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 Subsection
70 \begin_layout Standard
71 These options control loading the ROM.
72 <kind> can be one of following:
80 bsx: BS-X flash ROM in non-slotted mode.
84 bsxslotted: BS-X flash ROM in slotted mode.
92 slot-a: Sufami Turbo Slot A.
96 slot-b: Sufami Turbo Slot B.
99 \begin_layout Subsubsection
103 \begin_layout Standard
104 Set the <file> to use as ROM of <kind>.
107 \begin_layout Subsubsection
111 \begin_layout Standard
112 Apply IPS patch <file> to ROM of <kind>
115 \begin_layout Subsubsection
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.
124 \begin_layout Subsubsection
125 --ips-<kind>-xml=<file>
128 \begin_layout Standard
129 Apply IPS patch <file> to ROM mapping for <kind>.
132 \begin_layout Subsubsection
133 --ips-offset=<offset>
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
142 \begin_layout Subsubsection
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).
151 \begin_layout Subsubsection
155 \begin_layout Standard
156 Force ROM to be considered NTSC-only (default for everything except SNES
160 \begin_layout Subsection
164 \begin_layout Standard
165 If filename is not specified, new session is started.
166 These options control properties of that:
169 \begin_layout Subsubsection
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'.
179 \begin_layout Subsubsection
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'.
189 \begin_layout Subsubsection
193 \begin_layout Standard
194 Set the name of game to <name>
197 \begin_layout Subsubsection
201 \begin_layout Standard
202 Add author with full name of <name> (no nickname).
205 \begin_layout Subsubsection
209 \begin_layout Standard
210 Add author with nickname of <name> (no full name).
213 \begin_layout Subsubsection
214 --author=<fullname>|<nickname>
217 \begin_layout Standard
218 Add author with full name of <fullname> and nickname of <nickname>.
221 \begin_layout Subsection
225 \begin_layout Standard
226 If filename is specified on command line, it is loaded as initial state
227 (instead of constructing one).
230 \begin_layout Section
231 Startup file lsnes.rc
234 \begin_layout Standard
235 Upon startup, lsnes executes file lsnes.rc as commands.
236 This file is located in:
239 \begin_layout Itemize
244 lsnes.rc (if %APPDATA% exists)
247 \begin_layout Itemize
248 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
251 \begin_layout Itemize
252 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
255 \begin_layout Itemize
256 All: ./lsnes.rc (fallback default).
259 \begin_layout Standard
260 If leading directories do not exist, attempt to create them is made.
263 \begin_layout Section
264 Game internal commands
267 \begin_layout Itemize
268 Commands beginning with '*' invoke the corresponding command without alias
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
278 \begin_layout Subsection
282 \begin_layout Standard
283 Settings control various aspects of emulator behaviour.
286 \begin_layout Subsubsection
287 set-setting <setting> <value>
290 \begin_layout Standard
291 Sets setting <setting> to value <value> (may be empty).
294 \begin_layout Subsubsection
295 unset-setting <setting>
298 \begin_layout Standard
299 Try to unset setting <setting> (not all settings can be unset).
302 \begin_layout Subsubsection
303 get-setting <setting>
306 \begin_layout Standard
307 Read value of setting <setting>
310 \begin_layout Subsubsection
314 \begin_layout Standard
315 Print names and values of all settings.
318 \begin_layout Subsection
322 \begin_layout Standard
323 Keybindings bind commands or aliases to keys (or pseudo-keys).
327 \begin_layout Standard
331 \begin_layout Itemize
332 Do not bind edge active (+/-) commands to keys with modifiers, that won't
336 \begin_layout Itemize
337 Names of keys and modifiers are platform-dependent.
340 \begin_layout Subsubsection
341 bind-key [<mod>/<modmask>] <key> <command>
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).
