
2416 Any gui.* calls requiring graphic context draw on the screen.
2419 \begin_layout Subsubsection
2420 Callback: on_video()
2423 \begin_layout Standard
2424 Called when video dump frame is being painted.
2425 Any gui.* calls requiring graphic context draw on the video.
2428 \begin_layout Subsubsection
2429 Callback: on_startup()
2432 \begin_layout Standard
2433 Called when the emulator is starting (lsnes.rc and --run files has been run).
2436 \begin_layout Subsubsection
2437 Callback: on_pre_load(string name)
2440 \begin_layout Standard
2441 Called just before savestate/movie load occurs (note: loads are always delayed,
2442 so this occurs even when load was initiated by lua).
2445 \begin_layout Subsubsection
2446 Callback: on_err_load(string name)
2449 \begin_layout Standard
2450 Called if loadstate goes wrong.
2453 \begin_layout Subsubsection
2454 Callback: on_post_load(string name, boolean was_savestate)
2457 \begin_layout Standard
2458 Called on successful loadstate.
2459 was_savestate gives if this was a savestate or a movie.
2462 \begin_layout Subsubsection
2463 Callback: on_pre_save(string name, boolean is_savestate)
2466 \begin_layout Standard
2467 Called just before savestate save occurs (note: movie saves are synchronous
2468 and won't trigger these callbacks if called from Lua).
2471 \begin_layout Subsubsection
2472 Callback: on_err_save(string name)
2475 \begin_layout Standard
2476 Called if savestate goes wrong.
2479 \begin_layout Subsubsection
2480 Callback: on_post_save(string name, boolean is_savestate)
2483 \begin_layout Standard
2484 Called on successful savaestate.
2485 is_savestate gives if this was a savestate or a movie.
2488 \begin_layout Subsubsection
2492 \begin_layout Standard
2493 Called when emulator is shutting down.
2496 \begin_layout Subsubsection
2497 Callback: on_input(boolean subframe)
2500 \begin_layout Standard
2501 Called when emulator is just sending input to bsnes core.
2502 Warning: This is called even in readonly mode, but the results are ignored.
2505 \begin_layout Subsubsection
2506 Callback: on_reset()
2509 \begin_layout Standard
2510 Called when SNES is reset.
2513 \begin_layout Subsubsection
2514 Callback: on_readwrite()
2517 \begin_layout Standard
2518 Called when moving into readwrite mode as result of
2519 \begin_inset Quotes eld
2523 \begin_inset Quotes erd
2526 command (note: moving to rwmode by Lua won't trigger this, as per recursive
2530 \begin_layout Subsubsection
2531 Callback: on_snoop(number port, number controller, number index, number
2535 \begin_layout Standard
2536 Called each time bsnes asks for input.
2537 The value is the final value to be sent to bsnes core (readonly mode, autohold
2538 and autofire have been taken into account).
2539 Might be useful when translating movies to format suitable for console
2541 Note: There is no way to modify the value to be sent.
2544 \begin_layout Section
2545 Modifier and key names:
2548 \begin_layout Subsection
2552 \begin_layout Subsubsection
2556 \begin_layout Standard
2557 Following modifier names are known:
2560 \begin_layout Itemize
2561 ctrl, lctrl, rctrl: Control keys
2564 \begin_layout Itemize
2565 alt, lalt, ralt: ALT keys.
2568 \begin_layout Itemize
2569 shift, lshift, rshift: Shift keys.
2572 \begin_layout Itemize
2573 meta, lmeta, rmeta: Meta keys.
2576 \begin_layout Itemize
2577 num, caps: Numlock/Capslock (these are sticky!)
2580 \begin_layout Itemize
2584 \begin_layout Subsubsection
2588 \begin_layout Standard
2589 Following key names are known:
2592 \begin_layout Itemize
2593 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
2594 hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
2595 comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
2596 less, equals, greater, question, at, leftbracket, backslash, rightbracket,
2597 caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
2598 o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
2599 world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
2600 world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
2601 world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
2602 world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
2603 world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
2604 world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
2605 world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
2606 world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
2607 world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
2608 world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
2609 world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
2610 world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
2611 kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
2612 kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
2613 pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
2614 f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
2615 lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
2616 break, menu, power, euro, undo
2619 \begin_layout Itemize
2620 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
2621 hardware-dependent scan code of <n> (useful to bind those keys that don't
2622 have symbolic names).
2625 \begin_layout Standard
2626 In addition, following pseudo-keys are known (note: these do not work in
2627 conjunction with modifers):
2630 \begin_layout Itemize
2631 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
2634 \begin_layout Itemize
2635 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
2638 \begin_layout Itemize
2639 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
2642 \begin_layout Itemize
2643 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
2646 \begin_layout Itemize
2647 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
2650 \begin_layout Itemize
2651 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
2652 position (axis modes axis and axis_inverse).
2655 \begin_layout Itemize
2656 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
2657 position (axis modes axis and axis_inverse).
2660 \begin_layout Itemize
2661 joystick<num>axis<axis>: Joystick <num> (0-based) axis <axis> pressure (axis
2665 \begin_layout Subsubsection
2669 \begin_layout Itemize
2670 Escape: Enter/Exit Command mode, cancel modal dialogs.
2673 \begin_layout Itemize
2674 Return (also KPEnter): Execute command, ok modal dialog.
2677 \begin_layout Itemize
2678 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
2682 \begin_layout Itemize
2683 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
2687 \begin_layout Itemize
2688 Home (also KP7 if no num lock; command mode): Beginning of command.
2691 \begin_layout Itemize
2692 End (also KP1 if no num lock; command mode): End of command.
2695 \begin_layout Itemize
2696 Left (also KP4 if no num lock; command mode): Move cursor left.
2699 \begin_layout Itemize
2700 Right (also KP6 if no num lock; command mode): Move cursor right.
2703 \begin_layout Itemize
2705 if no num lock; command mode): Delete character to right of cursor.
2708 \begin_layout Itemize
2709 Insert (also KP0 if no num lock; command mode): Toggle between insert /
2713 \begin_layout Itemize
2714 Backspace (command mode): Delete character to left of cursor.
2717 \begin_layout Itemize
2718 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
2721 \begin_layout Subsubsection
2725 \begin_layout Standard
2726 If emulator does not reach internal polling loop in 15 seconds after leaving
2727 it or 15 seconds after starting, the emulator instantly bombs out.
2730 \begin_layout Section
2734 \begin_layout Standard
2735 Movie file is .zip archive in itself, normal ZIP archive tools work on it
2736 (note: If you recompress it, do not use compression methods other than
2737 store and deflate and especially do not use encryption of any kind).
2740 \begin_layout Subsection
2741 Detecting clean start/SRAM/Savestate
2744 \begin_layout Itemize
2746 \begin_inset Quotes eld
2750 \begin_inset Quotes erd
2753 it is savestate, otherwise:
2756 \begin_layout Itemize
2757 If file has members with names starting
2758 \begin_inset Quotes eld
2762 \begin_inset Quotes erd
2765 it is movie starting from SRAM, otherwise:
2768 \begin_layout Itemize
2769 It is movie starting from clear state.
2772 \begin_layout Subsection
2776 \begin_layout Standard
2777 Type of game ROM and region (as one line).
2781 \begin_layout Standard
2782 \begin_inset Tabular
2783 <lyxtabular version="3" rows="8" columns="3">
2784 <features tabularvalignment="middle">
2785 <column alignment="center" valignment="top" width="0">
2786 <column alignment="center" valignment="top" width="0">
2787 <column alignment="center" valignment="top" width="0">
2789 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2792 \begin_layout Plain Layout
2798 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2801 \begin_layout Plain Layout
2807 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2810 \begin_layout Plain Layout
2818 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2821 \begin_layout Plain Layout
2827 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2830 \begin_layout Plain Layout
2836 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2839 \begin_layout Plain Layout
2847 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2850 \begin_layout Plain Layout
2856 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2859 \begin_layout Plain Layout
2865 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2868 \begin_layout Plain Layout
2876 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2879 \begin_layout Plain Layout
2885 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2888 \begin_layout Plain Layout
2894 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2897 \begin_layout Plain Layout
2905 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2908 \begin_layout Plain Layout
2914 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2917 \begin_layout Plain Layout
2923 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2926 \begin_layout Plain Layout
2934 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2937 \begin_layout Plain Layout
2943 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2946 \begin_layout Plain Layout
2952 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2955 \begin_layout Plain Layout
2963 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2966 \begin_layout Plain Layout
2972 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2975 \begin_layout Plain Layout
2981 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2984 \begin_layout Plain Layout
2992 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2995 \begin_layout Plain Layout
3001 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3004 \begin_layout Plain Layout
3010 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3013 \begin_layout Plain Layout
3027 \begin_layout Standard
3031 \begin_layout Standard
3032 \begin_inset Tabular
3033 <lyxtabular version="3" rows="3" columns="2">
3034 <features tabularvalignment="middle">
3035 <column alignment="center" valignment="top" width="0">
3036 <column alignment="center" valignment="top" width="0">
3038 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3041 \begin_layout Plain Layout
3047 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3050 \begin_layout Plain Layout
3058 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3061 \begin_layout Plain Layout
3067 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3070 \begin_layout Plain Layout
3078 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3081 \begin_layout Plain Layout
3087 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3090 \begin_layout Plain Layout
3104 \begin_layout Subsection
3108 \begin_layout Standard
3109 Contains type of port #1 (as one line).
3110 Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
3111 If not present, defaults to 'gamepad'.
3114 \begin_layout Subsection
3118 \begin_layout Standard
3119 Contains type of port #2 (as one line).
3120 Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
3121 'justifier' and 'justifiers'.
3122 If not present, defaults to 'none'.
3125 \begin_layout Subsection
3129 \begin_layout Standard
3130 Contains name of the game (as one line).
3133 \begin_layout Subsection
3137 \begin_layout Standard
3138 Contains authors, one per line.
3139 Part before '|' is the full name, part after is the nickname.
3142 \begin_layout Subsection
3146 \begin_layout Standard
3148 \begin_inset Quotes eld
3152 \begin_inset Quotes erd
3156 Used to reject other saves.
3159 \begin_layout Subsection
3160 Member: controlsversion
3163 \begin_layout Standard
3165 \begin_inset Quotes eld
3169 \begin_inset Quotes erd
3173 Used to identify what controls are there.
3176 \begin_layout Subsection
3178 \begin_inset Quotes eld
3182 \begin_inset Quotes erd
3188 \begin_layout Standard
3189 Contains bsnes core version number (as one line).
3192 \begin_layout Subsection
3196 \begin_layout Standard
3197 Contains project ID (as one line).
3198 Used to identify if two movies are part of the same project.
3201 \begin_layout Subsection
3202 Member: {rom,slota,slotb}{,xml}.sha256
3205 \begin_layout Standard
3206 Contains SHA-256 of said ROM or ROM mapping file (as one line).
3207 Absent if corresponding file is absent.
3210 \begin_layout Subsection
3211 Member: moviesram.<name>
3214 \begin_layout Standard
3215 Raw binary startup SRAM of kind <name>.
3216 Only present in savestates and movies starting from SRAM.
3219 \begin_layout Subsection
3223 \begin_layout Standard
3224 Raw binary movie state data.
3225 Only present in savestates.
3228 \begin_layout Standard
3232 \begin_layout Itemize
3233 32 bytes: SHA-256 of project ID.
3236 \begin_layout Itemize
3237 8 bytes: Big-endian current frame.
3240 \begin_layout Itemize
3241 100x4 bytes: Poll counters for each control (bit31 of each is
3242 \begin_inset Quotes eld
3246 \begin_inset Quotes erd
3252 \begin_layout Itemize
3253 8 bytes: Big-endian lag frame count.
3256 \begin_layout Itemize
3257 32 bytes: SHA-256 of past input
3260 \begin_layout Itemize
3261 32 bytes: SHA-256 of previous.