350 \begin_layout Subsubsection
351 unbind-key [<mod>/<modmask>] <key>
354 \begin_layout Standard
355 Unbind command from <key> (with specified <mod> and <modmask>).
358 \begin_layout Subsubsection
362 \begin_layout Standard
363 Print all key bindings in effect.
366 \begin_layout Subsection
370 \begin_layout Standard
371 Aliases bind command to sequence of commands.
372 After alias has been defined, it replaces the command it shadows.
375 \begin_layout Standard
379 \begin_layout Itemize
380 You can't alias command to itself.
383 \begin_layout Itemize
384 Aliases starting with +/- are edge active just like ordinary commands starting
388 \begin_layout Itemize
389 One command can be aliased to multiple commands.
392 \begin_layout Subsubsection
393 alias-command <command> <expansion>
396 \begin_layout Standard
397 Append <expansion> to alias <command>.
400 \begin_layout Subsubsection
401 unalias-command <command>
404 \begin_layout Standard
405 Clear alias expansion for <command>.
408 \begin_layout Subsubsection
412 \begin_layout Standard
413 Print all aliases and their expansions in effect.
416 \begin_layout Subsection
420 \begin_layout Standard
421 Run <script> as if commands were entered on command line.
424 \begin_layout Subsection
428 \begin_layout Standard
429 Following commands control video dumping:
432 \begin_layout Subsubsection
433 dump-video <level> <prefix>
436 \begin_layout Standard
437 Dump video to prefix <prefix> at level <level> (0-18).
440 \begin_layout Itemize
441 The codec is Camstudio Codec in gzip mode.
444 \begin_layout Itemize
445 Encoder and muxer are internal, available on all platforms.
448 \begin_layout Itemize
449 Audio enable/disable and framerate has no effect.
452 \begin_layout Itemize
453 Warning: Levels 10-18 are not compatible with AVISource.
456 \begin_layout Itemize
457 Recomended level is 7 if decoded by AVISource.
460 \begin_layout Itemize
461 Recomended level is 16 if decoded by ffmpeg, mencoder or FFMpegSource.
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.
469 \begin_layout Subsubsection
473 \begin_layout Standard
474 End current video dump.
477 \begin_layout Subsection
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
487 \begin_layout Standard
488 The available element <sizes> are:
491 \begin_layout Itemize
495 \begin_layout Itemize
499 \begin_layout Itemize
503 \begin_layout Itemize
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
514 \begin_layout Subsubsection
515 read-<size> <address>
518 \begin_layout Standard
519 Read the value of byte in <address>.
522 \begin_layout Subsubsection
523 read-s<size> <address>
526 \begin_layout Standard
527 Read the value of signed byte in <address>.
530 \begin_layout Subsubsection
531 write-<size> <address> <value>
534 \begin_layout Standard
535 Write <value> to byte in address <address>.
538 \begin_layout Subsubsection
542 \begin_layout Standard
543 Reset the memory search
546 \begin_layout Subsubsection
550 \begin_layout Standard
551 Print number of candidates remaining
554 \begin_layout Subsubsection
558 \begin_layout Standard
559 Print all candidates remaining
562 \begin_layout Subsubsection
563 search-memory <usflag><sizeflag><op>
566 \begin_layout Standard
567 Searches memory for addresses satisfying criteria.
570 \begin_layout Standard
574 \begin_layout Itemize
578 \begin_layout Itemize
582 \begin_layout Standard
586 \begin_layout Itemize
590 \begin_layout Itemize
594 \begin_layout Itemize
598 \begin_layout Itemize
602 \begin_layout Standard
606 \begin_layout Itemize
607 lt: < previous value.
610 \begin_layout Itemize
611 le: <= previous value.
614 \begin_layout Itemize
615 eq: = previous value.
618 \begin_layout Itemize
619 ne: != previous value.
622 \begin_layout Itemize
623 ge: >= previous value.
626 \begin_layout Itemize
627 gt: > previous value.
630 \begin_layout Subsubsection
631 search-memory <sizeflag> <value>
634 \begin_layout Standard
635 Searches for addresses that currently have value <value>.
636 <sizeflag> is as in previous command.
639 \begin_layout Subsection
643 \begin_layout Standard
644 These commands are not available in lsnesrc, but are available after ROM
648 \begin_layout Subsubsection
652 \begin_layout Standard
653 Quits the emulator (asking for confirmation).
654 If /y is given, no confirmation is asked.
657 \begin_layout Subsubsection
661 \begin_layout Standard
662 Toggle paused/unpaused
665 \begin_layout Subsubsection
669 \begin_layout Standard
671 If the button is still held after configurable timeout expires, game unpauses
672 for the duration frame advance is held.
675 \begin_layout Subsubsection
679 \begin_layout Standard
681 If the button is still held after configurable timeout expires, game unpauses
682 for the duration frame advance is held.
685 \begin_layout Subsubsection
689 \begin_layout Standard
690 Skip to first poll in frame after current.
693 \begin_layout Subsubsection
697 \begin_layout Standard
698 Reset the SNES after this frame.
701 \begin_layout Subsubsection
702 load-state <filename>
705 \begin_layout Standard
706 Load savestate <filename> in readwrite mode.
709 \begin_layout Subsubsection
710 load-readonly <filename>
713 \begin_layout Standard
714 Load savestate <filename> in readonly mode.
717 \begin_layout Subsubsection
718 load-preserve <filename>
721 \begin_layout Standard
722 Load savestate <filename> in readonly mode, preserving current events.
725 \begin_layout Subsubsection
726 load-movie <filename>
729 \begin_layout Standard
730 Load savestate <filename>, ignoring save part in readonly mode.
733 \begin_layout Subsubsection
734 save-state <filename>
737 \begin_layout Standard
738 Save system state to <filename> as soon as possible.
741 \begin_layout Subsubsection
742 save-movie <filename>
745 \begin_layout Standard
746 Save movie to <filename>.
749 \begin_layout Subsubsection
753 \begin_layout Standard
757 \begin_layout Subsubsection
761 \begin_layout Standard
762 Set name of the game to <name>
765 \begin_layout Subsubsection
769 \begin_layout Standard
770 Print the name of the game.
773 \begin_layout Subsubsection
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.
783 \begin_layout Subsubsection
784 edit-author <num> <author>
787 \begin_layout Standard
788 Edit the author in slot <num> (0-based) to be <author> (see add-author for
792 \begin_layout Subsubsection
796 \begin_layout Standard
797 Remove author in slot <num>
800 \begin_layout Subsubsection
804 \begin_layout Standard
808 \begin_layout Subsubsection
809 test-1, test-2, test-3
812 \begin_layout Standard
813 Internal test commands
816 \begin_layout Subsubsection
817 take-screenshot <filename>
820 \begin_layout Standard
821 Save screenshot to <filename>.
824 \begin_layout Subsubsection
825 +controller<num><button>
828 \begin_layout Standard
829 Press button <button> on controller <num> (1-8).
830 The following button names are known:
833 \begin_layout Itemize
837 \begin_layout Itemize
841 \begin_layout Itemize
845 \begin_layout Itemize
849 \begin_layout Itemize
853 \begin_layout Itemize
857 \begin_layout Itemize
861 \begin_layout Itemize
865 \begin_layout Itemize
869 \begin_layout Itemize
873 \begin_layout Itemize
877 \begin_layout Itemize
881 \begin_layout Itemize
885 \begin_layout Itemize
889 \begin_layout Itemize
893 \begin_layout Itemize
897 \begin_layout Subsubsection
898 controllerh<num><button>
901 \begin_layout Standard
902 Hold/unhold button <button> on controller <num> (1-8).
903 See +controller for button names.
906 \begin_layout Subsubsection
910 \begin_layout Standard
914 \begin_layout Subsection
918 \begin_layout Standard
919 Only available if lua support is compiled in.
922 \begin_layout Subsubsection
926 \begin_layout Standard
927 Run Lua code <luacode> using built-in Lua interpretter.
930 \begin_layout Subsubsection
934 \begin_layout Standard
935 Run specified lua file using built-in Lua interpretter.
938 \begin_layout Subsection
942 \begin_layout Subsubsection
943 add-watch <name> <expression>
946 \begin_layout Standard
947 Adds new watch (or modifies old one).
950 \begin_layout Subsubsection
954 \begin_layout Standard
958 \begin_layout Section
962 \begin_layout Subsection
966 \begin_layout Standard
967 Set where bsnes looks for firmware files.
969 \begin_inset Quotes eld
973 \begin_inset Quotes erd
979 \begin_layout Subsection
983 \begin_layout Standard
985 Numeric, range is 0.001 to
986 \begin_inset Quotes eld
990 \begin_inset Quotes erd
994 Default is native framerate.
997 \begin_layout Subsection
1001 \begin_layout Standard
1002 Set save compression level (integer 0-9).
1003 Default is 7 (0 is no compression).
1006 \begin_layout Subsection
1010 \begin_layout Standard
1011 Set the frame advance timeout in milliseconds.
1012 Numeric integer, range is 0-999999999.
1016 \begin_layout Subsection
1020 \begin_layout Standard
1021 Always dump at 512x448 or 512x478 regardless of what the console outputs.
1024 \begin_layout Section
1028 \begin_layout Subsection
1032 \begin_layout Standard
1033 Print line to message console.
1036 \begin_layout Subsection
1037 bit.none(number...) / bit.bnot(number...)
1040 \begin_layout Standard
1041 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1045 \begin_layout Subsection
1046 bit.any(number...) / bit.bor(number...)
1049 \begin_layout Standard
1050 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1053 \begin_layout Subsection
1054 bit.all(number...) / bit.band(number...)
1057 \begin_layout Standard
1058 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1062 \begin_layout Subsection
1063 bit.parity(number...) / bit.bxor(number...)