3264 \begin_layout Itemize
3265 (total of 512 bytes)
3268 \begin_layout Subsection
3272 \begin_layout Standard
3273 Raw binary dump of host memory.
3274 Only present in savestates.
3277 \begin_layout Subsection
3281 \begin_layout Standard
3282 The raw binary savestate itself.
3283 Savestate detection uses this file, only present in savestates.
3286 \begin_layout Subsection
3290 \begin_layout Standard
3291 Screenshot of current frame.
3292 Only present in savestates.
3293 First 2 bytes are big-endian width of image, rest are 24-bit RGB image
3295 Height of image is inferred from the width and size of data.
3298 \begin_layout Subsection
3302 \begin_layout Standard
3303 Raw binary SRAM of kind <name> at time of savestate.
3304 Only present in savestates.
3307 \begin_layout Subsection
3311 \begin_layout Standard
3312 The actual input track, one line per subframe (blank lines are skipped).
3315 \begin_layout Itemize
3316 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
3317 part of same frame as previous, otherwise it starts a new frame.
3320 \begin_layout Itemize
3321 First subframe must start a new frame.
3324 \begin_layout Standard
3325 Length of movie in frames is number of lines in input file that start a
3329 \begin_layout Subsection
3333 \begin_layout Standard
3334 Contains textual base-10 rerecord count (as one line; emulator just writes
3335 this, it doesn't read it) + 1.
3338 \begin_layout Subsection
3342 \begin_layout Standard
3343 This member stores set of load IDs.
3344 There is one load ID per rerecord (plus one corresponding to start of project).
3347 \begin_layout Itemize
3348 This member constists of concatenation of records
3351 \begin_layout Itemize
3352 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
3356 \begin_layout Itemize
3357 IDs are interpretted as 256-bit big-endian integers with warparound.
3360 \begin_layout Itemize
3361 Initial predicted ID is all zeroes.
3364 \begin_layout Standard
3365 Format of each record is:
3368 \begin_layout Itemize
3369 1 byte: Opcode byte.
3370 Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
3374 \begin_layout Itemize
3375 32-prefixlen bytes of ID.
3378 \begin_layout Itemize
3379 countlen bytes of big-endian count (count).