1066 \begin_layout Standard
1067 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1071 \begin_layout Subsection
1072 bit.lrotate(number base[, number amount[, number bits]])
1075 \begin_layout Standard
1076 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1079 \begin_layout Subsection
1080 bit.rrotate(number base[, number amount[, number bits]])
1083 \begin_layout Standard
1084 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1088 \begin_layout Subsection
1089 bit.lshift(number base[, number amount[, number bits]])
1092 \begin_layout Standard
1093 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
1094 The new bits are filled with zeroes.
1097 \begin_layout Subsection
1098 bit.lrshift(number base[, number amount[, number bits]])
1101 \begin_layout Standard
1102 Shift bits-bit (max 48, default 48) number logically right by amount (default
1104 The new bits are filled with zeroes.
1107 \begin_layout Subsection
1108 bit.arshift(number base[, number amount[, number bits]])
1111 \begin_layout Standard
1112 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1114 The new bits are shifted in with copy of the high bit.
1117 \begin_layout Subsection
1121 \begin_layout Standard
1122 Returns 5-tuple (hresolution, vresolution, rshift, gshift, bshift).
1123 Only available in on_paint() and on_video() callbacks.
1126 \begin_layout Subsection
1127 gui.<class>_gap(number gap)
1130 \begin_layout Standard
1131 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1133 Only available in on_paint() and on_video() callbacks.
1136 \begin_layout Subsection
1137 gui.text(number x, number y, string text[, number fgc[, number fga[, number
1138 bgc[, number bga]]]])
1141 \begin_layout Standard
1142 Draw text on the GUI.
1143 Font size is 8(or 16) by 16.
1147 \begin_layout Itemize
1148 Coordinate origin is at top-left of the game area.
1149 Left and top gaps have negative coordinates.
1152 \begin_layout Itemize
1153 Use gui.resolution() to discover how to layout colors.
1156 \begin_layout Itemize
1157 Alpha range is 0(transparent)-256(opaque).
1160 \begin_layout Itemize
1161 Only available in on_paint() and on_video() callbacks.
1164 \begin_layout Subsection
1168 \begin_layout Standard
1169 Request on_repaint() to happen as soon as possible.
1172 \begin_layout Subsection
1173 gui.subframe_update(boolean on)
1176 \begin_layout Standard
1177 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
1178 or not happen (on=false).
1181 \begin_layout Subsection
1182 input.get(number controller, number index)
1185 \begin_layout Standard
1186 Read the specified index (0-11) from specified controller (0-7).
1190 \begin_layout Itemize
1191 Uses physical controller numbering.
1192 Gamepad in port 2 is controller 4, not 1!
1195 \begin_layout Itemize
1196 Only available in on_input callback.
1199 \begin_layout Subsection
1200 input.set(number controller, number index, number value)
1203 \begin_layout Standard
1204 Write the specified index (0-11) from specified controller (0-7), storing
1209 \begin_layout Itemize
1210 Uses physical controller numbering.
1211 Gamepad in port 2 is controller 4, not 1!
1214 \begin_layout Itemize
1215 Only available in on_input callback.
1218 \begin_layout Subsection
1219 input.reset([number cycles])
1222 \begin_layout Standard
1224 If cycles is greater than zero, do delayed reset.
1227 \begin_layout Itemize
1228 Only available in on_input callback with subframe flag false.
1231 \begin_layout Subsection
1232 hostmemory.read(number address)
1235 \begin_layout Standard
1236 Reads hostmemory slot address.
1237 Slot numbers out of range return false instead of numeric.
1240 \begin_layout Subsection
1241 hostmemory.write(number address, number value)
1244 \begin_layout Standard
1245 Writes hostmemory slot with 0-255.
1246 Slot numbers out of range cause extension of host memory slot space.
1249 \begin_layout Subsection
1250 movie.currentframe()
1253 \begin_layout Standard
1254 Return number of current frame.
1257 \begin_layout Subsection
1261 \begin_layout Standard
1262 Return number of frames in movie.
1265 \begin_layout Subsection
1269 \begin_layout Standard
1270 Return true if in readonly mode, false if in readwrite.
1273 \begin_layout Subsection
1274 movie.set_readwrite()
1277 \begin_layout Standard
1278 Set readwrite mode (does not cause on_readwrite callback).
1281 \begin_layout Subsection
1282 movie.frame_subframes(number frame)
1285 \begin_layout Standard
1286 Count number of subframes in specified frame (frame numbers are 1-based)
1290 \begin_layout Subsection
1291 movie.read_subframe(number frame, number subframe)
1294 \begin_layout Standard
1295 Read specifed subframe in specified frame and return data as array (100
1296 elements, numbered 0-99 currently).