3382 \begin_layout Standard
3383 Records are processed as follows:
3386 \begin_layout Itemize
3387 To form the first ID encoded by record, take the first prefixlen bytes predicted
3388 ID and append the read ID value to it.
3389 The result is the first ID encoded.
3392 \begin_layout Itemize
3393 If countlen is 0, record encodes 1 ID.
3396 \begin_layout Itemize
3397 If countlen is 1, record encodes 2+count IDs.
3400 \begin_layout Itemize
3401 If countlen is 2, record encodes 258+count IDs.
3404 \begin_layout Itemize
3405 If countlen is 3, record encodes 65794+count IDs.
3408 \begin_layout Itemize
3409 The new predicted ID is the next ID after last one encoded by the record.
3412 \begin_layout Standard
3413 The number of rerecords + 1 is equal to the sum of number of IDs encoded
3417 \begin_layout Subsection
3418 Member: starttime.second
3421 \begin_layout Standard
3422 Movie starting time, second part.
3423 Epoch is Unix epoch.
3424 Default is 1,000,000,000.
3427 \begin_layout Subsection
3428 Member: starttime.subsecond
3431 \begin_layout Standard
3432 Movie starting time, subsecond part.
3433 Unit is 1/3,462,619,485,020 s.
3437 \begin_layout Subsection
3438 Member: savetime.second
3441 \begin_layout Standard
3442 Movie saving time, second part.
3443 Default is starttime.second.
3444 Only present in savestates.
3447 \begin_layout Subsection
3448 Member: savetime.subsecond
3451 \begin_layout Standard
3452 Movie saving time, subsecond part.
3453 Default is starttime.subsecond.
3454 Only present in savestates.
3457 \begin_layout Section
3461 \begin_layout Subsection
3465 \begin_layout Standard
3466 make ui=ui-libsnes profile=accuracy
3469 \begin_layout Subsection
3470 Prerequisite libraries:
3473 \begin_layout Itemize
3477 \begin_layout Itemize
3481 \begin_layout Itemize
3482 SDLmain (Windows/Mac OS X only; Note you may have to extract the object
3486 \begin_layout Itemize
3490 \begin_layout Itemize
3494 \begin_layout Itemize
3495 boost conversion (header only)
3498 \begin_layout Subsection
3499 Compile options to make:
3502 \begin_layout Subsubsection
3506 \begin_layout Standard
3507 Set path to BSNES bsnes directory to <path>.
3510 \begin_layout Subsubsection
3514 \begin_layout Standard
3515 Don't use threads on Linux.
3518 \begin_layout Subsubsection
3522 \begin_layout Standard
3523 Try to use threads even on non-Linux systems.
3526 \begin_layout Subsubsection
3530 \begin_layout Standard
3531 Target C++ compiler to use.
3532 Defaults to g++-4.5.
3535 \begin_layout Standard
3536 Note: If crosscompiling, this has to be crosscompiler.
3539 \begin_layout Subsubsection
3543 \begin_layout Standard
3544 Host C++ compiler to use.
3545 Defaults to the same as CC.
3548 \begin_layout Standard
3549 Note: If crosscompiling, that has to be host compiler (the files produced
3550 will be run in the build process!)
3553 \begin_layout Subsubsection
3557 \begin_layout Standard
3558 Assume BSNES uses compatiblity core instead of accuracy core.
3561 \begin_layout Subsubsection
3565 \begin_layout Standard
3566 Don't compile in Lua support.
3569 \begin_layout Subsubsection
3573 \begin_layout Standard
3574 Disable time() interception.
3575 Prevents recording games using RTC but allows building on some platforms,
3579 \begin_layout Section
3580 Quick'n'dirty encode guide
3583 \begin_layout Enumerate
3584 Start the emulator and load the movie file.
3587 \begin_layout Enumerate
3588 Set large AVI option 'set-setting avi-large on'
3591 \begin_layout Enumerate
3592 If dumping PAL, set bottom border to 2 'set-setting avi-bottom-border 2'
3595 \begin_layout Enumerate
3596 Enable dumping 'dump-avi 12 tmpdump' (note: Normally 10 and above are
3597 \begin_inset Quotes eld
3600 use only if you know what you are doing.
3601 \begin_inset Quotes erd
3605 In this case, these can be safely used because of how x264 internally works.
3608 \begin_layout Enumerate
3609 Unpause and let it run until you want to end dumping.
3612 \begin_layout Enumerate
3613 Close the emulator (closing the window is the easiest way)
3616 \begin_layout Enumerate
3617 For each tmpdump*.avi file created, on command prompt, do 'x264 --crf 10
3618 -o tmpdump_<numbers>.mkv tmpdump_<numbers>.avi'.
3621 \begin_layout Enumerate
3622 Do 'sox tmpdump.sox tmpdump.ogg rate -v 32000'
3625 \begin_layout Enumerate
3626 Do 'mkvmerge -o tmpdump_video.mkv tmpdump_0000000.mkv + tmpdump_0000001.mkv
3627 + tmpdump_0000002.mkv' (list every tmpdump_<numbers>.mkv, with + in between).