1299 \begin_layout Subsection
1300 Callback: on_paint()
1303 \begin_layout Standard
1304 Called when screen is being painted.
1305 Any gui.* calls requiring graphic context draw on the screen.
1308 \begin_layout Subsection
1309 Callback: on_video()
1312 \begin_layout Standard
1313 Called when video dump frame is being painted.
1314 Any gui.* calls requiring graphic context draw on the video.
1317 \begin_layout Subsection
1318 Callback: on_startup()
1321 \begin_layout Standard
1322 Called when the emulator is starting (lsnes.rc has been run).
1325 \begin_layout Subsection
1326 Callback: on_pre_load(string name)
1329 \begin_layout Standard
1330 Called just before savestate/movie load occurs (note: loads are always delayed,
1331 so this occurs even when load was initiated by lua).
1334 \begin_layout Subsection
1335 Callback: on_err_load(string name)
1338 \begin_layout Standard
1339 Called if loadstate goes wrong.
1342 \begin_layout Subsection
1343 Callback: on_post_load(string name, boolean was_savestate)
1346 \begin_layout Standard
1347 Called on successful loadstate.
1348 was_savestate gives if this was a savestate or a movie.
1351 \begin_layout Subsection
1352 Callback: on_pre_save(string name, boolean is_savestate)
1355 \begin_layout Standard
1356 Called just before savestate save occurs (note: movie saves are synchronous
1357 and won't trigger these callbacks if called from Lua).
1360 \begin_layout Subsection
1361 Callback: on_err_save(string name)
1364 \begin_layout Standard
1365 Called if savestate goes wrong.
1368 \begin_layout Subsection
1369 Callback: on_post_save(string name, boolean is_savestate)
1372 \begin_layout Standard
1373 Called on successful savaestate.
1374 is_savestate gives if this was a savestate or a movie.
1377 \begin_layout Subsection
1381 \begin_layout Standard
1382 Called when emulator is shutting down.
1385 \begin_layout Subsection
1386 Callback: on_input(boolean subframe)
1389 \begin_layout Standard
1390 Called when emulator is just sending input to bsnes core.
1391 Warning: This is called even in readonly mode, but the results are ignored.
1394 \begin_layout Subsection
1395 Callback: on_reset()
1398 \begin_layout Standard
1399 Called when SNES is reset.
1402 \begin_layout Subsection
1403 Callback: on_readwrite()
1406 \begin_layout Standard
1407 Called when moving into readwrite mode as result of
1408 \begin_inset Quotes eld
1412 \begin_inset Quotes erd
1415 command (note: moving to rwmode by Lua won't trigger this, as per recursive
1419 \begin_layout Subsection
1420 Callback: on_snoop(number port, number controller, number index, number
1424 \begin_layout Standard
1425 Called each time bsnes asks for input.
1426 The value is the final value to be sent to bsnes core.
1427 Might be useful when translating movies to format suitable for console
1431 \begin_layout Section
1435 \begin_layout Subsection
1436 Platform-specific commands:
1439 \begin_layout Subsubsection
1443 \begin_layout Standard
1444 Enable sounds in GUI (has no effect on video dumping).
1447 \begin_layout Subsubsection
1451 \begin_layout Standard
1452 Disable sounds in GUI (has no effect on video dumping).
1455 \begin_layout Subsubsection
1459 \begin_layout Standard
1460 Asks to press a key and then identifies that key.
1463 \begin_layout Subsubsection
1467 \begin_layout Standard
1468 Toggle between windowed/fullscreen console.
1471 \begin_layout Subsubsection
1475 \begin_layout Standard
1476 Scroll messages window as far back as it goes.
1479 \begin_layout Subsubsection
1483 \begin_layout Standard
1484 Scroll messages window as far forward as it goes.
1487 \begin_layout Subsubsection
1491 \begin_layout Standard
1492 Scroll messages window back one screenful.
1495 \begin_layout Subsubsection
1499 \begin_layout Standard
1500 Scroll messages window forward one screenful.
1503 \begin_layout Subsection
1507 \begin_layout Subsubsection
1508 autorepeat-first-delay
1511 \begin_layout Standard
1512 Sets the delay for first character in typematic autorepeat.
1515 \begin_layout Subsubsection
1516 autorepeat-subsequent-delay
1519 \begin_layout Standard
1520 Sets the delay for subsequent characters in typematic autorepeat.
1523 \begin_layout Subsection
1527 \begin_layout Standard
1528 Following modifier names are known:
1531 \begin_layout Itemize
1532 ctrl, lctrl, rctrl: Control keys
1535 \begin_layout Itemize
1536 alt, lalt, ralt: ALT keys.
1539 \begin_layout Itemize
1540 shift, lshift, rshift: Shift keys.
1543 \begin_layout Itemize
1544 meta, lmeta, rmeta: Meta keys.