3630 \begin_layout Enumerate
3631 Do 'mkvmerge -o final.mkv tmpdump_video.mkv tmpdump.ogg'.
3632 Now final.mkv contains quick'n'dirty encode.
3635 \begin_layout Section
3636 Axis configurations for some gamepad types:
3639 \begin_layout Subsection
3643 \begin_layout Standard
3644 Axes 2 and 5 (joystick<n>axis2 and joystick<n>axis5) should be set to pressure-+.
3647 \begin_layout LyX-Code
3648 set-axis joystick0axis2 pressure-+
3651 \begin_layout LyX-Code
3652 set-axis joystick0axis5 pressure-+
3655 \begin_layout Subsection
3657 \begin_inset Quotes eld
3661 \begin_inset Quotes erd
3667 \begin_layout Standard
3668 Axes 8-19 should be disabled.
3671 \begin_layout LyX-Code
3672 set-axis joystick0axis8 disabled
3675 \begin_layout LyX-Code
3676 set-axis joystick0axis9 disabled
3679 \begin_layout LyX-Code
3680 set-axis joystick0axis10 disabled
3683 \begin_layout LyX-Code
3684 set-axis joystick0axis11 disabled
3687 \begin_layout LyX-Code
3688 set-axis joystick0axis12 disabled
3691 \begin_layout LyX-Code
3692 set-axis joystick0axis13 disabled
3695 \begin_layout LyX-Code
3696 set-axis joystick0axis14 disabled
3699 \begin_layout LyX-Code
3700 set-axis joystick0axis15 disabled
3703 \begin_layout LyX-Code
3704 set-axis joystick0axis16 disabled
3707 \begin_layout LyX-Code
3708 set-axis joystick0axis17 disabled
3711 \begin_layout LyX-Code
3712 set-axis joystick0axis18 disabled
3715 \begin_layout LyX-Code
3716 set-axis joystick0axis19 disabled
3719 \begin_layout Section
3723 \begin_layout Subsection
3724 Problems from BSNES core:
3727 \begin_layout Itemize
3728 The whole pending save stuff.
3731 \begin_layout Itemize
3732 Delay resets are slow.
3735 \begin_layout Itemize
3736 RTC is not emulated in sync-stable manner.
3739 \begin_layout Itemize
3740 Lack of layer hiding.
3743 \begin_layout Itemize
3747 \begin_layout Itemize
3748 Firmwares can't be loaded from ZIP archives.
3751 \begin_layout Itemize
3752 Manual polls can be corrupted if savestate occurs during those.
3755 \begin_layout Subsection
3759 \begin_layout Itemize
3760 Modifiers don't work with pseudo-keys (SDL).
3763 \begin_layout Itemize
3764 Audio for last dumped frame is not itself dumped.
3767 \begin_layout Itemize
3768 Audio in UI is pretty bad in quality.
3771 \begin_layout Itemize
3772 UI itself is 30fps max.
3775 \begin_layout Itemize
3776 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
3779 \begin_layout Itemize
3780 No menus, command based interface (SDL).
3783 \begin_layout Itemize
3784 Long commands don't scroll.
3787 \begin_layout Itemize
3788 The SDL screen drawing is slow.
3791 \begin_layout Section
3795 \begin_layout Subsection
3799 \begin_layout Itemize
3803 \begin_layout Itemize
3804 Fix dumper video corruption with levels 10-18.
3807 \begin_layout Subsection
3811 \begin_layout Itemize
3815 \begin_layout Itemize
3816 Lots of code cleanups
3819 \begin_layout Itemize
3820 Lua interface to settings
3823 \begin_layout Itemize
3824 Allow specifying AVI borders without Lua
3827 \begin_layout Itemize
3828 Fix scaling if vscale > 1 and originx > 0 (left border exists)
3831 \begin_layout Itemize
3832 on_snoop lua callback
3835 \begin_layout Itemize
3836 Faster movie loading and saving.
3839 \begin_layout Subsection
3843 \begin_layout Itemize
3847 \begin_layout Subsection
3851 \begin_layout Itemize
3855 \begin_layout Itemize
3856 Save jukebox functionality.
3859 \begin_layout Subsection
3863 \begin_layout Itemize
3864 Try to fix some nasty failing movie load edge cases
3867 \begin_layout Itemize
3868 Allow specifying scripts to run on command line.
3871 \begin_layout Subsection
3875 \begin_layout Itemize
3876 Major source code reorganization.
3879 \begin_layout Itemize
3880 Backup savestates before overwriting.
3883 \begin_layout Itemize
3884 Don't crash if loading initial state fails.
3887 \begin_layout Subsection