1547 \begin_layout Itemize
1548 num, caps: Numlock/Capslock (these are sticky!)
1551 \begin_layout Itemize
1555 \begin_layout Subsection
1559 \begin_layout Standard
1560 Following key names are known:
1563 \begin_layout Itemize
1564 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
1565 hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
1566 comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
1567 less, equals, greater, question, at, leftbracket, backslash, rightbracket,
1568 caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
1569 o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
1570 world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
1571 world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
1572 world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
1573 world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
1574 world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
1575 world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
1576 world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
1577 world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
1578 world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
1579 world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
1580 world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
1581 world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
1582 kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
1583 kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
1584 pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
1585 f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
1586 lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
1587 break, menu, power, euro, undo
1590 \begin_layout Itemize
1591 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
1592 hardware-dependent scan code of <n> (useful to bind those keys that don't
1593 have symbolic names).
1596 \begin_layout Standard
1597 In addition, following pseudo-keys are known (note: these do not work yet,
1598 and especially do not work in conjunction with modifers):
1601 \begin_layout Itemize
1602 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
1605 \begin_layout Itemize
1606 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
1609 \begin_layout Itemize
1610 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
1613 \begin_layout Itemize
1614 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
1617 \begin_layout Itemize
1618 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
1621 \begin_layout Itemize
1622 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
1626 \begin_layout Itemize
1627 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
1631 \begin_layout Subsection
1635 \begin_layout Itemize
1636 Escape: Enter/Exit Command mode, cancel modal dialogs.
1639 \begin_layout Itemize
1640 Return (also KPEnter): Execute command, ok modal dialog.
1643 \begin_layout Itemize
1644 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
1648 \begin_layout Itemize
1649 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
1653 \begin_layout Itemize
1654 Home (also KP7 if no num lock; command mode): Beginning of command.
1657 \begin_layout Itemize
1658 End (also KP1 if no num lock; command mode): End of command.
1661 \begin_layout Itemize
1662 Left (also KP4 if no num lock; command mode): Move cursor left.
1665 \begin_layout Itemize
1666 Right (also KP6 if no num lock; command mode): Move cursor right.
1669 \begin_layout Itemize
1671 if no num lock; command mode): Delete character to right of cursor.
1674 \begin_layout Itemize
1675 Insert (also KP0 if no num lock; command mode): Toggle between insert /
1679 \begin_layout Itemize
1680 Backspace (command mode): Delete character to left of cursor.
1683 \begin_layout Itemize
1684 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
1687 \begin_layout Subsection
1691 \begin_layout Standard
1692 If emulator does not reach internal polling loop in 15 seconds after leaving
1693 it or 15 seconds after starting, the emulator instantly bombs out.
1696 \begin_layout Section
1700 \begin_layout Standard
1701 Movie file is .zip archive in itself, normal ZIP archive tools work on it
1702 (note: If you recompress it, do not use compression methods other than
1703 store and deflate and especially do not use encryption of any kind).
1706 \begin_layout Subsection
1707 Detecting clean start/SRAM/Savestate
1710 \begin_layout Itemize
1712 \begin_inset Quotes eld
1716 \begin_inset Quotes erd
1719 it is savestate, otherwise:
1722 \begin_layout Itemize
1723 If file has members with names starting
1724 \begin_inset Quotes eld
1728 \begin_inset Quotes erd
1731 it is movie starting from SRAM, otherwise:
1734 \begin_layout Itemize
1735 It is movie starting from clear state.
1738 \begin_layout Subsection
1742 \begin_layout Standard
1743 Type of game ROM and region.
1747 \begin_layout Standard
1748 \begin_inset Tabular
1749 <lyxtabular version="3" rows="8" columns="3">
1750 <features tabularvalignment="middle">
1751 <column alignment="center" valignment="top" width="0">
1752 <column alignment="center" valignment="top" width="0">
1753 <column alignment="center" valignment="top" width="0">
1755 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1758 \begin_layout Plain Layout
1764 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1767 \begin_layout Plain Layout
1773 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1776 \begin_layout Plain Layout
1784 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1787 \begin_layout Plain Layout
1793 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1796 \begin_layout Plain Layout
1802 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1805 \begin_layout Plain Layout
1813 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1816 \begin_layout Plain Layout
1822 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1825 \begin_layout Plain Layout
1831 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1834 \begin_layout Plain Layout
1842 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1845 \begin_layout Plain Layout
1851 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1854 \begin_layout Plain Layout
1860 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1863 \begin_layout Plain Layout
1871 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1874 \begin_layout Plain Layout
1880 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1883 \begin_layout Plain Layout
1889 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1892 \begin_layout Plain Layout
1900 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1903 \begin_layout Plain Layout
1909 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1912 \begin_layout Plain Layout
1918 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1921 \begin_layout Plain Layout
1929 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1932 \begin_layout Plain Layout
1938 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1941 \begin_layout Plain Layout
1947 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1950 \begin_layout Plain Layout
1958 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1961 \begin_layout Plain Layout
1967 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1970 \begin_layout Plain Layout
1976 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1979 \begin_layout Plain Layout
1993 \begin_layout Standard
1997 \begin_layout Standard
1998 \begin_inset Tabular
1999 <lyxtabular version="3" rows="3" columns="2">
2000 <features tabularvalignment="middle">
2001 <column alignment="center" valignment="top" width="0">
2002 <column alignment="center" valignment="top" width="0">
2004 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2007 \begin_layout Plain Layout
2013 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2016 \begin_layout Plain Layout
2024 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2027 \begin_layout Plain Layout
2033 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2036 \begin_layout Plain Layout
2044 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2047 \begin_layout Plain Layout
2053 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2056 \begin_layout Plain Layout
2070 \begin_layout Subsection
2074 \begin_layout Standard
2075 Contains type of port #1.
2076 Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
2077 If not present, defaults to 'gamepad'.
2080 \begin_layout Subsection
2084 \begin_layout Standard
2085 Contains type of port #2.
2086 Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
2087 'justifier' and 'justifiers'.
2088 If not present, defaults to 'none'.
2091 \begin_layout Subsection
2095 \begin_layout Standard
2096 Contains name of the game.
2099 \begin_layout Subsection
2103 \begin_layout Standard
2104 Contains authors, one per line.
2105 Part before '|' is the full name, part after is the nickname.
2108 \begin_layout Subsection
2112 \begin_layout Standard
2114 \begin_inset Quotes eld
2118 \begin_inset Quotes erd
2122 Used to reject other saves.
2125 \begin_layout Subsection
2126 Member: controlsversion
2129 \begin_layout Standard
2131 \begin_inset Quotes eld
2135 \begin_inset Quotes erd
2139 Used to identify what controls are there.
2142 \begin_layout Subsection
2144 \begin_inset Quotes eld
2148 \begin_inset Quotes erd
2154 \begin_layout Standard
2155 Contains bsnes core version number.
2158 \begin_layout Subsection
2162 \begin_layout Standard
2163 Contains project ID.
2164 Used to identify if two movies are part of the same project.
2167 \begin_layout Subsection
2168 Member: {rom,slota,slotb}{,xml}.sha256
2171 \begin_layout Standard
2172 Contains SHA-256 of said ROM or ROM mapping file.
2173 Absent if corresponding file is absent.
2176 \begin_layout Subsection
2177 Member: moviesram.<name>
2180 \begin_layout Standard
2181 Raw binary startup SRAM of kind <name>.
2182 Only present in savestates and movies starting from SRAM.
2185 \begin_layout Subsection
2189 \begin_layout Standard
2190 Raw binary movie state data.
2191 Only present in savestates.
2194 \begin_layout Standard
2198 \begin_layout Itemize
2199 32 bytes: SHA-256 of project ID.
2202 \begin_layout Itemize
2203 8 bytes: Big-endian current frame.
2206 \begin_layout Itemize
2207 100x4 bytes: Poll counters for each control (bit31 of each is
2208 \begin_inset Quotes eld
2212 \begin_inset Quotes erd
2218 \begin_layout Itemize
2219 8 bytes: Big-endian lag frame count.
2222 \begin_layout Itemize
2223 32 bytes: SHA-256 of past input
2226 \begin_layout Itemize
2227 32 bytes: SHA-256 of previous.
2230 \begin_layout Subsection
2234 \begin_layout Standard
2235 Raw binary dump of host memory.
2236 Only present in savestates.
2239 \begin_layout Subsection
2243 \begin_layout Standard
2244 The savestate itself.
2245 Savestate detection uses this file, only present in savestates.
2248 \begin_layout Subsection
2252 \begin_layout Standard
2253 Screenshot of current frame.
2254 Only present in savestates.
2257 \begin_layout Subsection
2261 \begin_layout Standard
2262 Raw binary SRAM of kind <name> at time of savestate.
2263 Only present in savestates.
2266 \begin_layout Subsection
2270 \begin_layout Standard
2271 The actual input track, one line per subframe (blank lines are skipped).
2274 \begin_layout Itemize
2275 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
2276 part of same frame as previous, otherwise it starts a new frame.
2279 \begin_layout Itemize
2280 First subframe must start a new frame.
2283 \begin_layout Standard
2284 Length of movie in frames is number of lines in input file that start a
2288 \begin_layout Subsection
2292 \begin_layout Standard
2293 Contains textual base-10 rerecord count (emulator just writes this, it doesn't
2297 \begin_layout Subsection
2301 \begin_layout Standard
2302 This member stores set of load IDs.
2303 There is one load ID per rerecord (plus one corresponding to start of project).
2306 \begin_layout Itemize
2307 This member constists of concatenation of records
2310 \begin_layout Itemize
2311 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
2315 \begin_layout Itemize
2316 IDs are interpretted as 256-bit big-endian integers with warparound.
2319 \begin_layout Itemize
2320 Initial predicted ID is all zeroes.
2323 \begin_layout Standard
2324 Format of each record is:
2327 \begin_layout Itemize
2328 1 byte: Opcode byte.
2329 Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
2333 \begin_layout Itemize
2334 32-prefixlen bytes of ID.
2337 \begin_layout Itemize
2338 countlen bytes of big-endian count (count).
2341 \begin_layout Standard
2342 Records are processed as follows:
2345 \begin_layout Itemize
2346 To form the first ID encoded by record, take the first prefixlen bytes predicted
2347 ID and append the read ID value to it.
2348 The result is the first ID encoded.
2351 \begin_layout Itemize
2352 If countlen is 0, record encodes 1 ID.
2355 \begin_layout Itemize
2356 If countlen is 1, record encodes 2+count IDs.
2359 \begin_layout Itemize
2360 If countlen is 2, record encodes 258+count IDs.
2363 \begin_layout Itemize
2364 If countlen is 3, record encodes 65794+count IDs.
2367 \begin_layout Itemize
2368 The new predicted ID is the next ID after last one encoded by the record.
2371 \begin_layout Standard
2372 The number of rerecords + 1 is equal to the sum of number of IDs encoded
2376 \begin_layout Section
2380 \begin_layout Subsection
2384 \begin_layout Standard
2385 make ui=ui-libsnes options=debugger profile=accuracy
2388 \begin_layout Itemize
2389 Yes, debugger is needed.
2392 \begin_layout Subsection
2393 Prerequisite libraries:
2396 \begin_layout Itemize
2400 \begin_layout Itemize
2404 \begin_layout Itemize
2408 \begin_layout Itemize
2412 \begin_layout Itemize
2416 \begin_layout Subsection
2417 Compile options to make:
2420 \begin_layout Subsubsection
2424 \begin_layout Standard
2425 Set path to BSNES bsnes directory to <path>.
2428 \begin_layout Subsubsection
2432 \begin_layout Standard
2433 Don't use threads (makes dumping slower, but threads probably only work
2437 \begin_layout Subsubsection
2441 \begin_layout Standard
2442 (cross) C++ compiler to use.
2446 \begin_layout Subsubsection
2450 \begin_layout Standard
2451 (host) C++ compiler to use.
2452 Defaults to the same as CC.
2455 \begin_layout Subsubsection
2459 \begin_layout Standard
2460 Assume BSNES uses compatiblity core instead of accuracy core.
2463 \begin_layout Subsubsection
2467 \begin_layout Standard
2468 Don't compile in Lua support.
2471 \begin_layout Section
2475 \begin_layout Subsection
2476 Problems from BSNES core:
2479 \begin_layout Itemize
2480 The whole pending save stuff.
2483 \begin_layout Itemize
2484 Delay resets are slow.
2487 \begin_layout Itemize
2488 RTC is not emulated in sync-stable manner.
2491 \begin_layout Itemize
2492 Lack of layer hiding.
2495 \begin_layout Itemize
2499 \begin_layout Itemize
2500 Firmwares can't be loaded from ZIP archives.
2503 \begin_layout Itemize
2504 Manual polls can be corrupted if savestate occurs during those.
2507 \begin_layout Subsection
2511 \begin_layout Itemize
2512 Make it build on Windows (and build binaries).
2513 Not todo for rr0-β0.
2516 \begin_layout Subsection
2520 \begin_layout Itemize
2521 Audio for last dumped frame is not itself dumped.
2524 \begin_layout Itemize
2525 Audio in UI is pretty bad in quality.
2528 \begin_layout Itemize
2529 UI itself is 30fps max.
2532 \begin_layout Itemize
2533 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
2536 \begin_layout Itemize
2537 No menus, command based interface (SDL).
2540 \begin_layout Itemize
2541 Long commands don't scroll.
2544 \begin_layout Itemize
2548 \begin_layout Itemize
2549 Joysticks don't work.
2552 \begin_layout Section
2556 \begin_layout Subsection
2560 \begin_layout Itemize
2564 \begin_layout Itemize
2565 Fix dumper video corruption with levels 10-18.