3891 \begin_layout Itemize
3895 \begin_layout Itemize
3896 Fix author name parsing
3899 \begin_layout Itemize
3900 Fix rerecord counting
3903 \begin_layout Itemize
3904 (SDL) Print messages to console if SDL is uninitialized
3907 \begin_layout Itemize
3908 Add movieinfo program
3911 \begin_layout Itemize
3912 Fix loading movies starting from SRAM.
3915 \begin_layout Subsection
3919 \begin_layout Itemize
3920 Add support for unattended dumping
3923 \begin_layout Itemize
3924 Fix compiling for Win32
3927 \begin_layout Itemize
3928 Don't lock up if sound can't be initialized
3931 \begin_layout Itemize
3932 Strip trailing CR from commands
3935 \begin_layout Itemize
3936 Don't try to do dubious things in global ctors (fix crash on startup)
3939 \begin_layout Subsection
3943 \begin_layout Itemize
3944 Small documentation tweaking
3947 \begin_layout Itemize
3951 \begin_layout Itemize
3952 Fix major bug in modifier matching
3955 \begin_layout Subsection
3959 \begin_layout Itemize
3960 Lots of documentation fixes
3963 \begin_layout Itemize
3964 Use dedicated callbacks for event backcomm., not commands.
3967 \begin_layout Itemize
3968 Ensure that the watchdog is not hit when executing delayed reset.
3971 \begin_layout Itemize
3972 Remove errant tab from joystick message.
3975 \begin_layout Subsection
3979 \begin_layout Itemize
3980 Make autofire operate in absolute time, not linear time
3983 \begin_layout Itemize
3984 Reinitialize controls when resuming from loadstate
3987 \begin_layout Itemize
3988 Some more code cleanups
3991 \begin_layout Itemize
3992 If Lua allocator fails, call OOM_panic()
3995 \begin_layout Itemize
3996 Byte/word/dword/qword sized host memory write/read functions.
3999 \begin_layout Itemize
4000 Dump at correct framerate if dumping interlaced NTSC (height=448).
4003 \begin_layout Subsection
4007 \begin_layout Itemize
4008 Actually include the complete source code
4011 \begin_layout Itemize
4015 \begin_layout Subsection
4019 \begin_layout Itemize
4020 Document {save,start}time.{,sub}second.
4023 \begin_layout Itemize
4024 Intercept time() from bsnes core.
4027 \begin_layout Subsection
4031 \begin_layout Itemize
4032 Allow disabling time() interception (allow build on Mac OS X)
4035 \begin_layout Itemize
4036 Use SDLMain on Mac OS X (make SDL not crash)
4039 \begin_layout Itemize
4040 Disable delayed resets (just plain too buggy for now).
4043 \begin_layout Itemize
4047 \begin_layout Itemize
4048 Use 16-bit for graphics/video instead of 32-bit.
4051 \begin_layout Itemize
4052 gui.rectangle/gui.pixel
4055 \begin_layout Itemize
4059 \begin_layout Itemize
4060 New CSCD writer implementation.
4063 \begin_layout Subsection
4067 \begin_layout Itemize
4068 Fix interaction of * and +.
4071 \begin_layout Itemize
4075 \begin_layout Itemize
4076 Use gettimeofday()/usleep(), these seem portable enough.
4079 \begin_layout Itemize
4080 Move joystick axis manipulation to keymapper code.
4083 \begin_layout Itemize
4084 Changes to how read-only works.
4087 \begin_layout Itemize
4088 Refactor controller input code.
4091 \begin_layout Subsection
4095 \begin_layout Itemize
4096 Fix mouseclick scale compensation.
4099 \begin_layout Itemize
4100 Draw area boundaries correctly in SDL code.
4103 \begin_layout Itemize
4107 \begin_layout Itemize
4108 Fix CSCD output (buffer overrun and race condition).
4111 \begin_layout Subsection
4115 \begin_layout Itemize
4116 JMD dumping support.
4119 \begin_layout Itemize
4120 Allow unattended dumping to JMD.
4123 \begin_layout Itemize
4127 \begin_layout Itemize
4128 Switch back to 32-bit colors.
4131 \begin_layout Itemize
4132 Add Lua function gui.color.
4135 \begin_layout Itemize
4136 Use some new C++11 features in GCC 4.6.
4139 \begin_layout Itemize
4140 Be prepared for core frequency changes.
4143 \begin_layout Itemize
4144 Pass colors in one chunk from Lua.